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Learn Cocoa on the Mac
Jack Nutting and P. Clark
Book
The Cocoa frameworks are some of the most powerful for creating native OS X apps available today....

Bong Mines Entertainment (15 KP) rated Favorite Flavor by Virgin Miri in Music
Jun 17, 2019
Virgin Miri is a singer-songwriter from Sweden. Not too long ago, she released a bouncy Scandi-pop tune, entitled, “Favorite Flavor”.
“When I wake, I wanna bake ya and hide your clothes. You can stay with me forever, I wanna overdose. I can’t get enough of you. Can I keep you in my room? Wear you like a new perfume. I can’t get enough, you’re my favorite flavor. Spicy chili, baby, hotter than a fever.” – lyrics
‘Favorite Flavor’ tells a slightly psychotic tale of a young woman who enjoys a perfect sleepover with her significant other.
Apparently, she has no self-control when he’s around, and every day she can’t seem to get enough of him.
Later, she admits that when she’s done with him, she’s going to wrap him up like candy and save him for later.
‘Favorite Flavor’ contains a dreamy storyline, pleasant vocals, and bouncy instrumentation flavored with playful synths and sticky kicks.
Also, the likable tune was partly inspired by a friend who hugged her bunny so hard it suffocated.
“‘Favorite Flavor’ is a love song about the honeymoon phase. When you can’t sleep because the butterflies in your belly keep you up. And you just want to hang out and make out forever.” – Virgin Miri
As a teen, Virgin Miri co-founded the controversial pop-duo, Cupid Kidz, “Sweden’s most dangerous band” according to Channel 4 News.
After a few age-restricted music videos and getting banned in the city of Falun, she moved to New York to chase the American dream.
Two years later, she found herself with an expired visa and a broken heart. She quit her job, boyfriend, and hairstyle. Also, she bought a one-way ticket to Mexico, where she crashed her best friend’s honeymoon.
Under a palm tree by the Caribbean sea, she ate 200 tacos and wrote 200 songs. With a new sound, she returned home to reside and create bedroom pop in her dad’s Stockholm office.
‘Favorite Flavor’ is the first single from Virgin Miri’s upcoming debut EP, which was written and produced with Hessam Esfahani.
https://www.bongminesentertainment.com/virgin-miri-favorite-flavor/
“When I wake, I wanna bake ya and hide your clothes. You can stay with me forever, I wanna overdose. I can’t get enough of you. Can I keep you in my room? Wear you like a new perfume. I can’t get enough, you’re my favorite flavor. Spicy chili, baby, hotter than a fever.” – lyrics
‘Favorite Flavor’ tells a slightly psychotic tale of a young woman who enjoys a perfect sleepover with her significant other.
Apparently, she has no self-control when he’s around, and every day she can’t seem to get enough of him.
Later, she admits that when she’s done with him, she’s going to wrap him up like candy and save him for later.
‘Favorite Flavor’ contains a dreamy storyline, pleasant vocals, and bouncy instrumentation flavored with playful synths and sticky kicks.
Also, the likable tune was partly inspired by a friend who hugged her bunny so hard it suffocated.
“‘Favorite Flavor’ is a love song about the honeymoon phase. When you can’t sleep because the butterflies in your belly keep you up. And you just want to hang out and make out forever.” – Virgin Miri
As a teen, Virgin Miri co-founded the controversial pop-duo, Cupid Kidz, “Sweden’s most dangerous band” according to Channel 4 News.
After a few age-restricted music videos and getting banned in the city of Falun, she moved to New York to chase the American dream.
Two years later, she found herself with an expired visa and a broken heart. She quit her job, boyfriend, and hairstyle. Also, she bought a one-way ticket to Mexico, where she crashed her best friend’s honeymoon.
Under a palm tree by the Caribbean sea, she ate 200 tacos and wrote 200 songs. With a new sound, she returned home to reside and create bedroom pop in her dad’s Stockholm office.
‘Favorite Flavor’ is the first single from Virgin Miri’s upcoming debut EP, which was written and produced with Hessam Esfahani.
https://www.bongminesentertainment.com/virgin-miri-favorite-flavor/

Purple Phoenix Games (2266 KP) rated Space Explorers in Tabletop Games
Jan 4, 2021
Space! It’s all the rage nowadays. Okay, it has been for many decades now, but I feel like recently we have, as a human race, decided to get back out there and start exploring again. While this game is not set in modern times, the excitement of exploration and the different facets of what actually goes into successful launches is certainly prevalent. Will our heroes overcome the G-Forces that press them into their seats and become one of the few to view Earth from afar, or will they fizzle out at launch and come back shamed?
Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.
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, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.
To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.
To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.
As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.
Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.
The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.
While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.
It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.
Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.
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, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.
To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.
To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.
As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.
Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.
The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.
While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.
It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.

Emma @ The Movies (1786 KP) rated Annabelle Comes Home (2019) in Movies
Jun 20, 2020
God help me I don't know why I went to see this.
The Warrens have contained Annabelle, her influence is safely blocked by a box crafted from sacred glass and they've locked her up in their artefact room. A year goes by without incident, but when their babysitter's friend visits unannounced, curious and looking for answers, the relative peace of the house is shattered.
Daniela unwittingly unleashes Annabelle's power onto the house and the three of them inside. The spirits in the Warren's basement are gradually escaping and coming out to play.
While me and horror don't mix, I do occasionally like the idea behind some of them. A story about objects with power like Annabelle Comes Home really appealed to me as I'm a fan of this sort of supernatural malarkey. As such, I decided to suck it up and be brave. I'm mainly glad I gave it a go... mainly.
This is the first horror film I have ever seen that has had any effect on me after seeing it. Most I just forget about and move on to the next, Annabelle Comes Home really messed with me though. I got up in the night and when I got back to bed I thought about it for the briefest moment and spent the next hour with the light on scrolling through Pinterest. Even when watching it at the cinema there were genuine moments where I was scared, not just the jumping out of my seat kind. Actually, I was impressed that it didn't just rely on the jump scare as a way of getting to its audience. More movies are doing that these days and it just feels like a very cheap way of trying for horror.
The scares here were much more... subtle... but subtle is absolutely not the right words. What I mean is that they were crafted in a much better and natural way than something popping out and screaming in your face. There is a moment with the bride where the shot genuinely moves so swiftly that it's almost inducing panic in you because you can't quite work out what's happening.
All of the spirits in the house are incredibly well done visually. The Ferryman in particular is very effective, it's amazing how something as simple as the sound of coins can add to the tension. When I said "all" at the beginning of this paragraph I did overstate slightly, there's one exception. Sadly Bob (our bit part love interest) is stuck outside trying to fend off a werewolf. I feel like the chances are high that he was designed for a Scooby Doo movie that was never produced. It's got a slightly cartoonish quality to it and when you add in the excess of rolling fog it becomes the least believable of all the unbelievable things.
Speaking of Bob, as a character, while adorable, does feel out of place as well. But the addition of this lighter storyline probably saved me from having a complete breakdown right in the cinema.
Daniela, the girl who can't read warning labels, left me annoyed. She's curious and looking for answers but it also feels like she's not convinced that the Warrens are for real. Either way, why would you play with the thing that is not only inside a locked room, but inside a locked box inside the locked room and has a very clear sign saying not to open it? Surely the only thing that's inside the box apart from a creepy doll and a chair is eternal damnation.
I thought that Madison Iseman as the babysitter Mary Ellen was a really good call in this. She's incredibly believable throughout and managed not to overact. Let's face it, there's always a strong chance of that in horror.
Finding out that Vera Farmiga and Patrick Wilson were barely in it was extremely disappointing. They're both good actors with a host of top roles under their belts and I'd been looking forward to seeing them on screen together. Once the set up is done though it's over to the younger cast members as Ed and Lorraine Warren go off on a trip. They do appear later in the film, but only after the action's conclusion to participate in the bizarrely conceived ending.
Mckenna Grace managed to deal with some of the creepy moments really well but I didn't feel like there was really much for her to do. Everything was very much guided by Mary Ellen and Daniela, and when she did get a moment on the screen it was swiftly snatched away by something else. Potentially by design I guess, but there wasn't much chance to make the role come alive.
I've not seen any of the other films in this franchise, and honestly, probably won't now. If someone who has could tell me if the others are as formulaic as this one I would appreciate it. I'm not saying formulaic is bad, sometimes knowing what's coming is easier to deal with, I'm sure it really helped me with this film. Near the beginning we have a sequence that gives you a checklist of things to wait for. Would I have stuck it out if I hadn't known what to look out for? Would some of those things scared me enough to leave? We'll never know.
I'm glad I managed to stick with it, the idea had been what really intrigued me and I feel like that came through well. Despite other issues with predictability and characters I actually enjoyed this film.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/07/annabelle-comes-home-movie-review.html
The Warrens have contained Annabelle, her influence is safely blocked by a box crafted from sacred glass and they've locked her up in their artefact room. A year goes by without incident, but when their babysitter's friend visits unannounced, curious and looking for answers, the relative peace of the house is shattered.
Daniela unwittingly unleashes Annabelle's power onto the house and the three of them inside. The spirits in the Warren's basement are gradually escaping and coming out to play.
While me and horror don't mix, I do occasionally like the idea behind some of them. A story about objects with power like Annabelle Comes Home really appealed to me as I'm a fan of this sort of supernatural malarkey. As such, I decided to suck it up and be brave. I'm mainly glad I gave it a go... mainly.
This is the first horror film I have ever seen that has had any effect on me after seeing it. Most I just forget about and move on to the next, Annabelle Comes Home really messed with me though. I got up in the night and when I got back to bed I thought about it for the briefest moment and spent the next hour with the light on scrolling through Pinterest. Even when watching it at the cinema there were genuine moments where I was scared, not just the jumping out of my seat kind. Actually, I was impressed that it didn't just rely on the jump scare as a way of getting to its audience. More movies are doing that these days and it just feels like a very cheap way of trying for horror.
The scares here were much more... subtle... but subtle is absolutely not the right words. What I mean is that they were crafted in a much better and natural way than something popping out and screaming in your face. There is a moment with the bride where the shot genuinely moves so swiftly that it's almost inducing panic in you because you can't quite work out what's happening.
All of the spirits in the house are incredibly well done visually. The Ferryman in particular is very effective, it's amazing how something as simple as the sound of coins can add to the tension. When I said "all" at the beginning of this paragraph I did overstate slightly, there's one exception. Sadly Bob (our bit part love interest) is stuck outside trying to fend off a werewolf. I feel like the chances are high that he was designed for a Scooby Doo movie that was never produced. It's got a slightly cartoonish quality to it and when you add in the excess of rolling fog it becomes the least believable of all the unbelievable things.
Speaking of Bob, as a character, while adorable, does feel out of place as well. But the addition of this lighter storyline probably saved me from having a complete breakdown right in the cinema.
Daniela, the girl who can't read warning labels, left me annoyed. She's curious and looking for answers but it also feels like she's not convinced that the Warrens are for real. Either way, why would you play with the thing that is not only inside a locked room, but inside a locked box inside the locked room and has a very clear sign saying not to open it? Surely the only thing that's inside the box apart from a creepy doll and a chair is eternal damnation.
I thought that Madison Iseman as the babysitter Mary Ellen was a really good call in this. She's incredibly believable throughout and managed not to overact. Let's face it, there's always a strong chance of that in horror.
Finding out that Vera Farmiga and Patrick Wilson were barely in it was extremely disappointing. They're both good actors with a host of top roles under their belts and I'd been looking forward to seeing them on screen together. Once the set up is done though it's over to the younger cast members as Ed and Lorraine Warren go off on a trip. They do appear later in the film, but only after the action's conclusion to participate in the bizarrely conceived ending.
Mckenna Grace managed to deal with some of the creepy moments really well but I didn't feel like there was really much for her to do. Everything was very much guided by Mary Ellen and Daniela, and when she did get a moment on the screen it was swiftly snatched away by something else. Potentially by design I guess, but there wasn't much chance to make the role come alive.
I've not seen any of the other films in this franchise, and honestly, probably won't now. If someone who has could tell me if the others are as formulaic as this one I would appreciate it. I'm not saying formulaic is bad, sometimes knowing what's coming is easier to deal with, I'm sure it really helped me with this film. Near the beginning we have a sequence that gives you a checklist of things to wait for. Would I have stuck it out if I hadn't known what to look out for? Would some of those things scared me enough to leave? We'll never know.
I'm glad I managed to stick with it, the idea had been what really intrigued me and I feel like that came through well. Despite other issues with predictability and characters I actually enjoyed this film.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/07/annabelle-comes-home-movie-review.html

LeftSideCut (3776 KP) rated Love, Death & Robots - Season 1 in TV
Apr 9, 2020
The beauty of Love, Death and Robots is it's format. An eclectic collection of animated short films, some genuinely brilliant, with a handful of duds, truly gives something for everyone.
There are 18 films on show here, all with something different to offer.
Firstly there were 3 that failed to really resonate with me - Sucker of Souls, When the Yoghurt Took Over, and Alternate Histories. I found these three either slightly boring, or silly for the sake of being silly. There were 2 that sort of floated in the middle - The Dump, and Blind Spot, not bad by any means (none of the shorts are truly bad) but just were sort of there.
Leaving a grand total of 13 shorts that I thought were really really great.
A handful of these realistic CGI entries - namely, Sonnie's Edge, Three Robots, Beyond the Aquila Rift, Shape Shifters (one of the highlights for me), Helping Hand (reminded me of Gravity, in a great way), Lucky 13, and The Secret War.
These lot are lengthier offerings, and boast some good looking CGI animation, bordering on photo realism at times. The run time gives an opportunity for some decent fleshed out stories.
The Secret War in particular is nothing short of breath taking, and may well be my top pick of the whole season.
Elsewhere, we have more cartoony offerings - Suits, a loud animation that features farmers in mech suits fighting aliens. Zima Blue, a beautifully touching story of how a simple robot transcends existence itself - another highlight of the season. Fish Night, a short desert based drama bursting with colour. The animation of this one reminded me of A Scanner Darkly. Good Hunting, a collision of Ancient Chinese stories and a Bioshock style steampunk future. Hard to watch at times, but stunning also - easily would have been my top pick if The Secret War wasn't included.
Rounding it off we have The Witness, and animation that looks like a moving oil painting and reminded me of Mirror's Edge, and Ice Age, a fun short that's the only live action inclusion with CGI flourishes about a civilisation growing in a couple freezer.
It's an ambitious collection of shorts for sure, but like I said, there's something here for everyone. Even the ones that I liked the least are a 6/10 at worst. If you like sci-fi or animation in any shape or form, then check this series out.
There are 18 films on show here, all with something different to offer.
Firstly there were 3 that failed to really resonate with me - Sucker of Souls, When the Yoghurt Took Over, and Alternate Histories. I found these three either slightly boring, or silly for the sake of being silly. There were 2 that sort of floated in the middle - The Dump, and Blind Spot, not bad by any means (none of the shorts are truly bad) but just were sort of there.
Leaving a grand total of 13 shorts that I thought were really really great.
A handful of these realistic CGI entries - namely, Sonnie's Edge, Three Robots, Beyond the Aquila Rift, Shape Shifters (one of the highlights for me), Helping Hand (reminded me of Gravity, in a great way), Lucky 13, and The Secret War.
These lot are lengthier offerings, and boast some good looking CGI animation, bordering on photo realism at times. The run time gives an opportunity for some decent fleshed out stories.
The Secret War in particular is nothing short of breath taking, and may well be my top pick of the whole season.
Elsewhere, we have more cartoony offerings - Suits, a loud animation that features farmers in mech suits fighting aliens. Zima Blue, a beautifully touching story of how a simple robot transcends existence itself - another highlight of the season. Fish Night, a short desert based drama bursting with colour. The animation of this one reminded me of A Scanner Darkly. Good Hunting, a collision of Ancient Chinese stories and a Bioshock style steampunk future. Hard to watch at times, but stunning also - easily would have been my top pick if The Secret War wasn't included.
Rounding it off we have The Witness, and animation that looks like a moving oil painting and reminded me of Mirror's Edge, and Ice Age, a fun short that's the only live action inclusion with CGI flourishes about a civilisation growing in a couple freezer.
It's an ambitious collection of shorts for sure, but like I said, there's something here for everyone. Even the ones that I liked the least are a 6/10 at worst. If you like sci-fi or animation in any shape or form, then check this series out.

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Bob Mann (459 KP) rated Pitch Perfect 3 (2017) in Movies
Sep 29, 2021
Aca-bysmal.
Mr Plot and Miss Tale were teenage sweethearts. They met at Storyville High School and inseparable, but were viciously cursed by a jealous school nurse, bitter from a recent split. Notwithstanding this setback, they realised that they were soul-mates, got engaged and were married in the following summer. Everyone wished them well, and spoke of the time when the sound of little Plots would ring out around their new house. Unfortunately, however hard they tried, no little Plot arrived. The ancient curse of the school nurse rang in their ears. They paid to see the most expensive doctors on Harley Street, but noone could help them. It turned out that not only was Mrs Plot infertile, but so was Mr Plot. It was hopeless, and because of an unfortunate conviction for marujiana possession in Mr Plot’s teenage years they couldn’t even adapt, sorry, adopt a little Plot from someone else. So they lived together with sadness and bitterness building up inside them. Would the curse ever be lifted? Would they work through their differences to find new purpose in life? Or would they part acromoniously with Mrs Plot joining a convent to sing mournful songs of grief and missed opportunities in the Swiss Alps? TO… BE…CONTINUED.
There. You were there, weren’t you? Living it. You want to know what happens next? Sure you do. You see, even I can come up with a story…. and I’m not a “professional Hollywood scriptwriter”.
Why then, I ask you. Why oh why oh why oh why oh why do the scriptwriters of Pitch Perfect 3 – Kay Cannon (the original PP screenwriter) and Mike White (“The Emoji Movie”) – think that this dreadfully lazy set of loosely connected scenes represent a viable basis for a movie? Is the view from the guys who green-lit this thing that the crowd that loved “Pitch Perfect” and the pretty dreadful sequel “Pitch Perfect 2” will pay their box office money regardless? Let’s advertise the hell out of it and cash in our chips before word of mouth gets out!?
In this ‘adventure’ the Bellas go on a US Forces overseas tour (though this is not really explained until they suddenly appear in Spain – what? how?). The really REALLY annoying commentators John (John Michael Higgins) and Gail (Elizabeth Banks, “Love and Mercy“) tag along, filming some lame half-arsed documentary about them until even the scriptwriters get fed up of that tedious plot-line and it quietly withers on the vine.
Fat Amy (is this still an acceptable nickname in 2017?) also runs into her nefarious father again after many years (John Lithgow, “Interstellar“, “Daddy’s Home 2“). Lithgow – sporting a wonderful Australian accent – is about the best thing in the film. The “plot” (sorry, I can barely bring myself to use that word) revolves around Daddy trying to get something of Amy’s that he needs, for reasons – given the yacht he sails – that makes no sense whatsoever. Will he succeed? Will the Bellas get selected to headline with DJ Khaled (who is apparently a thing, but I’ve never heard him on BBC Radio 2)? Does anyone really care?
As my wife pointed out, it’s a bit unfortunate that the only Bellas who are not stick-thin size zeroes are the obese and annoyingly loud one, the black lesbian one and two that nobody knows why they are there. The message to the target female teen audience is clear: if you want to be “in” you’d better diet… hard. Nice.
Looking for all the world like sticks of candy-cane. The size 0 Bellas.
What can I say that’s vaguely nice about this monstrosity?
Some of the acapella song and dance numbers are fun enough, particularly “Toxic” that opens the film;
The closing number by Anna Kendrick (“Table 19“) is quite appealing;
There are also about 5 funny lines that made me smile: not laugh… smile;
It’s also a relief that John and Gail, unlike in “Pitch Perfect 2“, only come out with one xenophobic/racist comment in the film (and that’s about the French, so that hardly counts 🙂 ).
And I’m out…
There will be no doubt die-hard teenage fans who will love this one too. But my wife was a great fan of the first film (as indeed was I); she tolerated the second one; but even she declared this to be “Aca-Awful”. It’s not as toxically dreadful as “Dirty Grandpa“… what could be? But, seriously, life is too short for this.
There. You were there, weren’t you? Living it. You want to know what happens next? Sure you do. You see, even I can come up with a story…. and I’m not a “professional Hollywood scriptwriter”.
Why then, I ask you. Why oh why oh why oh why oh why do the scriptwriters of Pitch Perfect 3 – Kay Cannon (the original PP screenwriter) and Mike White (“The Emoji Movie”) – think that this dreadfully lazy set of loosely connected scenes represent a viable basis for a movie? Is the view from the guys who green-lit this thing that the crowd that loved “Pitch Perfect” and the pretty dreadful sequel “Pitch Perfect 2” will pay their box office money regardless? Let’s advertise the hell out of it and cash in our chips before word of mouth gets out!?
In this ‘adventure’ the Bellas go on a US Forces overseas tour (though this is not really explained until they suddenly appear in Spain – what? how?). The really REALLY annoying commentators John (John Michael Higgins) and Gail (Elizabeth Banks, “Love and Mercy“) tag along, filming some lame half-arsed documentary about them until even the scriptwriters get fed up of that tedious plot-line and it quietly withers on the vine.
Fat Amy (is this still an acceptable nickname in 2017?) also runs into her nefarious father again after many years (John Lithgow, “Interstellar“, “Daddy’s Home 2“). Lithgow – sporting a wonderful Australian accent – is about the best thing in the film. The “plot” (sorry, I can barely bring myself to use that word) revolves around Daddy trying to get something of Amy’s that he needs, for reasons – given the yacht he sails – that makes no sense whatsoever. Will he succeed? Will the Bellas get selected to headline with DJ Khaled (who is apparently a thing, but I’ve never heard him on BBC Radio 2)? Does anyone really care?
As my wife pointed out, it’s a bit unfortunate that the only Bellas who are not stick-thin size zeroes are the obese and annoyingly loud one, the black lesbian one and two that nobody knows why they are there. The message to the target female teen audience is clear: if you want to be “in” you’d better diet… hard. Nice.
Looking for all the world like sticks of candy-cane. The size 0 Bellas.
What can I say that’s vaguely nice about this monstrosity?
Some of the acapella song and dance numbers are fun enough, particularly “Toxic” that opens the film;
The closing number by Anna Kendrick (“Table 19“) is quite appealing;
There are also about 5 funny lines that made me smile: not laugh… smile;
It’s also a relief that John and Gail, unlike in “Pitch Perfect 2“, only come out with one xenophobic/racist comment in the film (and that’s about the French, so that hardly counts 🙂 ).
And I’m out…
There will be no doubt die-hard teenage fans who will love this one too. But my wife was a great fan of the first film (as indeed was I); she tolerated the second one; but even she declared this to be “Aca-Awful”. It’s not as toxically dreadful as “Dirty Grandpa“… what could be? But, seriously, life is too short for this.

BookInspector (124 KP) rated Deity in Books
Jul 1, 2021
The host of this book is Scott King, an online journalist that loves raking up old graves. 😀 He chooses a case and interviews six people, that tell the reader different perspectives of the same case. This time he investigates a very controversial celebrity, that died in the fire and was accused of many things, such as abuse against young girls. I love Scott King’s style, he does not judge, he shares the stories, allowing the reader to decide what they want to believe in. All the characters are pretty unexpected and very intriguing, I just love to see the story unravelling.
The narrative of this book is extremely addictive. Every perspective brings something different and new to the overall view of the case, that is why I simply could not put down this book. There are plenty of twists and turns and the whole story is shrouded in mystery and ghosts. For me, the story had some similarities to real celebrities and some of the allegations I have read in the past. The whole story sounds so realistic, that I actually wanted to google Zach Crystal in case he was real. 😀 The topics discussed in this book are child abuse, mental illness, wish to control, mystical creatures, fanaticism, religion, the life of rich and famous, family relations, and many more.
I loved the atmosphere of this novel, it is creepy and very intriguing. The writing style is impeccable as always. The chapters are pretty long, but they are so absorbing, that the pages just fly by. The ending of this novel was phenomenal, but I still have unanswered questions about the whole story… Even though this book is fifth in the series, it can easily be read as a stand-alone. I can not wait for the next book, because this case was a really sensitive one, and I am very excited to see what Scott King will investigate next.
So, to conclude, this book has brilliant characters and a plot that always kept me guessing. I think this book was amazing, and I would recommend it to anyone. I hope you will like it as well. 🙂
The narrative of this book is extremely addictive. Every perspective brings something different and new to the overall view of the case, that is why I simply could not put down this book. There are plenty of twists and turns and the whole story is shrouded in mystery and ghosts. For me, the story had some similarities to real celebrities and some of the allegations I have read in the past. The whole story sounds so realistic, that I actually wanted to google Zach Crystal in case he was real. 😀 The topics discussed in this book are child abuse, mental illness, wish to control, mystical creatures, fanaticism, religion, the life of rich and famous, family relations, and many more.
I loved the atmosphere of this novel, it is creepy and very intriguing. The writing style is impeccable as always. The chapters are pretty long, but they are so absorbing, that the pages just fly by. The ending of this novel was phenomenal, but I still have unanswered questions about the whole story… Even though this book is fifth in the series, it can easily be read as a stand-alone. I can not wait for the next book, because this case was a really sensitive one, and I am very excited to see what Scott King will investigate next.
So, to conclude, this book has brilliant characters and a plot that always kept me guessing. I think this book was amazing, and I would recommend it to anyone. I hope you will like it as well. 🙂

Purple Phoenix Games (2266 KP) rated Quests: Heroes of Sorcado in Tabletop Games
May 26, 2021
I’ve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. It’s a lot of fun, although it’s quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.
Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L
Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!
Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.
That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!
Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L
Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!
Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.
That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!