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Get Out (2017)
Get Out (2017)
2017 | Horror, Thriller
ritten and directed by Jordan Peele, “Get Out” is not so much an actual horror film but more of a dark comedy. The plot is filled with political undertones, spotlighting awkward racial interactions that are shadowed by systemic inequality.
Chris Washington (Daniel Kaluuya) and Rose Armitage (Allison Williams) are a vibrant young couple living in the city. He’s a photographer. Not sure what she does. He’s black. She’s white. After dating for four months, Rose convinces Chris to go on a trip to meet her parents. Chris is apprehensive at first and skeptical about how her parents will react to meeting their daughter’s black boyfriend. Rose laughs that off and everything seems fine as they head to the country.
From this point forward the film starts to build in creepiness. It almost has the feel of an M. Night Shayamalan movie like “The Village.” As the plot develops, the audience knows they are supposed to be suspecting something creepy and sinister hiding behind images of normalcy. So everything begins to take on this feel. Rose’s family lives in a creepily perfect mansion in the country. They have a creepily quiet black groundskeeper and a creepily happy black maid.
Fortunately, two things save this film from becoming a hokey Shyamalan style disappointment. The plot is executed in a comedic fashion and it isn’t completely predictable.
The entire film balances a creepy-funny style. Moments of white people awkwardly trying to appear not-racist also build a suspenseful feeling that something darker is behind the surface.
Rose’s mom Missy (Catherine Keener) specializes in hypnosis. It quickly becomes clear that Missy is using mind control tactics to basically enslave black people. Under her spell, her victims take a psychological fall into a dark abyss and are left in a robotic state. It would have been nice if this aspect of the plot was given more screen time.
The film picks up pace when Rose’s parents host a “family” get together that actually turns out to be essentially a “slave” auction. It almost takes too much time to get to this point in the plot. A few more moments, and it would begin to feel like trudging through a repetitious build up. From here forward, it becomes pretty fast paced as Chris desperately tries to escape a horrific fate.
“Get Out” probably won’t actually scare anyone, but it is highly entertaining in a very dark way.
  
The Shape of Night
The Shape of Night
Tess Gerritsen | 2019 | Mystery, Paranormal, Thriller
8
8.8 (4 Ratings)
Book Rating
This was a quick, fun read, and completely different from the author's previous titles - both her Rizzoli & Isles series and her stand-alone novels. I wouldn't call it romantic suspense, as it's being billed. There really isn't anything at all romantic about what happens to Ava. I'd call it paranormal mystery/suspense leaning toward gothic - and well done!

"After an unspeakable tragedy in Boston, Ava Collette flees to a remote village in Maine, where she rents an old house named Brodie’s Watch, hoping to work on a cookbook inspired by New England cuisine that she’s been trying to finish for months. In that isolated seaside mansion, Ava finally feels at peace . . . until she glimpses the long-dead sea captain who still resides there.

Rumor has it that Captain Jeremiah Brodie has haunted the house for more than a century. One night, Ava confronts the apparition, who feels all too real, and who welcomes her into his world—and into his arms. Even as Ava questions her own sanity, she eagerly looks forward to the captain’s ghostly visits. But she soon learns that the house she loves comes with a terrible secret, a secret that those in the village don’t want to reveal: Every woman who has ever lived in Brodie’s Watch has also died there. Is the ghost of Captain Brodie responsible, or is a flesh-and-blood killer at work?"

The descriptive passages are terrific, bringing a long-dead ghost to life in vivid detail. I had no trouble at all picturing the house as it was in the Captain's time, or believing the scenarios in which Ava found herself. I could absolutely see Hannibal the cat as he helped to rid the old house of its mouse population. I could almost taste the wonderful flavors in the meals Ava was testing for her cookbook. And I could very nearly smell the sea.

As with many of the author's previous works, she kept me guessing right up until the big reveal - which I did not see coming. The Shape of Night is a well-written, fast-paced read with a satisfying conclusion, and I'd love to see more like this from this author. (But of course, keep writing those Rizzoli & Isles stories, too, please.) 😊
  
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Matthew Krueger (10051 KP) rated 13 Dead End Drive in Tabletop Games

Jul 17, 2020 (Updated Jul 18, 2020)  
13 Dead End Drive
13 Dead End Drive
1993 | Bluff, Deduction, Murder & Mystery
The Traps (3 more)
Its like Clue
Excellent Bluff Game
High replayablity
Dont know who has who (2 more)
Its easy to hit and knock off the traps.
The set up is long
Excellent Murder Mystery Bluff Deduction Game
13 Dead End Drive- is a excellent bluff deduction murder mystery board game. I learned about it through the Funhaus channel. Its like clue but so much different. Let me explain.

13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.

The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.

The Gameplay:

At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.

During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.

During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).

Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.

Ways to win:
There are three ways to win 13 Dead End Drive:

Be the last character alive.

Escape the Mansion while your character's picture is displayed in the Picture Frame.

Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.

Traps:

13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:

To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.

In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.

To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.

The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.

When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.

Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.

Special spaces and rules:

Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:

Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."

Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.

Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.

Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
  
F(
Fever (The Chemical Garden, #2)
6
7.5 (4 Ratings)
Book Rating
I found this book to be much grimmer than the first book, Wither. In this book, Rhine and Gabriel spend most of their time trying to escape and running from or to some place. It was rather tiring at times, and I often wondered while I was reading, Don't they need to eat more? Seriously, they subsist on almost no food until they get to the orphanage, and even then, Rhine still seems to have an anorexic-like view of any and all food. Not very realistic for teenagers, in my view.
Moving on. Rhine's behavior while trapped in the carnival showed me that she can be very scatterbrained and disorganized, without any real planning abilities, even though I saw her as just the opposite in the first book. She seemed to just give in as the power of the drug "angel blood" is forced on her and Gabriel to control them. Her lack of motivation was disappointing, to say the least. The little girl she escapes with proves to be one of the most interesting variables in the whole book.
Further events once they escape seem to just delay the inevitable, but they do help to draw a more detailed picture of the world that Rhine comes from - the desperation and depravity that so much of society has sunk to as the hope of its children continues to inexplicably die. The division between those that want to continue looking for a cure and those that don't is clear, but what is not clear for most of the book is what is killing Rhine, who should still have 3 years of life to go. The horrible Vaughn of Wither is like a haunting presence throughout the book, and he has more secrets than even I can fathom.
The romance between Rhine and Gabriel is stagnated without the threat of discovery by Rhine's abandoned husband. Between escaping capture, living on the run, and futilely hunting down Rhine's brother, it has little chance to grow much at all. In fact, Rhine seemed to have more chemistry with another boy at the orphanage than she can maintain with Gabriel. Plus, Gabriel knows nothing about the world outside the mansion and is flung reeling into this life of survival that he could not have been prepared for - I can't help but feel sorry for him.
The most fascinating scene in the book is hinted at on the cover from the tarot card in Rhine's hand, but unfortunately those elements won't be covered until the final, untitled book in 2013. I look forward to a conclusion that more cleanly wraps up this series.
  
The Death of Mrs Westaway
The Death of Mrs Westaway
Ruth Ware | 2018 | Mystery, Thriller
8
7.0 (7 Ratings)
Book Rating
Spooky & fun read
Things aren't going well for Hal, who has been struggling financially and emotionally since her mother passed away. So when she receives a letter stating that she's a beneficiary to a well-sized inheritance, she thinks it may be the answer to her prayers. She also quickly realizes that the letter was sent to the wrong person, but she hopes to use her abilities as a tarot-card reader to claim the money. Once at the funeral of her supposed "grandmother," Hal finds herself drawn to her fake new family, something she never had growing up. She also starts to feel like something is off about the supposed situation and the odd, imposing home where they are all residing.

This novel wasn't what I was expecting, but that wasn't necessarily a bad thing. It's a creepy, almost gothic book--not your typical whodunit--but more a slow-burning thriller in a Agatha Christie type style. The star of the show is Harriet, aka Hal, whom the book focuses on and who is our narrator for the majority of the novel. We get most of the story from her point of view, with the exception of excerpts of diary entries from the 1990s. Luckily Hal is an interesting character, even if she's in a bit of trouble, having borrowed money from some disreputable sources, and basically just being over her head since the death of her mom a few years ago. She's young and while it seems insane that she'd go off on this quest to claim an inheritance that isn't hers, you can sense and understand her desperation.

Once Hal arrives at Trespassen, the imposing yet decreipt mansion of the woman who is supposed to be her grandmother, the gothic style of the novel ratchets up, and it is really quite eerie at times. We get introduced to a trio of men who should be Hal's uncles, if she was who she claimed. The cast of characters is limited and the story isn't fast-paced, per se, but I found it quite compelling, as the reader, along with Hal, is trying to work out a variety of things. We realize that Hal does have ties to this family, but nothing is truly as it seems, and all is creepy and foreboding.

Overall, I enjoyed this one. It's a bit slow at times, but still quite interesting, and I enjoyed Hal's character. It's spooky and a fun read.
  
IT
Into the Dim (Into the Dim, #1)
8
8.0 (1 Ratings)
Book Rating
<i>This ARC was provided by the publisher via NetGalley in exchange for an honest review

Into The Dim</i> by Janet B. Taylor begins with an empty coffin. Fragile sixteen year old Hope is at her mother’s memorial service after her mother’s body was unrecovered after a horrific earthquake. Despite the opinion of her stepfather’s family, Hope is convinced that her mother is still alive. However she has not time to convince anyone before she is shipped off to the Scottish Highlands to spend time with her mother’s sister, Lady Lucinda Carlyle.

Hope finds herself at Christopher Manor, a forbidding ancient mansion that reminds her of <i>Hogwarts</i> (I love that <i>Harry Potter</i> is easily mentioned in many contemporary novels these days! There is also a <i>Doctor Who</i> reference in this book). Despite the old-fashioned setting, the inhabitants are the complete opposite. Firstly there is Phoebe, a bubbly blue-haired girl who is excited about Hope’s arrival at the manor. Phoebe’s brother, Collum, on the other hand, has a contrasting personality. Then there is Lu, who, despite her title, is younger than some may initially imagine her to be.

Through these new characters, Hope learns that her mother is indeed still alive, but trapped somewhere beyond all logic and reason. What is worse, Hope, who is practically scared of her own shadow, along with Phoebe and Collum are the only people who can rescue her. So begins their dangerous but exciting adventure.

<i>Into The Dim</i> is both a contemporary and historical novel, with the science fiction element of time travel thrown in. Time travel is nothing new in fiction, and Taylor’s idea is even based upon the scientist, Nikola Tesla’s discoveries. The storyline itself is a bit of fun with witty characters and humorous banter, yet there is so much more to it than that. Taylor has concocted enough research to help readers to learn something new. Firstly there is Tesla, as already mentioned, and then there is the knowledge and detail of twelfth century London, in particularly involving Eleanor of Aquitaine.

Although the main characters are in their late teens, younger teenagers can also enjoy<i> Into The Dim</i>. There is the occasional reference to mature content, but this is within the context of a historical period, in which younger readers should probably be aware of already from their school history lessons. If you love this book, look out for the sequel next year!