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Ivana A. | Diary of Difference (1171 KP) rated The Guilty Party in Books
Feb 3, 2020
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<b><i>A mystery that left me curious until the very end. A psychological paradise of a thriller that captures people at their very worst, right when they realise their lives are at stake. These people did nothing. But that doesn’t mean they’re innocent…</i></b>
Four friends are returning from a festival, and they see a woman being raped in the forest. They all decide to do nothing about it. A few days later, her body is found in the river. Are they guilty for not doing anything? If it was you, what would you have done?
The story begins with the event mentioned above. The plot opens straight ahead, and I loved that fact. We witness the story through the eyes of all these four friends. They have always been together and stood for one another, but after so many years, their friendship has turned into a group of frenemies, a group of proving to each other, lying all the time and negative emotions.
Because nothing is straightforward, least of all the human heart. At some point or other, we all become mysteries to ourselves.
Even though we get to see through the lives of Anna, Bo and Dex, Cassie is the one member of this group that gets the most exposure in this book. She is the one that seems to feel the most guilty about not doing anything to intervene that night, and she is the one that keeps bringing this subject to her friends, even though they refuse to listen. Cassie is the most reasonable one, but this seems to bring her into more trouble. The more she pushes the group, the more she realises how capable they are of stopping her from sharing their secret
Anna is the person that leads the group. She seems to control everyone and everything, and they all seem to obey her and be fine with this. She comes out as this controlling and annoying person, the one hard to ignore or say no to. But when she feels threatened and scared, she is prepared to do anything.
Bo and Dex, for me, didn’t have much direct impact to the story, except one of them right at the very end. They seem to have snuck out throughout the book quietly, without any direct noice, but leaving a mess behind them.
We have four characters, all different and unique, all really complicated, with their own thoughts and lives. And we have one evening, and all their actions indirectly result in this girl’s death. None of them killed her, but all of them are guilty. They all have their own secrets, that they don’t tell to anyone, and they all are ready to go until the very end, keeping their secrets safe.
I loved how the plot and what actually happened on the nights slowly reveals itself, where we have two parallels happening – one from the night of the incident, and from everyone’s perspective, and one from around a month later, when they gather around together for a weekend. The chapters were so well made that made you keep going, and right when you think you know something, you get another point of view with a bit more information and another plot twist. Very smart and enjoyable to read.
And even though a mystery, and a thriller, this book was also hilarious and made me laugh out loud at times. Needless to say anything, I will let you read the quote below and judge for yourselves. This quote was so unexpected and I think it highlighted my year so far… Amazing!
Ink Man’s real name is Jake but for the purposes of sex he likes to be called Gandalf. Really. Being Gandalf is what turns him on. That and the ink of Middle Earth on his back.
I really enjoyed this book, and I am looking forward to reading more books from Mel McGrath. A huge thank you to HQ Publishers, and Joe Thomas for sending me a hardback copy of this book in exchange for an honest review
<b>Follew the #AreYouGuilty Blog Tour</b>
<img src="https://gipostcards.files.wordpress.com/2019/03/guiltypartypb_blogtour.jpg?w=636"/>
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<img src="https://gipostcards.files.wordpress.com/2019/03/guilty-party-bannerbluefinal.png?w=636"/>
<b><i>A mystery that left me curious until the very end. A psychological paradise of a thriller that captures people at their very worst, right when they realise their lives are at stake. These people did nothing. But that doesn’t mean they’re innocent…</i></b>
Four friends are returning from a festival, and they see a woman being raped in the forest. They all decide to do nothing about it. A few days later, her body is found in the river. Are they guilty for not doing anything? If it was you, what would you have done?
The story begins with the event mentioned above. The plot opens straight ahead, and I loved that fact. We witness the story through the eyes of all these four friends. They have always been together and stood for one another, but after so many years, their friendship has turned into a group of frenemies, a group of proving to each other, lying all the time and negative emotions.
Because nothing is straightforward, least of all the human heart. At some point or other, we all become mysteries to ourselves.
Even though we get to see through the lives of Anna, Bo and Dex, Cassie is the one member of this group that gets the most exposure in this book. She is the one that seems to feel the most guilty about not doing anything to intervene that night, and she is the one that keeps bringing this subject to her friends, even though they refuse to listen. Cassie is the most reasonable one, but this seems to bring her into more trouble. The more she pushes the group, the more she realises how capable they are of stopping her from sharing their secret
Anna is the person that leads the group. She seems to control everyone and everything, and they all seem to obey her and be fine with this. She comes out as this controlling and annoying person, the one hard to ignore or say no to. But when she feels threatened and scared, she is prepared to do anything.
Bo and Dex, for me, didn’t have much direct impact to the story, except one of them right at the very end. They seem to have snuck out throughout the book quietly, without any direct noice, but leaving a mess behind them.
We have four characters, all different and unique, all really complicated, with their own thoughts and lives. And we have one evening, and all their actions indirectly result in this girl’s death. None of them killed her, but all of them are guilty. They all have their own secrets, that they don’t tell to anyone, and they all are ready to go until the very end, keeping their secrets safe.
I loved how the plot and what actually happened on the nights slowly reveals itself, where we have two parallels happening – one from the night of the incident, and from everyone’s perspective, and one from around a month later, when they gather around together for a weekend. The chapters were so well made that made you keep going, and right when you think you know something, you get another point of view with a bit more information and another plot twist. Very smart and enjoyable to read.
And even though a mystery, and a thriller, this book was also hilarious and made me laugh out loud at times. Needless to say anything, I will let you read the quote below and judge for yourselves. This quote was so unexpected and I think it highlighted my year so far… Amazing!
Ink Man’s real name is Jake but for the purposes of sex he likes to be called Gandalf. Really. Being Gandalf is what turns him on. That and the ink of Middle Earth on his back.
I really enjoyed this book, and I am looking forward to reading more books from Mel McGrath. A huge thank you to HQ Publishers, and Joe Thomas for sending me a hardback copy of this book in exchange for an honest review
<b>Follew the #AreYouGuilty Blog Tour</b>
<img src="https://gipostcards.files.wordpress.com/2019/03/guiltypartypb_blogtour.jpg?w=636"/>
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Purple Phoenix Games (2266 KP) rated Unmatched: Cobble & Fog in Tabletop Games
Mar 19, 2021
You know when you read a rulebook and you just know you are going to love the game? This was me whilst reading the rulebook for Unmatched: Cobble & Fog. I will go into more detail why I enjoy the game near the end of my review, but just know, I loved it from the start.
In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”
DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.
On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.
All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.
Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.
Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.
Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.
It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.
Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.
I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.
I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”
DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.
On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.
All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.
Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.
Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.
Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.
It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.
Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.
I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.
I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
Purple Phoenix Games (2266 KP) rated Quests & Cannons in Tabletop Games
May 17, 2021
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
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, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
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, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
Purple Phoenix Games (2266 KP) rated You Said You Could Draw in Tabletop Games
Apr 23, 2021
Excuse me, title of game, but I NEVER said I could draw. Is it just me or does nearly everyone feel the need to preface every drawing game with a declaration that they are horrible artists and will probably perform disastrously? I have found this to be the case, as least for myself and about 90%+ of the people with whom I play, and it is especially rampant with the tongue-out drawers in the world. But we all still enjoy the old favorites like Pictionary and Win, Lose, or Draw! How about if we add another gimmick to these classics in order to turn the games on their ears? Enter You Said You Could Draw.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
Purple Phoenix Games (2266 KP) rated Cthulhu's Vault in Tabletop Games
Nov 9, 2021
As a kid, one thing my siblings and I used to do was play a storytelling game in which we created a (usually) hilarious story, one word at a time. You know the kind. One person starts the sentence with a single word, the next person in line adds a word, and so on, resulting in some ridiculous storyline that ultimately makes little overall sense. So when I heard about Cthulhu’s Vault, a game with a storytelling aspect, I was keen to try it! Even though the subject matter is obviously a little darker, does the overall game live up to my childhood memories of creating stories?
Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!
The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.
Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.
During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.
Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!
The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.
Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.
During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.
Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
Connor Sheffield (293 KP) rated Arrow in TV
May 13, 2018
Closer to the comics than people think (5 more)
Great cast
Intriguing characters
Brilliant character development
Great drama
Great references to the comics
Some characters become annoying (1 more)
Not all seasons are consistent with quality
You Have (not) failed this series!
First of all I should tell you that Green Arrow is my all time favourite comic character so this review might have some bias but I'll keep it to a minimum because I am not blinded by this shows faults of which it's had quite a few.
When I first saw the trailer for Arrow I was hooked. Finally, a show about Green Arrow, one of the less popular heroes these days and one of the many heroes that makes the people who only watch comic book films, say "Who the hell is that?".
Series one had me hooked with great drama, and incredible action that made the week long wait for each episode painful. The drama was intense as we watch Oliver Queen trying to juggle his two lives as both Oliver Queen and Arrow (currently called the Vigilante or The Hood during season 1), as he tries to keep his night time activities as a vigilante a secret.
The faults of this series reside in some of the dialogue and characters who I won't name because it's not really down to one particular character as others do the same though some get more blame than others. The point is, some of the drama in the show is unnecessary and sometimes it's all over the place going from "I love you" to "never talk to me again" within seconds for very stupid reasons. If you can get past that though, you'll see a lot more of Green Arrow in the show than you realise.
One of the main things I love about this show is seeing Oliver Queen take on real life issues as well as comic book villains. Issues such as his sister taking drugs which, due to her childhood nickname being 'Speedy', is a reference to Green Lantern/Green Arrow #85 and #86 where Green Arrow finds out that Roy Harper is a drug addict. By making the series version about his sister however, makes the situation more personal which means it messes with Olivers head when he's out hunting the drug suppliers.
The villains have all been great in the series, even though not all have been praised. Malcom Merlyn as the first villain was a good choice because he's one of the few original Green Arrow Villains from comics and John Barrowman was a brilliant choice of casting. Deathstroke then took it up a notch and really made the series great, and his season is possibly still one of the best seasons (season 2). Ras Al Ghul was a very intense series and although everyone moaned that Arrow had become too much like Batman, but Arrow made it their own and made a brilliantly intense series with some great twists that at the time I was like "please don't end it like this...." Or... "Where do they go from here?" And Everytime I thought they might have made a mistake with a certain plot point, they proved me wrong.
Damien Darkh was probably one of the lesser great villains. The casting was perfect, because Damien Darkh was so menacing and so brilliantly evil with a human side to him at certain points, but I don't think personally, they should have brought magic into Arrow, because it added too many scenes where you thought "why would you even try this?" Or "why did he not do this and this moment". But unlike many I actually enjoyed Damien Darkh as a villain because the characters and intense story were brilliantly chosen and executed.
The last two seasons (5 & 6) have been really intense and incredibly action packed as Green Arrow and Team Arrow try to take on what feels like the world.
The downfalls of the series include some of the drama being not entirely necessary. We understand as an audience that tensions build and everyone has a thousand and one problems that they have to deal with, but everyone seems to unleash them all at once. I understand wanting to build the feeling that everything is falling apart, but it happens soooo much, and it's hard to sympathise with certain scenarios because of it.
Another slight issue is the love interests. If you know Green Arrow, then you know he's a bit of a ladies man and that he can often be caught flirting and more with many women, in the show, we see this done well but at the end of the day it aaaallllwaayyyss comes back to Olicity. Oliver and Felicity's love story has had so many ups and downs and they've fallen in and out of love so many times and whilst I love Felicity as a character and a member of the team, the love rollercoaster she is on with Oliver reaaalllyyy annoys me at times, but I try to look past it and everything's seems to be okay.
Overall though this is one of my favourite shows and I prefer it to The Flash though The Flash has had some better seasons than Arrow has. I can't wait to see what else the show brings to the screen as it has already brought many obscure characters such as Cupid, Vigilante, Prometheus, Bronze Tiger and more!
When I first saw the trailer for Arrow I was hooked. Finally, a show about Green Arrow, one of the less popular heroes these days and one of the many heroes that makes the people who only watch comic book films, say "Who the hell is that?".
Series one had me hooked with great drama, and incredible action that made the week long wait for each episode painful. The drama was intense as we watch Oliver Queen trying to juggle his two lives as both Oliver Queen and Arrow (currently called the Vigilante or The Hood during season 1), as he tries to keep his night time activities as a vigilante a secret.
The faults of this series reside in some of the dialogue and characters who I won't name because it's not really down to one particular character as others do the same though some get more blame than others. The point is, some of the drama in the show is unnecessary and sometimes it's all over the place going from "I love you" to "never talk to me again" within seconds for very stupid reasons. If you can get past that though, you'll see a lot more of Green Arrow in the show than you realise.
One of the main things I love about this show is seeing Oliver Queen take on real life issues as well as comic book villains. Issues such as his sister taking drugs which, due to her childhood nickname being 'Speedy', is a reference to Green Lantern/Green Arrow #85 and #86 where Green Arrow finds out that Roy Harper is a drug addict. By making the series version about his sister however, makes the situation more personal which means it messes with Olivers head when he's out hunting the drug suppliers.
The villains have all been great in the series, even though not all have been praised. Malcom Merlyn as the first villain was a good choice because he's one of the few original Green Arrow Villains from comics and John Barrowman was a brilliant choice of casting. Deathstroke then took it up a notch and really made the series great, and his season is possibly still one of the best seasons (season 2). Ras Al Ghul was a very intense series and although everyone moaned that Arrow had become too much like Batman, but Arrow made it their own and made a brilliantly intense series with some great twists that at the time I was like "please don't end it like this...." Or... "Where do they go from here?" And Everytime I thought they might have made a mistake with a certain plot point, they proved me wrong.
Damien Darkh was probably one of the lesser great villains. The casting was perfect, because Damien Darkh was so menacing and so brilliantly evil with a human side to him at certain points, but I don't think personally, they should have brought magic into Arrow, because it added too many scenes where you thought "why would you even try this?" Or "why did he not do this and this moment". But unlike many I actually enjoyed Damien Darkh as a villain because the characters and intense story were brilliantly chosen and executed.
The last two seasons (5 & 6) have been really intense and incredibly action packed as Green Arrow and Team Arrow try to take on what feels like the world.
The downfalls of the series include some of the drama being not entirely necessary. We understand as an audience that tensions build and everyone has a thousand and one problems that they have to deal with, but everyone seems to unleash them all at once. I understand wanting to build the feeling that everything is falling apart, but it happens soooo much, and it's hard to sympathise with certain scenarios because of it.
Another slight issue is the love interests. If you know Green Arrow, then you know he's a bit of a ladies man and that he can often be caught flirting and more with many women, in the show, we see this done well but at the end of the day it aaaallllwaayyyss comes back to Olicity. Oliver and Felicity's love story has had so many ups and downs and they've fallen in and out of love so many times and whilst I love Felicity as a character and a member of the team, the love rollercoaster she is on with Oliver reaaalllyyy annoys me at times, but I try to look past it and everything's seems to be okay.
Overall though this is one of my favourite shows and I prefer it to The Flash though The Flash has had some better seasons than Arrow has. I can't wait to see what else the show brings to the screen as it has already brought many obscure characters such as Cupid, Vigilante, Prometheus, Bronze Tiger and more!
Haley Mathiot (9 KP) rated Sing Me to Sleep in Books
Apr 27, 2018
My Summary: Beth is a ridiculously tall, horribly ugly girl suffering though high school. Her nickname is “the Beast.” She is bullied by everyone. Her face is scared and pimply and messed up, she was born that way and nothing works to get rid of it. The only people in the world that she has are her mother—who loves her fiercely—and her best friend since pre-school, Scott.
But then through the course of several unexpected events, Beth ends up with the solo in her choir. She goes from ugly and in the back rows to re-made, re-styled, and re-“faced” after laser surgery. Her choir gets a chance to go to a competition in Switzerland.
And she meets Derek. Derek is on one of the other teams, the biggest, best, most famous choir. He’s the hottest guy she’s ever met. And he’s in love with her.
But there’s something wrong with Derek. He won’t tell her what it is, and she’s scared to ask because every time she brings it up, he runs away.
And the fact that Scott has admitted that he’s in love with her—and she’s pretty sure she loves him too—isn’t making anything less complicated…
Review:
I enjoyed Sing Me To Sleep. Please realize and remember that. It kept me reading, it moved quickly. But there were a few things that drove me crazy while I read this and took away from the overall enjoyment.
The first was the writing. There’s a difference between a writing style, and writing crappy. 75% of the “sentences” in this book were fragments. No, I did not count the sentences and take a literal percentage, but that’s what it felt like. There were a lot of two or three word phrases stacked next to each other. That does not count as a writing style, it’s poor grammar. It was so distracting that I found myself annoyed and wanting to put it down.
The second was the romance. In the beginning, the romance between Derek and Beth was just too rushed. There were no meaningful conversations, there wasn’t much plot, there wasn’t much talking. There was a lot of “I love you’s” and a lot of tension and a lot of kissing (hot kissing, but just kissing none the less). Beth was convinced she was in love with him—and he with her—but their relationship was so shallow, that I expected him to dump her any minute (or vice versa). It didn’t feel real.
Near the end, it became a little more real after Derek’s secret came out and Beth began to feel a little different about him. For the sake of keeping this review spoiler-free, I won’t say much more than that. However because their “love” was built on such shaky ground in the first place, most of the end didn’t feel very real either. Beth didn’t know what love really meant until the very end of the book. Poor girl.
The third… sadly, the characters. I didn’t feel much of a connection to them. Believe it or not, the one character I related to most was Scott. He wasn’t even in most of the book—most of it was Beth and Derek—but Scott was the most realistic character (and I’m totally in love with him) and the character that I could understand the best. But Beth and Derek both… I just didn’t connect.
I feel really bad that I’ve complained so much. I also feel really sad that I didn’t love this one. But as a reviewer I promise to be honest, and this is how I feel. Again, as I said at the top, I enjoyed the book, it kept me reading though it wasn’t a sit-on-the-edge-of-your-seat kind of page-turner. But it was a bit of a let-down after all the 5-star or A+ reviews I’ve read for it. Don’t listen to just one opinion. Check out some other reviews for this one before you decide to believe me.
But then through the course of several unexpected events, Beth ends up with the solo in her choir. She goes from ugly and in the back rows to re-made, re-styled, and re-“faced” after laser surgery. Her choir gets a chance to go to a competition in Switzerland.
And she meets Derek. Derek is on one of the other teams, the biggest, best, most famous choir. He’s the hottest guy she’s ever met. And he’s in love with her.
But there’s something wrong with Derek. He won’t tell her what it is, and she’s scared to ask because every time she brings it up, he runs away.
And the fact that Scott has admitted that he’s in love with her—and she’s pretty sure she loves him too—isn’t making anything less complicated…
Review:
I enjoyed Sing Me To Sleep. Please realize and remember that. It kept me reading, it moved quickly. But there were a few things that drove me crazy while I read this and took away from the overall enjoyment.
The first was the writing. There’s a difference between a writing style, and writing crappy. 75% of the “sentences” in this book were fragments. No, I did not count the sentences and take a literal percentage, but that’s what it felt like. There were a lot of two or three word phrases stacked next to each other. That does not count as a writing style, it’s poor grammar. It was so distracting that I found myself annoyed and wanting to put it down.
The second was the romance. In the beginning, the romance between Derek and Beth was just too rushed. There were no meaningful conversations, there wasn’t much plot, there wasn’t much talking. There was a lot of “I love you’s” and a lot of tension and a lot of kissing (hot kissing, but just kissing none the less). Beth was convinced she was in love with him—and he with her—but their relationship was so shallow, that I expected him to dump her any minute (or vice versa). It didn’t feel real.
Near the end, it became a little more real after Derek’s secret came out and Beth began to feel a little different about him. For the sake of keeping this review spoiler-free, I won’t say much more than that. However because their “love” was built on such shaky ground in the first place, most of the end didn’t feel very real either. Beth didn’t know what love really meant until the very end of the book. Poor girl.
The third… sadly, the characters. I didn’t feel much of a connection to them. Believe it or not, the one character I related to most was Scott. He wasn’t even in most of the book—most of it was Beth and Derek—but Scott was the most realistic character (and I’m totally in love with him) and the character that I could understand the best. But Beth and Derek both… I just didn’t connect.
I feel really bad that I’ve complained so much. I also feel really sad that I didn’t love this one. But as a reviewer I promise to be honest, and this is how I feel. Again, as I said at the top, I enjoyed the book, it kept me reading though it wasn’t a sit-on-the-edge-of-your-seat kind of page-turner. But it was a bit of a let-down after all the 5-star or A+ reviews I’ve read for it. Don’t listen to just one opinion. Check out some other reviews for this one before you decide to believe me.
Bob Mann (459 KP) rated No Time to Die (2021) in Movies
Oct 7, 2021 (Updated Oct 10, 2021)
What a wait it’s been for Bond 25! But Daniel Craig’s last outing as Bond is finally here and I thought it was great! It has all the elements of Bond… but perhaps not as we traditionally know it.
Plot Summary:
We pick up immediately after the ending of “Spectre“, with Bond (Daniel Craig) and Madeleine (Léa Seydoux) all loved up and driving off into the sunset together. But their romantic getaway to Italy is rudely broken short by Spectre as elements of Madeleine’s past emerge to haunt the couple.
One element of that past – the horribly disfigured Lyutsifer Safin (Rami Malek) has a plan to make his mark on mankind with a biochemical weapon. And the retired Bond teams with the CIA’s Felix Leiter (a very welcome return of Jeffrey Wright) in a mission to Jamaica to combat it.
Certification:
US: PG-13. UK: 12A.
Talent:
Starring: Daniel Craig, Léa Seydoux, Rami Malek, Lashana Lynch, Ralph Fiennes, Ben Whishaw, Naomie Harris, Ana de Armas.
Directed by: Cary Joji Fukunaga.
Written by: Neal Purvis, Robert Wade, Cary Joji Fukunaga and Phoebe Waller-Bridge. (From a story by Purvis, Wade and Fukunaga).
Positives:
- The script has all the trappings of Bond: exotic locations; great stunts; thrilling action sequences; and more gadgets on show than in recent times. Yet it’s a real character piece too, delving far more into Bond’s emotions. The story running through it with Madeleine is both deep and emotional: something we haven’t seen since the Bond and Tracy romance in OHMSS. (And with Craig’s acting, he manages to pull this off far better than George Lazenby ever could!).
- I found the finale to be magnificent, bold and surprising. We’re back to the megalomaniac owning an island lair, à la Dr No. It even has its own submarine pen (a nod to Austin Power’s “Goldmember” perhaps!?). For me, the production design harks back to the superbly over-the-top Ken Adams creations of the Connery years. There are no sharks with frickin’ laser beams… but there could have been. (The set is a rather obvious redressing of the 007 stage at Pinewood, created of course for the tanker scenes in “The Spy Who Loved Me”. It even re-uses of the gantry level control room.)
- Craig is magnificent in his swan-song performance. There’s a scene, during the extended pre-credits sequence, where he’s sat in his bullet-ridden Aston just glowering for an extended period. I thought this was Craig’s acting at its best. I thought this again in a dramatic showdown scene with Rami Malek. Malek is not given a huge amount to do in the film, But what he does he does wonderfully, particularly in that electrifying scene with Craig.
- The film has a great deal more female empowerment than any previous Bond, with the tell-tale signs (although this might be a sexist presumption) of Phoebe Waller-Bridge on the script. Newcomer Lashana Lynch acquits herself well as the first female 00-agent, getting not just kick-ass action sequences but also her fair share of quips. But stealing the show is Ana de Armas (reunited with Craig of course from “Knives Out“). Her scenes in Cuba are brief but memorable, delivering a delicious mixture of action and comedy that makes you think “cast HER as the next Bond”!
- The music by Hans Zimmer! It’s a glorious soundtrack that pays deference not only to the action style of recent composers, like David Arnold and Thomas Newman, but particularly to the classic scores of John Barry. It actually incorporates not one but two classic themes from “On Her Majesty’s Secret Service”, directly into the film. I’m even starting to warm to the Billie Eilish theme song, although I think it’s too similar in style to the Sam Smith offering from “Spectre“.
- The cinematography from Linus Sandgren (who did “La La Land“) is gorgeous: in turns colourful and vibrant for the Italian and Cuban scenes and cool and blue for the tense Norwegian action sequences.
Negatives:
- My main criticism is not of the film, but of the trailer(s). There are so many of the money shots from the film (particularly from the Matera-based action of the pre-title sequence) included in the trailers that I had an “OK, move on, seen this” attitude. Why did they have to spoil the movie so much? IT’S A NEW BOND… OF COURSE WE’RE GOING TO SEE IT. All you EVER needed for this is a 20-second teaser trailer. Just put white “Bond is Back” text on a black background and the Craig tunnel shot to the camera. Job done. It really infuriates me. B arbara Broccoli and Michael Wilson, PLEASE take note!
- At 163 minutes it’s the longest Bond ever and a bit of a bladder tester. But, having said that, there are no more than a few minutes here and there that I would want to trim. To do more you’d need to cut out whole episodes, and leaving Ana de Armas on the cutting room floor would have been criminal. As the illustrious Mrs Movie Man commented, “I wish they’d bring in the half time Intermission card like they used to do in the old days”. I agree. Everyone would have been a whole lot more comfortable and less fidgety.
Summary Thoughts on “No Time to Die”: Reading the comments on IMDB for the movie, I’m perplexed at the diatribe coming from supposed ‘Bond fans’ on this one. One-star review after one-star review (despite, I note, the overall film getting an overall 7.8/10 at the time of writing). In this regard, I class myself as very much a Bond fan. (My first film at the cinema was the release of “Live and Let Die” in 1973, but I then binge-watched all the other Bond films at the cinema: they used to do repeated double-features in those days). And I thought this was a fabulous Bond film. Full of drama, action, humour and deep-seated emotion. Couldn’t be better for me, and certainly on a par with “Casino Royale” and “Skyfall” for me as my favourite Craig outings.
As the end of the end credits said – “James Bond Will Return”. Who will they cast as the next Bond? And where will they take the story from here? Two of the most intriguing movie questions to take into 2022.
(For the full graphical review and video review, please search for @onemannsmovies. Thanks.)
Plot Summary:
We pick up immediately after the ending of “Spectre“, with Bond (Daniel Craig) and Madeleine (Léa Seydoux) all loved up and driving off into the sunset together. But their romantic getaway to Italy is rudely broken short by Spectre as elements of Madeleine’s past emerge to haunt the couple.
One element of that past – the horribly disfigured Lyutsifer Safin (Rami Malek) has a plan to make his mark on mankind with a biochemical weapon. And the retired Bond teams with the CIA’s Felix Leiter (a very welcome return of Jeffrey Wright) in a mission to Jamaica to combat it.
Certification:
US: PG-13. UK: 12A.
Talent:
Starring: Daniel Craig, Léa Seydoux, Rami Malek, Lashana Lynch, Ralph Fiennes, Ben Whishaw, Naomie Harris, Ana de Armas.
Directed by: Cary Joji Fukunaga.
Written by: Neal Purvis, Robert Wade, Cary Joji Fukunaga and Phoebe Waller-Bridge. (From a story by Purvis, Wade and Fukunaga).
Positives:
- The script has all the trappings of Bond: exotic locations; great stunts; thrilling action sequences; and more gadgets on show than in recent times. Yet it’s a real character piece too, delving far more into Bond’s emotions. The story running through it with Madeleine is both deep and emotional: something we haven’t seen since the Bond and Tracy romance in OHMSS. (And with Craig’s acting, he manages to pull this off far better than George Lazenby ever could!).
- I found the finale to be magnificent, bold and surprising. We’re back to the megalomaniac owning an island lair, à la Dr No. It even has its own submarine pen (a nod to Austin Power’s “Goldmember” perhaps!?). For me, the production design harks back to the superbly over-the-top Ken Adams creations of the Connery years. There are no sharks with frickin’ laser beams… but there could have been. (The set is a rather obvious redressing of the 007 stage at Pinewood, created of course for the tanker scenes in “The Spy Who Loved Me”. It even re-uses of the gantry level control room.)
- Craig is magnificent in his swan-song performance. There’s a scene, during the extended pre-credits sequence, where he’s sat in his bullet-ridden Aston just glowering for an extended period. I thought this was Craig’s acting at its best. I thought this again in a dramatic showdown scene with Rami Malek. Malek is not given a huge amount to do in the film, But what he does he does wonderfully, particularly in that electrifying scene with Craig.
- The film has a great deal more female empowerment than any previous Bond, with the tell-tale signs (although this might be a sexist presumption) of Phoebe Waller-Bridge on the script. Newcomer Lashana Lynch acquits herself well as the first female 00-agent, getting not just kick-ass action sequences but also her fair share of quips. But stealing the show is Ana de Armas (reunited with Craig of course from “Knives Out“). Her scenes in Cuba are brief but memorable, delivering a delicious mixture of action and comedy that makes you think “cast HER as the next Bond”!
- The music by Hans Zimmer! It’s a glorious soundtrack that pays deference not only to the action style of recent composers, like David Arnold and Thomas Newman, but particularly to the classic scores of John Barry. It actually incorporates not one but two classic themes from “On Her Majesty’s Secret Service”, directly into the film. I’m even starting to warm to the Billie Eilish theme song, although I think it’s too similar in style to the Sam Smith offering from “Spectre“.
- The cinematography from Linus Sandgren (who did “La La Land“) is gorgeous: in turns colourful and vibrant for the Italian and Cuban scenes and cool and blue for the tense Norwegian action sequences.
Negatives:
- My main criticism is not of the film, but of the trailer(s). There are so many of the money shots from the film (particularly from the Matera-based action of the pre-title sequence) included in the trailers that I had an “OK, move on, seen this” attitude. Why did they have to spoil the movie so much? IT’S A NEW BOND… OF COURSE WE’RE GOING TO SEE IT. All you EVER needed for this is a 20-second teaser trailer. Just put white “Bond is Back” text on a black background and the Craig tunnel shot to the camera. Job done. It really infuriates me. B arbara Broccoli and Michael Wilson, PLEASE take note!
- At 163 minutes it’s the longest Bond ever and a bit of a bladder tester. But, having said that, there are no more than a few minutes here and there that I would want to trim. To do more you’d need to cut out whole episodes, and leaving Ana de Armas on the cutting room floor would have been criminal. As the illustrious Mrs Movie Man commented, “I wish they’d bring in the half time Intermission card like they used to do in the old days”. I agree. Everyone would have been a whole lot more comfortable and less fidgety.
Summary Thoughts on “No Time to Die”: Reading the comments on IMDB for the movie, I’m perplexed at the diatribe coming from supposed ‘Bond fans’ on this one. One-star review after one-star review (despite, I note, the overall film getting an overall 7.8/10 at the time of writing). In this regard, I class myself as very much a Bond fan. (My first film at the cinema was the release of “Live and Let Die” in 1973, but I then binge-watched all the other Bond films at the cinema: they used to do repeated double-features in those days). And I thought this was a fabulous Bond film. Full of drama, action, humour and deep-seated emotion. Couldn’t be better for me, and certainly on a par with “Casino Royale” and “Skyfall” for me as my favourite Craig outings.
As the end of the end credits said – “James Bond Will Return”. Who will they cast as the next Bond? And where will they take the story from here? Two of the most intriguing movie questions to take into 2022.
(For the full graphical review and video review, please search for @onemannsmovies. Thanks.)
Kristy H (1252 KP) rated Truly Madly Guilty in Books
Feb 13, 2018
Erika has the whole event planned: an afternoon tea with her friend, Clementine, Clementine's husband, Sam, and the couple's two young daughters, Holly and Ruby. She even has a glittery art table set up for the youngsters. But the day is derailed when Erika runs into her next-door neighbor, Vid, who invites both couples over for a last minute barbecue. Erika and her husband, Oliver, aren't the last minute types; besides, they had something they needed to talk about with Clementine and Sam. But, Erika feels like obligated to say yes. Clementine and Sam are secretly relieved, as Vid and his beautiful wife Tiffany are far more personable than Erika and Oliver. The afternoon starts off well enough; Tiffany and Vid's daughter, Dakota, is even happy enough to hang out with Holly and Ruby. But by the time the night is over, lives will be changed, and all the adults--Sam and Clementine in particular--will find themselves wishing they never attended this impromptu event.
So we all know the drill by now. Liane Moriarty is a well-known master of dramatic suspense, especially at capturing the tension that hides behind ordinary lives. I went through a period where I read all of Moriarty's books; [b:What Alice Forgot|6469165|What Alice Forgot|Liane Moriarty|https://d.gr-assets.com/books/1377159022s/6469165.jpg|6659752] and her last novel, [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886], rank as two of my particular favorites. Anyway, Moriarty has become rather famous in the book world, with [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886] being made into a 7-episode HBO TV series, starring Reese Witherspoon and Nicole Kidman.
Of course, with such fame comes great responsibility. And pressure. Can a new work live up to the hype and excitement of the previous? This one will divide readers. It certainly has all the hallmarks of a typical Moriarty novel: a cast of women (and men) living ordinary lives on the surface, with a hidden veneer beneath. There's a secret layer to all of Moriarty's characters, though the drama associated with those in [b:Truly Madly Guilty|26247008|Truly Madly Guilty|Liane Moriarty|https://d.gr-assets.com/books/1467061262s/26247008.jpg|49997474] may not live up to some of her other novels.
First of all, this book will frustrate you. The beginning is incredibly maddening, as Moriarty starts leading up to the events that happened at the barbecue... in slow, excruciating detail. As she does so, we alternate chapters with the present, with the point-of-view told from our various characters. We have Erika, a slightly repressed accountant whose life has been formed around her stressful childhood as the only daughter of her hoarder mother, and Erika's husband, Oliver, her equally steady mate, who grew up with alcoholic parents and longs for the same order in life as Erika. Clementine and Erika have been friends since childhood, when Clementine basically felt Erika's friendship was forced upon her by Clementine's social worker mother, who felt bad for Erika and her flea-infested home. Clementine is a cellist and a bit of a free spirit, but she's balanced by her more grounded husband Sam, who works in business at an energy drink company. They are parents to five-year-old Holly and two-year-old, Ruby. And then, finally, we have Erika and Oliver's neighbors, Vid and Tiffany. Swarthy, wealthy Vid is a joyous, open man who loves sharing his home (and his food) with friends and family. His gorgeous wife Tiffany is his pride and joy. Their quiet 10-year-old daughter, Dakota, just loves to read.
See how I just distracted you from the events of the barbecue by a description of the characters? Imagine that, for pages and pages! It's a great technique, don't get me wrong, but there was one point where I truly wanted to fling the book across the room. "JUST TELL ME WHAT HAPPENS!" I actually shouted in my (thankfully empty) bedroom. I've read some reviews that state that the big reveal, when it happens, isn't shocking enough, but I disagree: I think that event would certainly change my life and haunt my dreams (no more than that; a spoiler will truly ruin this book).
So while this novel can be a bit frustrating, it really is a Liane Moriarty book. It's compulsively readable. At first, I thought it was a very detailed look at three self-involved couples, but over time, I realized I had really fallen for Erika and Oliver and eventually, Tiffany and Vid, too (and Dakota, I loved Dakota!). Moriarty has a way of humanizing her characters and differentiating each from another: they all stand as individuals. Even Sam and Clementine, who were my least favorites, were their own people. It's the tiny details and pieces about each that she sticks in that really build your picture of each character in your mind. Much of the book takes place in the rain, and I could truly visualize each character and every event, unspooling, in this torrential Sydney downpour.
Overall, this book connected with me less on a dramatic, "oh my gosh" level (though that exists) but more on an emotional one. It speaks to the guilt we can all feel about life events--adults and kids alike--and potentially carry with us all of our days. Not a lot may happen in the book, per se, yet it's really a strong story of friendship, marriage, life, and loss. When I framed it in that perspective, versus looking purely for moments of dramatic tension, I realized I'd really enjoyed it. A strong 3.5 stars and definitely worth picking up. Just keep an open mind.
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>
So we all know the drill by now. Liane Moriarty is a well-known master of dramatic suspense, especially at capturing the tension that hides behind ordinary lives. I went through a period where I read all of Moriarty's books; [b:What Alice Forgot|6469165|What Alice Forgot|Liane Moriarty|https://d.gr-assets.com/books/1377159022s/6469165.jpg|6659752] and her last novel, [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886], rank as two of my particular favorites. Anyway, Moriarty has become rather famous in the book world, with [b:Big Little Lies|19486412|Big Little Lies|Liane Moriarty|https://d.gr-assets.com/books/1399582436s/19486412.jpg|27570886] being made into a 7-episode HBO TV series, starring Reese Witherspoon and Nicole Kidman.
Of course, with such fame comes great responsibility. And pressure. Can a new work live up to the hype and excitement of the previous? This one will divide readers. It certainly has all the hallmarks of a typical Moriarty novel: a cast of women (and men) living ordinary lives on the surface, with a hidden veneer beneath. There's a secret layer to all of Moriarty's characters, though the drama associated with those in [b:Truly Madly Guilty|26247008|Truly Madly Guilty|Liane Moriarty|https://d.gr-assets.com/books/1467061262s/26247008.jpg|49997474] may not live up to some of her other novels.
First of all, this book will frustrate you. The beginning is incredibly maddening, as Moriarty starts leading up to the events that happened at the barbecue... in slow, excruciating detail. As she does so, we alternate chapters with the present, with the point-of-view told from our various characters. We have Erika, a slightly repressed accountant whose life has been formed around her stressful childhood as the only daughter of her hoarder mother, and Erika's husband, Oliver, her equally steady mate, who grew up with alcoholic parents and longs for the same order in life as Erika. Clementine and Erika have been friends since childhood, when Clementine basically felt Erika's friendship was forced upon her by Clementine's social worker mother, who felt bad for Erika and her flea-infested home. Clementine is a cellist and a bit of a free spirit, but she's balanced by her more grounded husband Sam, who works in business at an energy drink company. They are parents to five-year-old Holly and two-year-old, Ruby. And then, finally, we have Erika and Oliver's neighbors, Vid and Tiffany. Swarthy, wealthy Vid is a joyous, open man who loves sharing his home (and his food) with friends and family. His gorgeous wife Tiffany is his pride and joy. Their quiet 10-year-old daughter, Dakota, just loves to read.
See how I just distracted you from the events of the barbecue by a description of the characters? Imagine that, for pages and pages! It's a great technique, don't get me wrong, but there was one point where I truly wanted to fling the book across the room. "JUST TELL ME WHAT HAPPENS!" I actually shouted in my (thankfully empty) bedroom. I've read some reviews that state that the big reveal, when it happens, isn't shocking enough, but I disagree: I think that event would certainly change my life and haunt my dreams (no more than that; a spoiler will truly ruin this book).
So while this novel can be a bit frustrating, it really is a Liane Moriarty book. It's compulsively readable. At first, I thought it was a very detailed look at three self-involved couples, but over time, I realized I had really fallen for Erika and Oliver and eventually, Tiffany and Vid, too (and Dakota, I loved Dakota!). Moriarty has a way of humanizing her characters and differentiating each from another: they all stand as individuals. Even Sam and Clementine, who were my least favorites, were their own people. It's the tiny details and pieces about each that she sticks in that really build your picture of each character in your mind. Much of the book takes place in the rain, and I could truly visualize each character and every event, unspooling, in this torrential Sydney downpour.
Overall, this book connected with me less on a dramatic, "oh my gosh" level (though that exists) but more on an emotional one. It speaks to the guilt we can all feel about life events--adults and kids alike--and potentially carry with us all of our days. Not a lot may happen in the book, per se, yet it's really a strong story of friendship, marriage, life, and loss. When I framed it in that perspective, versus looking purely for moments of dramatic tension, I realized I'd really enjoyed it. A strong 3.5 stars and definitely worth picking up. Just keep an open mind.
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>
Charlie Cobra Reviews (1840 KP) rated Resident Alien in TV
Apr 14, 2021 (Updated Apr 14, 2021)
Laugh out loud funny (3 more)
Excellent mix of comedy, drama, and sci-fi
Full of unique and different characters
Decent special effects and CGI
Not for everyone kind of show (2 more)
Sometimes the CGI and effects can be lacking
Some characters can be a little annoying at times
A Comedy That's Out Of This World Funny
https://youtu.be/v9iwDu2OP3E
This show is just great and a real treat. I have to admit that I had no idea what I was in store for watching this show and I think that was half the fun of watching it. This show is part mystery and part CSI but also equal parts comedy and drama. It's full of scenes that are laugh out loud funny and some that are quite drama filled and serious in-tone at times. I really like the way it balances them and how each episode gets us a little bit further into the mystery of who killed the town doctor and if anyone is close to finding out the alien's secret identity or his secret mission. The character of the alien; who takes on the name Harry, after the doctor whose identity he steals, Dr. Harry Vanderspiegle, is a pretty funny character. It really shows in how he is trying his best to navigate through everyday situations with no prior knowledge of how or what it is to be human and really understand the subtle nuances of human nature and interaction while having a superiority complex and believing all humans are barely smarter than lizards in his opinion. He is totally oblivious to many things that are second nature to people like sarcasm and sense of humor. There are actually quite a few likeable characters on the show like Asta Twelvetrees played by Sara Tomko who is arguably the heart of the show, a central and integral character and super relatable. She is an important character to "Harry" learning to be more human. Also there's Sheriff Mike who is played by Corey Reynolds and is full of catch-phrases and just ridiculous things he says that are funny as hell. His completely blunt personality and no non-sense approach to crime leaves him to rub people the wrong way but he never apologies for himself or tries to tip-toe around people either. Then there's D'arcy who's played by Alice Wetterlund who is the town's bar owner and ex-Olympic athlete. She's a pretty cool character and quite different from the others and really kind of compliments the other characters by rounding them out. The whole mix of characters in the show are pretty diverse personality wise and how the show revolves around them and it's just a really funny show that's also full of alien sci-fi things going on at the same time but manages to ring through on an emotional level as "Harry" the alien begins to understand more and more about humans. I'll go over more in the spoiler section but I give this show a 8/10 and you should definitely check it out, especially if you are into sci-fi and looking for something that'll make you laugh at the same time too.
-------------------------------------------------------
Spoiler Section Review:
This show is just one of those shows that you don't expect for it to be as good as it is. I was really surprised when I saw the first episode and decided that I had to show my brother the first episode too and we actually got our dad into it too. I really like Alan Tudyk and how he not only plays the alien "Harry" but also the actual Dr. Harry Vanderspeigle in the flashbacks that happen as well. He's pretty talented and extremely funny in playing the alien, especially the parts where he's learning how to walk and talk and watching "Law & Order". So the whole thing with the show is that "Harry" is an alien that has crash-landed on Earth before he could finish his mission and is looking for his ship or parts of it that he needs to recover so he can finish his mission. He wakes up and searches the mountainside where he believes it is and pretty much avoids all human contact. That's when things change and the local authorities seek him out because the person whose identity he has taken is a known doctor and they need him to investigate the death of the town doctor. He now has to not only go into town where there are humans everywhere but also interact with them and hope that no one can tell that he's really an alien in disguise. The storytelling, plot and character development in the show are done in such a great way in how it progresses forward but also shows things that occurred earlier in flashbacks and you get to know or see things that make the characters more 3-dimensional and feel more realistic. Harry is very smart for an alien but has no clue when it comes to a lot of the things we take for granted when it comes to being human, things like sarcasm, humor, and more. So his behavior is off-putting but tolerated and accepted for the most part. He reluctantly takes on the job of the town doctor when asked because he doesn't want for anyone to suspect anything which makes it harder for him especially when he learns the Mayor's son Max can see his true identity, something like only one in a million humans might be able to do. The head nurse Asta Twelvetrees make his job easier by assisting him and they bond rather quickly when he takes her up on the offer to go for a drink after work to the local bar. That's where they meet D'arcy the bartender and owner of the bar who is also Asta's best friend and they have fun drinking and dancing and "Harry" drinks heavily to fit in. There's some pretty funny scenes of the alien dancing too. The next day Asta asks "Harry" to help her get somethings from her abusive ex-boyfriend Jimmy's house and "Harry" saves her from him when begins attacking her. He helps her to leave and she confides in him, that she had a child with Jimmy when she was really young but gave it up for adoption as they were too young to take care of it. Like I said in the non-spoiler section this show has a good mix of mystery, comedy and drama and does it in a really good way. Just as it pulls you in one direction like the drama part about Asta's child then it steers you in a completely different direction like comedy again when you find out at the end of the first episode that "Harry's" first patient is Max, the Mayor's son who can see that he's really an alien. I really enjoyed this show and I'm so glad that they decided to renew it for another season and there will be a season 2 coming soon. I liked it so much that I'm actually thinking about checking out the comic books by Dark Horse comics to see how good they are too. Anyways I give this show a 8/10 and can't wait for it to return.
This show is just great and a real treat. I have to admit that I had no idea what I was in store for watching this show and I think that was half the fun of watching it. This show is part mystery and part CSI but also equal parts comedy and drama. It's full of scenes that are laugh out loud funny and some that are quite drama filled and serious in-tone at times. I really like the way it balances them and how each episode gets us a little bit further into the mystery of who killed the town doctor and if anyone is close to finding out the alien's secret identity or his secret mission. The character of the alien; who takes on the name Harry, after the doctor whose identity he steals, Dr. Harry Vanderspiegle, is a pretty funny character. It really shows in how he is trying his best to navigate through everyday situations with no prior knowledge of how or what it is to be human and really understand the subtle nuances of human nature and interaction while having a superiority complex and believing all humans are barely smarter than lizards in his opinion. He is totally oblivious to many things that are second nature to people like sarcasm and sense of humor. There are actually quite a few likeable characters on the show like Asta Twelvetrees played by Sara Tomko who is arguably the heart of the show, a central and integral character and super relatable. She is an important character to "Harry" learning to be more human. Also there's Sheriff Mike who is played by Corey Reynolds and is full of catch-phrases and just ridiculous things he says that are funny as hell. His completely blunt personality and no non-sense approach to crime leaves him to rub people the wrong way but he never apologies for himself or tries to tip-toe around people either. Then there's D'arcy who's played by Alice Wetterlund who is the town's bar owner and ex-Olympic athlete. She's a pretty cool character and quite different from the others and really kind of compliments the other characters by rounding them out. The whole mix of characters in the show are pretty diverse personality wise and how the show revolves around them and it's just a really funny show that's also full of alien sci-fi things going on at the same time but manages to ring through on an emotional level as "Harry" the alien begins to understand more and more about humans. I'll go over more in the spoiler section but I give this show a 8/10 and you should definitely check it out, especially if you are into sci-fi and looking for something that'll make you laugh at the same time too.
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Spoiler Section Review:
This show is just one of those shows that you don't expect for it to be as good as it is. I was really surprised when I saw the first episode and decided that I had to show my brother the first episode too and we actually got our dad into it too. I really like Alan Tudyk and how he not only plays the alien "Harry" but also the actual Dr. Harry Vanderspeigle in the flashbacks that happen as well. He's pretty talented and extremely funny in playing the alien, especially the parts where he's learning how to walk and talk and watching "Law & Order". So the whole thing with the show is that "Harry" is an alien that has crash-landed on Earth before he could finish his mission and is looking for his ship or parts of it that he needs to recover so he can finish his mission. He wakes up and searches the mountainside where he believes it is and pretty much avoids all human contact. That's when things change and the local authorities seek him out because the person whose identity he has taken is a known doctor and they need him to investigate the death of the town doctor. He now has to not only go into town where there are humans everywhere but also interact with them and hope that no one can tell that he's really an alien in disguise. The storytelling, plot and character development in the show are done in such a great way in how it progresses forward but also shows things that occurred earlier in flashbacks and you get to know or see things that make the characters more 3-dimensional and feel more realistic. Harry is very smart for an alien but has no clue when it comes to a lot of the things we take for granted when it comes to being human, things like sarcasm, humor, and more. So his behavior is off-putting but tolerated and accepted for the most part. He reluctantly takes on the job of the town doctor when asked because he doesn't want for anyone to suspect anything which makes it harder for him especially when he learns the Mayor's son Max can see his true identity, something like only one in a million humans might be able to do. The head nurse Asta Twelvetrees make his job easier by assisting him and they bond rather quickly when he takes her up on the offer to go for a drink after work to the local bar. That's where they meet D'arcy the bartender and owner of the bar who is also Asta's best friend and they have fun drinking and dancing and "Harry" drinks heavily to fit in. There's some pretty funny scenes of the alien dancing too. The next day Asta asks "Harry" to help her get somethings from her abusive ex-boyfriend Jimmy's house and "Harry" saves her from him when begins attacking her. He helps her to leave and she confides in him, that she had a child with Jimmy when she was really young but gave it up for adoption as they were too young to take care of it. Like I said in the non-spoiler section this show has a good mix of mystery, comedy and drama and does it in a really good way. Just as it pulls you in one direction like the drama part about Asta's child then it steers you in a completely different direction like comedy again when you find out at the end of the first episode that "Harry's" first patient is Max, the Mayor's son who can see that he's really an alien. I really enjoyed this show and I'm so glad that they decided to renew it for another season and there will be a season 2 coming soon. I liked it so much that I'm actually thinking about checking out the comic books by Dark Horse comics to see how good they are too. Anyways I give this show a 8/10 and can't wait for it to return.