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Taryn K (444 KP) rated Otherworldly Izakaya Nobu Volume 2 (manga) in Books
May 15, 2022 (Updated May 15, 2022)
The characters are well written (1 more)
The world is beginning to expand.
Another quiet slice-of-life night at Izakaya Nobu
Much like volume 1, volume 2 of Otherworldly Izakaya Nobu takes us to the pub that sits between modern Japan and the rather medieval city of Aitheria. Again, we have Japanese, German, and English food terms going on, which keeps life interesting, but the explanations are handy, so there is minimal chance of confusion.
The book starts off with one of the soldiers from volume 1, Hans, stopping by the pub after training only to find out it's 'Kisu Day'. Hans is surprised to see Chef Nobu deep frying the tempura-battered fish and putting it on paper, which is a very expensive commodity in Aitheria. The little details really make this series special, I think.
In chapter 2, "Thief", we meet a new helper, a young girl trying to help out her family, named Effa. There is a bit of confusion, but we get to meet the new deacon in town, who has already become a regular.
Chapter 3, "An Uninvited Guest", Chef Nobu learns a 'new' recipe, and we are reminded that Shinobu can cook as well. A pompous little man and his gourmet aristocrat boss stop by in search of the Ankake Yudofu that pleased the bride-to-be in volume 1, as she praised it at her wedding. Each chapter builds ties to other people or builds ties between Shinobu/Chef and the regulars, which Is another thing I love. Ankake Yudofu is out of season, as it is no longer winter, so schnitzel is apparently just the ticket, if Chef just knew what it is.
Chapter 4, "Quarreling Craftsmen", sees two new characters introduced. Holga, a glassmaker who heard about Izakaya Nobu from the tax collector Gehrnot, who enjoyed the 'Spaghetti Napolitan' in volume 1, and Han's father, a woodworker named Laurenz. They spend most of the chapter arguing and trying each other's dishes, but it is a friendly rivalry that gets settled down by a surprising person.
Chapter 5, "The Commander's Weakness", is hilarious due to more puns on squid than I ever thought could be made, but Commander Bertholdt has to conquer his fear of squid before his arranged marriage to the daughter of a fisherman. Such a good chapter. One of my favorites. "He squidn't!"
Chapter 6, "Effa in Wonderland", sees Effa going through the back door of the pub into modern Japan. Not much cooking in this chapter, but we find out a little more about how the pub ended up being in two places at once. Thankfully, she gets back to Aitheria safe and sound.
I'm not completely sure about this being a review as much as a rundown of what happens. It's just a feel-good series, with just a hair of drama, but nothing that can't be resolved in a chapter or perhaps two. The characters are likeable, for the most part, and those who aren't are meant to be unlikeable. The interpersonal relationships are fun to see revealed. Definitely a good pre-bed book. 😊
The book starts off with one of the soldiers from volume 1, Hans, stopping by the pub after training only to find out it's 'Kisu Day'. Hans is surprised to see Chef Nobu deep frying the tempura-battered fish and putting it on paper, which is a very expensive commodity in Aitheria. The little details really make this series special, I think.
In chapter 2, "Thief", we meet a new helper, a young girl trying to help out her family, named Effa. There is a bit of confusion, but we get to meet the new deacon in town, who has already become a regular.
Chapter 3, "An Uninvited Guest", Chef Nobu learns a 'new' recipe, and we are reminded that Shinobu can cook as well. A pompous little man and his gourmet aristocrat boss stop by in search of the Ankake Yudofu that pleased the bride-to-be in volume 1, as she praised it at her wedding. Each chapter builds ties to other people or builds ties between Shinobu/Chef and the regulars, which Is another thing I love. Ankake Yudofu is out of season, as it is no longer winter, so schnitzel is apparently just the ticket, if Chef just knew what it is.
Chapter 4, "Quarreling Craftsmen", sees two new characters introduced. Holga, a glassmaker who heard about Izakaya Nobu from the tax collector Gehrnot, who enjoyed the 'Spaghetti Napolitan' in volume 1, and Han's father, a woodworker named Laurenz. They spend most of the chapter arguing and trying each other's dishes, but it is a friendly rivalry that gets settled down by a surprising person.
Chapter 5, "The Commander's Weakness", is hilarious due to more puns on squid than I ever thought could be made, but Commander Bertholdt has to conquer his fear of squid before his arranged marriage to the daughter of a fisherman. Such a good chapter. One of my favorites. "He squidn't!"
Chapter 6, "Effa in Wonderland", sees Effa going through the back door of the pub into modern Japan. Not much cooking in this chapter, but we find out a little more about how the pub ended up being in two places at once. Thankfully, she gets back to Aitheria safe and sound.
I'm not completely sure about this being a review as much as a rundown of what happens. It's just a feel-good series, with just a hair of drama, but nothing that can't be resolved in a chapter or perhaps two. The characters are likeable, for the most part, and those who aren't are meant to be unlikeable. The interpersonal relationships are fun to see revealed. Definitely a good pre-bed book. 😊

Heather Cranmer (2721 KP) created a post
Nov 11, 2022

Purple Phoenix Games (2266 KP) rated Aroma in Tabletop Games
Feb 20, 2021
Hello. My name is Travis and I have a big nose. It has always been big, and I used to tell people that it is so because I could smell so much better than everyone else. For a while this was partly true. However, as I age I find that I am less and less amazing than I thought I was when I was younger. Enter a game that revolves around actually using this schnoz and its wonderful ability and I thought I would have it in the bag! I was wrong. Again.
Aroma is a board game that originates from an essential oil company wishing to produce a board game utilizing its oils. Designer Odd Hackwelder then crafted a board game utilizing said essential oils that can be played four different ways. That’s right, Aroma is a game with four different play modes. Most of the modes revolve around the ability to guess the correct scent to score points. For this review I will be referencing rules for the Revolve mode with four players.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game of Revolve each player will choose one of the themed player boards and bits from the following: Citrus, Trees, Plants, Floral. They will lay the boards touching in the middle of the table and their oil trays with essential oil bottles in front of them. Each player will also receive the wooden player token and scent tokens in their color. Place the wooden player tokens on the point tracker zero space and the game is setup to begin!
Revolve is played in rounds where each player will choose one of their oil vials from their tray, place its matching scent token face-down on their board and pass it to the player on their left simultaneously. The players then take the vials just given to them, smell the oils inside and try to guess its content scent by choosing the appropriate scent token and placing it face-down on the board in front of them as well. Play continues in this fashion until all players have smelled the vials from all players and made their guesses.
Players then flip over their scent tokens to compare what was given to them throughout the round and they will score points based on how many were guessed correctly. The players then choose a different vial and the process starts anew. The game ends at the end of the fourth round and the player with the most correct guesses is the winner!
Components. This game has pretty amazing components. The oil trays with the little oil bottles are great, but a little flimsy. The boards and scent tokens are thick, and the wooden player pieces are nice and medium-sized. The overall look of the game is very clean and colorful, reminiscent of the art style in T.I.M.E Stories, but with more colors and smells. Aside from the flimsy cardboard used in the oil trays, the rest of the components are top notch. I do have one gripe: the oil bottles themselves sometimes take quite a bit of effort to get the smell going. We tried manually rolling with our fingers, and the suggested technique of rolling on a sheet of paper (we used a paper napkin). The best way was to just drench oneself in essential oil by manually rolling the ball with one’s finger.
As a game Aroma’s Revolve is interesting and invokes feelings not normally used to describe board games. I have not played another game like it, nor one that I can remember using my sense of smell at all. For this point alone I feel attracted to Aroma. However, smelling all the scents over and over can sometimes get a little overwhelming for me. I KNOW what a lemon smells like, but when you pass around a vial and I sniff it, I feel like I am smelling lemon. When the card is revealed and it is actually grapefruit I just smelled I become frustrated. I guess I never realized how closely many things smell to other items in the same family. I like to reminisce about the first time I ever smelled pine, or its unmistakable scent down in my wood shop. But the pine scent in Aroma doesn’t really smell like pine to me. Maybe my snout is aging faster than I thought, but I am really no good at picking out some of these scents.
I have also played the Survive mode with just my wife and of course she always beats me. Survive is the only mode that is designed for two players, and I wish there were more. Getting together during the lockdown is difficult, and I game mostly with my wife. That said, on the rare occasion I got to play games with another couple in our quarantine pod I wanted to break Aroma out and try a different mode. Revolve is good, and Survive is good too, but I would prefer both with the full compliment of players.
If you are looking for something completely different for your collection, Aroma is it. I don’t know if it will make many gamers’ Top 10 lists, but it is so interesting to use the sense of smell in a board game that I think it is almost essential (see what I did there?). I mean that Aroma currently has no competition in the same space, so it will not be replaced by another similar game for quite some time, I’m sure. And what guest wouldn’t be impressed by playing a board game that includes 20 vials of essential oil? How novel is that, anyway? Purple Phoenix Games gives this one a lovely-sniffed 8 / 12. Do be warned: Aroma may accidentally perfume some other games it is stored near, but the scent is pleasant. At least I THINK it is. Now I’m doubting my ability to smell anything correctly.
Aroma is a board game that originates from an essential oil company wishing to produce a board game utilizing its oils. Designer Odd Hackwelder then crafted a board game utilizing said essential oils that can be played four different ways. That’s right, Aroma is a game with four different play modes. Most of the modes revolve around the ability to guess the correct scent to score points. For this review I will be referencing rules for the Revolve mode with four players.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game of Revolve each player will choose one of the themed player boards and bits from the following: Citrus, Trees, Plants, Floral. They will lay the boards touching in the middle of the table and their oil trays with essential oil bottles in front of them. Each player will also receive the wooden player token and scent tokens in their color. Place the wooden player tokens on the point tracker zero space and the game is setup to begin!
Revolve is played in rounds where each player will choose one of their oil vials from their tray, place its matching scent token face-down on their board and pass it to the player on their left simultaneously. The players then take the vials just given to them, smell the oils inside and try to guess its content scent by choosing the appropriate scent token and placing it face-down on the board in front of them as well. Play continues in this fashion until all players have smelled the vials from all players and made their guesses.
Players then flip over their scent tokens to compare what was given to them throughout the round and they will score points based on how many were guessed correctly. The players then choose a different vial and the process starts anew. The game ends at the end of the fourth round and the player with the most correct guesses is the winner!
Components. This game has pretty amazing components. The oil trays with the little oil bottles are great, but a little flimsy. The boards and scent tokens are thick, and the wooden player pieces are nice and medium-sized. The overall look of the game is very clean and colorful, reminiscent of the art style in T.I.M.E Stories, but with more colors and smells. Aside from the flimsy cardboard used in the oil trays, the rest of the components are top notch. I do have one gripe: the oil bottles themselves sometimes take quite a bit of effort to get the smell going. We tried manually rolling with our fingers, and the suggested technique of rolling on a sheet of paper (we used a paper napkin). The best way was to just drench oneself in essential oil by manually rolling the ball with one’s finger.
As a game Aroma’s Revolve is interesting and invokes feelings not normally used to describe board games. I have not played another game like it, nor one that I can remember using my sense of smell at all. For this point alone I feel attracted to Aroma. However, smelling all the scents over and over can sometimes get a little overwhelming for me. I KNOW what a lemon smells like, but when you pass around a vial and I sniff it, I feel like I am smelling lemon. When the card is revealed and it is actually grapefruit I just smelled I become frustrated. I guess I never realized how closely many things smell to other items in the same family. I like to reminisce about the first time I ever smelled pine, or its unmistakable scent down in my wood shop. But the pine scent in Aroma doesn’t really smell like pine to me. Maybe my snout is aging faster than I thought, but I am really no good at picking out some of these scents.
I have also played the Survive mode with just my wife and of course she always beats me. Survive is the only mode that is designed for two players, and I wish there were more. Getting together during the lockdown is difficult, and I game mostly with my wife. That said, on the rare occasion I got to play games with another couple in our quarantine pod I wanted to break Aroma out and try a different mode. Revolve is good, and Survive is good too, but I would prefer both with the full compliment of players.
If you are looking for something completely different for your collection, Aroma is it. I don’t know if it will make many gamers’ Top 10 lists, but it is so interesting to use the sense of smell in a board game that I think it is almost essential (see what I did there?). I mean that Aroma currently has no competition in the same space, so it will not be replaced by another similar game for quite some time, I’m sure. And what guest wouldn’t be impressed by playing a board game that includes 20 vials of essential oil? How novel is that, anyway? Purple Phoenix Games gives this one a lovely-sniffed 8 / 12. Do be warned: Aroma may accidentally perfume some other games it is stored near, but the scent is pleasant. At least I THINK it is. Now I’m doubting my ability to smell anything correctly.

Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.

Movie Metropolis (309 KP) rated Noah (2014) in Movies
Jun 11, 2019
Biblical epics never seem to translate well from paper to the big screen. Mel Gibson’s 2004 misfire, The Passion of the Christ, showed just how difficult it was to turn promising source material into silver screen gold.
Now, 10 years on from that, Black Swan director Darren Aronofsky breathes new life into the biblical genre with his take on the classic ‘Noah’ tale. But can his sixth attempt behind the camera reverse the ailing genre’s fortunes?
Unfortunately, the answer is no. From lacklustre special effects to dreadful acting, Aronofsky’s biblical epic fails from start to finish, with only a few key scenes lifting it above The Passion of the Christ.
Noah follows the story of the titular hero played by Russell Crowe as he sets out on a mission given to him by the ‘Creator’ to rid the world of its evil and to start afresh. Jennifer Connelly plays Noah’s wife Naameh and Ray Winstone portrays his arch nemesis, Tubal-cain.
The story is like the tale we all know, but on steroids. Gone is the subtlety of the bibleNoah-poster version and in its place is a stark environmental message as Noah tells his family and those around him that humans have destroyed the planet and that we ourselves, must be destroyed. From stone angels sent to watch over the human race, to the addition of numerous characters, Noah rids the story of its depth in favour of poor special effects and anti-climatic battles. It’s a real shame as Aronofsky has proven himself to be utterly talented behind the lens.
The performances are also well-below what we expect from such gifted actors. Emma Watson’s take of Ila, Noah’s daughter-in-law is laughable at best; a world away from the talent we saw towards the end of the Harry Potter series. Jennifer Connelly is outstandingly poor and Russell Crowe seems to be on auto-pilot as he spouts meaningless drivel. Only Anthony Hopkins leaves his fine reputation in tact as Methuselah, though he is in the film for less than 15 minutes.
Moreover, the best and most memorable part from the bible story, the animals, is completely misguided. Not only are they playing second fiddle to the ridiculous rivalry between Noah and Ray Winstone’s idiotic villain, they are rendered in such poor CGI, you never truly believe that they are there. The elephants and snakes in particular are very shoddy.
Thankfully all is not lost. Being a Darren Aronofsky film, Noah is a beautifully shot film. The cinematography is outstanding with stunning vistas of a huge variety of landscapes and the inclusion of an exciting Genesis featurette in the latter half of the picture are real highlights.
At 138 minutes Noah is a true bum-number and there’ll be lots of shuffling about in your seat as you struggle to digest each and every part of information the film shoves down your throat.
Unfortunately, a promising marketing campaign and some good trailers mask a film which never rises above average. The special effects really needed much more work and the acting is very poor. Only a few stand-out scenes stop it from falling below The Passion of the Christ as another biblical turkey.
https://moviemetropolis.net/2014/04/14/noah-review/
Now, 10 years on from that, Black Swan director Darren Aronofsky breathes new life into the biblical genre with his take on the classic ‘Noah’ tale. But can his sixth attempt behind the camera reverse the ailing genre’s fortunes?
Unfortunately, the answer is no. From lacklustre special effects to dreadful acting, Aronofsky’s biblical epic fails from start to finish, with only a few key scenes lifting it above The Passion of the Christ.
Noah follows the story of the titular hero played by Russell Crowe as he sets out on a mission given to him by the ‘Creator’ to rid the world of its evil and to start afresh. Jennifer Connelly plays Noah’s wife Naameh and Ray Winstone portrays his arch nemesis, Tubal-cain.
The story is like the tale we all know, but on steroids. Gone is the subtlety of the bibleNoah-poster version and in its place is a stark environmental message as Noah tells his family and those around him that humans have destroyed the planet and that we ourselves, must be destroyed. From stone angels sent to watch over the human race, to the addition of numerous characters, Noah rids the story of its depth in favour of poor special effects and anti-climatic battles. It’s a real shame as Aronofsky has proven himself to be utterly talented behind the lens.
The performances are also well-below what we expect from such gifted actors. Emma Watson’s take of Ila, Noah’s daughter-in-law is laughable at best; a world away from the talent we saw towards the end of the Harry Potter series. Jennifer Connelly is outstandingly poor and Russell Crowe seems to be on auto-pilot as he spouts meaningless drivel. Only Anthony Hopkins leaves his fine reputation in tact as Methuselah, though he is in the film for less than 15 minutes.
Moreover, the best and most memorable part from the bible story, the animals, is completely misguided. Not only are they playing second fiddle to the ridiculous rivalry between Noah and Ray Winstone’s idiotic villain, they are rendered in such poor CGI, you never truly believe that they are there. The elephants and snakes in particular are very shoddy.
Thankfully all is not lost. Being a Darren Aronofsky film, Noah is a beautifully shot film. The cinematography is outstanding with stunning vistas of a huge variety of landscapes and the inclusion of an exciting Genesis featurette in the latter half of the picture are real highlights.
At 138 minutes Noah is a true bum-number and there’ll be lots of shuffling about in your seat as you struggle to digest each and every part of information the film shoves down your throat.
Unfortunately, a promising marketing campaign and some good trailers mask a film which never rises above average. The special effects really needed much more work and the acting is very poor. Only a few stand-out scenes stop it from falling below The Passion of the Christ as another biblical turkey.
https://moviemetropolis.net/2014/04/14/noah-review/
Sloane Jacobsen is the most famous and sought after trends forecaster in the world. Companies across the globe seek Sloane's knowledge about the "next big thing." Sloane may be confident in her work life, but her personal life is a mess. She's not happy with her boyfriend, Roman, and she's basically estranged from her family--all since she fled to Paris shortly after her father's death. But now Sloane is working for six months in New York: she's back near her family, and Roman is accompanying her on the trip.
This book immediately got off on the wrong foot with me as the main character ranted against how society has changed--using peanut allergies and the horror of having to avoid her favorite peanut-filled treats on a plane as proof. As someone with a kid with a peanut allergy (who has met these lovely people on planes in real life), I was already turned off by Sloane. <i>It never really got any better. </i>
Sloane is supposedly a trend forecaster. Her entire life she's been able to "see" things and predict where society is going with certain trends. She is credited with foreseeing the famous "swipe" action. The problem Sloane faces now is that she thinks society is going to turn against the technology it has come to hold so dear: something that doesn't sit well with the technology-focused firm, Mammoth, who has hired her. After all, Mammoth uses a driverless car to transport Sloane while she works for them. They want her to present at a convention that aims to showcase technology for the childless set.
On the surface, this doesn't sound so bad. Consider parts of it satire and a critique on our tech-obsessed society, and it has real promise. Unfortunately, for me, <i>the premise fell flat.</i> My favorite character wound up being Anastasia, the driverless car. Sloane's boyfriend, Roman, wears a Zentai suit (imagine a full-length wet-suit that covers his entire body) and preaches an anti-touch, pro-cybersex agenda. He's strange. That whole part of the plot is weird, albeit one that offers the occasional comic moment. Maybe my sense of humor is not finely developed enough?
The book nails a lot of the corporate world (you can certainly picture Dax, the head of Mammoth, and many of his worker bees). Other parts of the plot are harder to swallow. Sloane waffles. Roman irritates. The dialogue is oddly written at times. Large pieces of the plot didn't really seem necessary. Other pieces were interesting, but felt like reading a research paper (and I found myself skimming).
So while there were certainly funny moments (and it picked up a bit as it neared the end), overall I just found myself cringing. I didn't like the plot, I never warmed up to Sloane, and I wanted to hit Roman and Dax. Maybe I missed a higher meaning to this novel, as it seems to be getting a lot of better reviews, so take mine with a grain of salt. For me, I just didn't enjoy reading it, and that's why (and I debated this a while), I'm going with 2.5 stars.
I received a copy of this novel from the publisher and Netgalley (thank you!) in return for an unbiased review. It is available everywhere as of 05/30/2017.
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This book immediately got off on the wrong foot with me as the main character ranted against how society has changed--using peanut allergies and the horror of having to avoid her favorite peanut-filled treats on a plane as proof. As someone with a kid with a peanut allergy (who has met these lovely people on planes in real life), I was already turned off by Sloane. <i>It never really got any better. </i>
Sloane is supposedly a trend forecaster. Her entire life she's been able to "see" things and predict where society is going with certain trends. She is credited with foreseeing the famous "swipe" action. The problem Sloane faces now is that she thinks society is going to turn against the technology it has come to hold so dear: something that doesn't sit well with the technology-focused firm, Mammoth, who has hired her. After all, Mammoth uses a driverless car to transport Sloane while she works for them. They want her to present at a convention that aims to showcase technology for the childless set.
On the surface, this doesn't sound so bad. Consider parts of it satire and a critique on our tech-obsessed society, and it has real promise. Unfortunately, for me, <i>the premise fell flat.</i> My favorite character wound up being Anastasia, the driverless car. Sloane's boyfriend, Roman, wears a Zentai suit (imagine a full-length wet-suit that covers his entire body) and preaches an anti-touch, pro-cybersex agenda. He's strange. That whole part of the plot is weird, albeit one that offers the occasional comic moment. Maybe my sense of humor is not finely developed enough?
The book nails a lot of the corporate world (you can certainly picture Dax, the head of Mammoth, and many of his worker bees). Other parts of the plot are harder to swallow. Sloane waffles. Roman irritates. The dialogue is oddly written at times. Large pieces of the plot didn't really seem necessary. Other pieces were interesting, but felt like reading a research paper (and I found myself skimming).
So while there were certainly funny moments (and it picked up a bit as it neared the end), overall I just found myself cringing. I didn't like the plot, I never warmed up to Sloane, and I wanted to hit Roman and Dax. Maybe I missed a higher meaning to this novel, as it seems to be getting a lot of better reviews, so take mine with a grain of salt. For me, I just didn't enjoy reading it, and that's why (and I debated this a while), I'm going with 2.5 stars.
I received a copy of this novel from the publisher and Netgalley (thank you!) in return for an unbiased review. It is available everywhere as of 05/30/2017.
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Heather Cranmer (2721 KP) rated As Dead As It Gets (Bad Girls Don't Die, #3) in Books
Jun 7, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.co.uk">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
If you've read my reviews on the first two books in this series, you will know my love affair with the Bad Girls Don't Die series. Katie Alender has fast become one of my top three favourite authors. I loved As Dead As It Gets as much as the first two which is saying something as usually most sequels fail to get my love.
Alexis is back in the next installment of Bad Girls Don't Die. This time girls start going missing and Alexis is also being attacked. Alexis discovers that something supernatural is going on. Will Alexis be able to find the missing girls or will Alexis become a ghost herself?
I think the title of this book suits more of the series than the actual book itself. I mean, yes it also suits the book, but it suits the series better. I like how Katie Alender has stuck with titles that seem to blend into one another.
If you've read my reviews of the other two books in the series, you will see how I feel about the covers. I think the cover is gorgeous, but I just wish there was something more to the cover. I think the girl in the cover is either supposed to be Alexis or a ghost featured in this book.
Katie Alender does a fantastic job in the world building and setting in each of her books, and this book is no different. Alender made Alexis' surroundings come to life in great detail. It's quite easy to actual feel as if you are part of Alexis' world.
As always, the pacing of this Katie Alender title is perfect. It's not too slow nor is it too fast. The story flows very well. I ended up devouring all three books in this series, not literally though as paper doesn't taste too good, lol. As Dead As It Gets is such an easy read to immerse yourself in.
The dialogue and wording are easy to understand. All the teenage characters actually sound like teens. The words seem to just flow into one another. I didn't come across any swearing either.
The characters are all well developed as with the other two titles in the series. Alexis is a bit more paranoid in this book, and I also found that she's a bit of a pushover when it comes to Jared. I constantly wanted to yell at her to just leave Jared!! Jared comes across as being the controlling boyfriend type. I really couldn't stand him because of the way he was treating Alexis. My favourite character in this book was Lydia. I loved her sarcasm and humour. We really get to see a lot more of Lydia in this novel, and her personality shines through.
I can't tell you how much I enjoyed this book. It is so good!! I'm hoping this isn't the end of the Bad Girls Don't Die series. If it is, I might have to beg Katie Alender to keep writing more of this series as it is so good!
I'd recommend this book to everyone aged 13+.
If you've read my reviews on the first two books in this series, you will know my love affair with the Bad Girls Don't Die series. Katie Alender has fast become one of my top three favourite authors. I loved As Dead As It Gets as much as the first two which is saying something as usually most sequels fail to get my love.
Alexis is back in the next installment of Bad Girls Don't Die. This time girls start going missing and Alexis is also being attacked. Alexis discovers that something supernatural is going on. Will Alexis be able to find the missing girls or will Alexis become a ghost herself?
I think the title of this book suits more of the series than the actual book itself. I mean, yes it also suits the book, but it suits the series better. I like how Katie Alender has stuck with titles that seem to blend into one another.
If you've read my reviews of the other two books in the series, you will see how I feel about the covers. I think the cover is gorgeous, but I just wish there was something more to the cover. I think the girl in the cover is either supposed to be Alexis or a ghost featured in this book.
Katie Alender does a fantastic job in the world building and setting in each of her books, and this book is no different. Alender made Alexis' surroundings come to life in great detail. It's quite easy to actual feel as if you are part of Alexis' world.
As always, the pacing of this Katie Alender title is perfect. It's not too slow nor is it too fast. The story flows very well. I ended up devouring all three books in this series, not literally though as paper doesn't taste too good, lol. As Dead As It Gets is such an easy read to immerse yourself in.
The dialogue and wording are easy to understand. All the teenage characters actually sound like teens. The words seem to just flow into one another. I didn't come across any swearing either.
The characters are all well developed as with the other two titles in the series. Alexis is a bit more paranoid in this book, and I also found that she's a bit of a pushover when it comes to Jared. I constantly wanted to yell at her to just leave Jared!! Jared comes across as being the controlling boyfriend type. I really couldn't stand him because of the way he was treating Alexis. My favourite character in this book was Lydia. I loved her sarcasm and humour. We really get to see a lot more of Lydia in this novel, and her personality shines through.
I can't tell you how much I enjoyed this book. It is so good!! I'm hoping this isn't the end of the Bad Girls Don't Die series. If it is, I might have to beg Katie Alender to keep writing more of this series as it is so good!
I'd recommend this book to everyone aged 13+.

Gareth von Kallenbach (980 KP) rated Fifty Shades Darker (2017) in Movies
Jun 19, 2019
Anastasia Steele (Dakota Johnson) and Christian Grey (Jamie Dornan) have returned in “50 Shades Darker” which looks to continue the massive success of the series.
Picking up shortly after the last film, the newly single Anastasia has begun working her dream job as an assistant in a Seattle publishing company. When she is reunited with Christian at a social event, he pleads with her to take him back and offers to redefine the terms of their relationship agreement.
Although cautions, she takes him back and despite telling him she wants to take it slow, the first of many sex scenes follow.
Although happy to be reunited, the pair are plagued by issues from Christian’s past as well as his own inner demons which constantly pull at them and threaten to undermine their new relationship.
Of course much if it is little more than thinly veiled lip service designed to get them into the bedroom time and time again so the camera can focus on their bodies and Christian resorting to his old ways with all manner of restraints and devices.
One would think that a film that is supposed to be so erotic would be far more exciting and titillating but the film’s sex scenes are so dull and by the numbers you will soon find yourself losing interest. A big part of this goes to the total lack of chemistry between the leads. If you thought it was strained in the first film it is pretty much non-existent this time out. The dialogue is also not much better as it is laughably bad in areas and unintentionally funny. The monotone delivery of the leads does not help much as it seems like there is a competition to see how many shots of the beautiful Seattle area and their bodies can be creamed into the film.
Kim Bassinger does bring the film a bit of intrigue as a woman from Christian’s past, but she is not in the film enough to really make that much of a difference as pretty much all of the supporting characters are paper thin and not given the chance to grow.
I did like the film more than I liked the original film, but I continue to struggle with the appeal of the film series. The leads lack any chemistry and supporters of the BDSM lifestyle have said the series does not portray their lifestyle accurately and that what Christian does is abusive.
I posted the question that how much appeal would the series have if Christian was a struggling musician living in a hovel who could not even afford a Starbucks run. He would be considered a deeply damaged individual who women would run from. But package him up as a young and attractive billionaire, and it seems that common sense goes out the window as far as the ladies in his life go, and he gets a pass on behaviors that would be totally unacceptable to most.
For me the lack of eroticism, chemistry between the leads, and a compelling story could be overlooked as despite the issues, it does entertain. But when the characters are so hard to like, I found myself not having much sympathy for any obstacles they encountered. My advice, wait for the video as there are far more erotic and entertaining films on Netflix.
http://sknr.net/2017/02/09/50-shades-darker/
Picking up shortly after the last film, the newly single Anastasia has begun working her dream job as an assistant in a Seattle publishing company. When she is reunited with Christian at a social event, he pleads with her to take him back and offers to redefine the terms of their relationship agreement.
Although cautions, she takes him back and despite telling him she wants to take it slow, the first of many sex scenes follow.
Although happy to be reunited, the pair are plagued by issues from Christian’s past as well as his own inner demons which constantly pull at them and threaten to undermine their new relationship.
Of course much if it is little more than thinly veiled lip service designed to get them into the bedroom time and time again so the camera can focus on their bodies and Christian resorting to his old ways with all manner of restraints and devices.
One would think that a film that is supposed to be so erotic would be far more exciting and titillating but the film’s sex scenes are so dull and by the numbers you will soon find yourself losing interest. A big part of this goes to the total lack of chemistry between the leads. If you thought it was strained in the first film it is pretty much non-existent this time out. The dialogue is also not much better as it is laughably bad in areas and unintentionally funny. The monotone delivery of the leads does not help much as it seems like there is a competition to see how many shots of the beautiful Seattle area and their bodies can be creamed into the film.
Kim Bassinger does bring the film a bit of intrigue as a woman from Christian’s past, but she is not in the film enough to really make that much of a difference as pretty much all of the supporting characters are paper thin and not given the chance to grow.
I did like the film more than I liked the original film, but I continue to struggle with the appeal of the film series. The leads lack any chemistry and supporters of the BDSM lifestyle have said the series does not portray their lifestyle accurately and that what Christian does is abusive.
I posted the question that how much appeal would the series have if Christian was a struggling musician living in a hovel who could not even afford a Starbucks run. He would be considered a deeply damaged individual who women would run from. But package him up as a young and attractive billionaire, and it seems that common sense goes out the window as far as the ladies in his life go, and he gets a pass on behaviors that would be totally unacceptable to most.
For me the lack of eroticism, chemistry between the leads, and a compelling story could be overlooked as despite the issues, it does entertain. But when the characters are so hard to like, I found myself not having much sympathy for any obstacles they encountered. My advice, wait for the video as there are far more erotic and entertaining films on Netflix.
http://sknr.net/2017/02/09/50-shades-darker/
<i>I received this book for free through Goodreads First Reads.</i>
Rosie Lewis, presumably a penname, has been a professional foster carer for over seven years. During this time, she has dealt with children and teenagers from all sorts of backgrounds who are usually facing some form of crisis or difficulty. In latter years, Rosie has begun to combine her love of writing with her fostering experiences by writing story-like memoirs. <i>Taken</i> is Rosie’s latest publication, which reveals how emotionally challenging fostering can be.
Rosie first met Megan when she was only a few days old, struggling with the effects of neonatal abstinence syndrome and a cleft plate. Removed from her mother’s care – a drug addict – Megan needs a temporary home to go to. Rosie is more than happy to take care of Megan until her “forever home” can be found.
As time goes on, Rosie and her children become attached to the little girl and include her as part of the family. Megan’s salient recovery turns her into an energetic, slightly precocious toddler who absolutely adores Rosie’s family as much as they love her. But Rosie knows she will eventually have to say goodbye, no matter what her feelings.
Rosie explains to the reader how difficult it is to function properly as a foster carer once strong emotions have got involved. She dreams of being able to keep Megan forever, but when a couple are found who desperately want a child, Rosie has no choice but to say goodbye.
It is heartbreaking to see the effects of the separation on Rosie as well as on Megan, who, despite Rosie’s attempts to elucidate the situation, does not fully comprehend what is going on. Guiltily hoping that Megan’s irascible behaviour, or a cataclysmic event, puts the new parents off adoption, Rosie says goodbye to the little girl she loves with all her heart. However, her hopes are raised when it becomes clear the adoption is not sitting as well with the new parents as much as they originally hoped. Perhaps Rosie has a chance to become Megan’s “forever mummy” after all?
Told from Rosie’s professional perspective, readers are taken on a journey from a child’s unstable beginning, to a time when they are at peace with the world. It is impossible to be unaffected by the events in Megan’s life, or experience versions of Rosie’s own emotions.
Many foster carers, social workers and nurses have put their experiences onto paper to share with the world. Most are good storytellers and are able to create a tale that could almost be fiction, with good use of vocabulary and imagery. At times, it felt like Rosie was attempting to tell a story, but instead ended up with a formal account of events. As the book progressed, however, the reader becomes so invested in Megan’s wellbeing that this issue becomes unnoticeable.
Unlike stories about older children in care, Megan’s life is easier to read about since, being fostered as a new born baby, she has no demoralizing past to overcome. Taken is by far the happier story within its genre, not least because of its satisfying ending, but from the joy Megan brings to the lives of everyone around her, too. Those new to this style of book may find <i>Taken</i> a good way of easing themselves into the genre, rather than jumping in with a story about a child with a background full of unspeakable things.
Rosie Lewis, presumably a penname, has been a professional foster carer for over seven years. During this time, she has dealt with children and teenagers from all sorts of backgrounds who are usually facing some form of crisis or difficulty. In latter years, Rosie has begun to combine her love of writing with her fostering experiences by writing story-like memoirs. <i>Taken</i> is Rosie’s latest publication, which reveals how emotionally challenging fostering can be.
Rosie first met Megan when she was only a few days old, struggling with the effects of neonatal abstinence syndrome and a cleft plate. Removed from her mother’s care – a drug addict – Megan needs a temporary home to go to. Rosie is more than happy to take care of Megan until her “forever home” can be found.
As time goes on, Rosie and her children become attached to the little girl and include her as part of the family. Megan’s salient recovery turns her into an energetic, slightly precocious toddler who absolutely adores Rosie’s family as much as they love her. But Rosie knows she will eventually have to say goodbye, no matter what her feelings.
Rosie explains to the reader how difficult it is to function properly as a foster carer once strong emotions have got involved. She dreams of being able to keep Megan forever, but when a couple are found who desperately want a child, Rosie has no choice but to say goodbye.
It is heartbreaking to see the effects of the separation on Rosie as well as on Megan, who, despite Rosie’s attempts to elucidate the situation, does not fully comprehend what is going on. Guiltily hoping that Megan’s irascible behaviour, or a cataclysmic event, puts the new parents off adoption, Rosie says goodbye to the little girl she loves with all her heart. However, her hopes are raised when it becomes clear the adoption is not sitting as well with the new parents as much as they originally hoped. Perhaps Rosie has a chance to become Megan’s “forever mummy” after all?
Told from Rosie’s professional perspective, readers are taken on a journey from a child’s unstable beginning, to a time when they are at peace with the world. It is impossible to be unaffected by the events in Megan’s life, or experience versions of Rosie’s own emotions.
Many foster carers, social workers and nurses have put their experiences onto paper to share with the world. Most are good storytellers and are able to create a tale that could almost be fiction, with good use of vocabulary and imagery. At times, it felt like Rosie was attempting to tell a story, but instead ended up with a formal account of events. As the book progressed, however, the reader becomes so invested in Megan’s wellbeing that this issue becomes unnoticeable.
Unlike stories about older children in care, Megan’s life is easier to read about since, being fostered as a new born baby, she has no demoralizing past to overcome. Taken is by far the happier story within its genre, not least because of its satisfying ending, but from the joy Megan brings to the lives of everyone around her, too. Those new to this style of book may find <i>Taken</i> a good way of easing themselves into the genre, rather than jumping in with a story about a child with a background full of unspeakable things.