Kristy H (1252 KP) rated Once You Go This Far in Books
Jul 9, 2020
Private investigator Roxane Weary is out for a stroll when another hiker, Rebecca Newsome, falls to her death on a nearby trail. Her daughter, Maggie, doesn't think it was an accident, and she hires Roxane to look into the the incident, believing strongly that Rebecca's ex-husband, Keir, a former cop, was responsible. Roxane learns quickly that Keir is a bit of a jerk, but did he kill his ex? Roxane soon finds herself driving between Detroit and Canada, following the path of Rebecca's last days. Soon she's embroiled in the Fellowship, a mega-church founded by Joel Creedle and talking to Constance Archer, a wealthy businesswoman who is now running for office. Roxane's running herself so ragged she can barely make time for herself, let alone Tom, her sometimes romantic interest. Not to mention, things are heating up in her case, and she may find herself in danger, yet again.
"Only bad things happened when it was cold out, as it was becoming now."
This is one of the best detective serious out there, hands down, and I wish that Kristen Lepionka and Roxane Weary were household names. I adore these books and this one may be my favorite yet, which is high praise, as I've loved every book since the first.
"That was the thing about mysteries--no one ever deviated from the routine until the moment they did."
Roxane is her own person--a witty, intelligent private investigator who, oh yeah, just happens to be bisexual (and not a side character or the villain of our tale). Book four finds her working on a perplexing case, but also dealing with some personal growth: having to confront emotions and relationships, dreaded words in Roxane's world. I loved the balance of the mystery and Roxane's personal life in this one.
"Not knowing was hard for me. It always was."
Reading these books is like falling back with familiar friends--Lepionka captures Roxane and her crew perfectly: her brothers and mom; her on again/off again boyfriend Tom and ex-girlfriend, Catherine; her work partners; and more. She expertly portrays Roxane's wonderful sarcasm and her inability to commit. Here, we see Roxane dealing with a bombshell about her father's past--poor Roxane: she can never quite escape the shadow of her father, a former cop.
But, of course, we also read for the mystery, and this is a great one--Lepionka takes us in the world of an Evangelical church while delving into Rebecca Newsome's past, her relationship with her daughter, Maggie, and the many secrets Roxane uncovers. She also throws in Rebecca's wonderful spunky elderly neighbor who keeps things lively. This was an excellent mystery that kept me guessing (and worrying for Roxane's safety)--it's timely, interesting, and suspenseful.
Highly recommend this book and the entire Roxane Weary series. 4.5 stars.
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Daniel Boyd (1066 KP) rated Dying Light in Video Games
Jul 19, 2017
The big gimmick in this game is the free running. I went into the game expecting Dead Island meets Mirror’s Edge, but instead I got something more akin to Shadow Fall or Far Cry’s janky free running. The player character honestly feels so heavy and clunky and there is no coherent flow to the free running at all. The other gimmick is the idea of ‘drops,’ which are basically supply drops that are dropped in various locations throughout the map. The controller will vibrate, the blue icon will appear on the map and you haul ass across the environment towards it, in the awkward parkour motion that you are forced to endure throughout the game. The first couple of drops are difficult when you don’t yet really know what you are doing, but after a while you know what to expect and as soon as you feel the controller rumble and the icon appear on the mini map you know to just run as fast as possible towards the icon and everything will be straightforward. Also, while I am aware that players don’t tend to love this game for it’s immersive story, what story they attempt is garbage delivered by poor voice acting, in addition it makes absolutely no sense that you are just some random guy that the people from The Tower find out on the street and within spending a day or two with them they declare you to be the best free runner in the whole tower, it is all just far too convenient. The game also attempts to force you to change your play style at night, some of the zombies transform into hulking, hard to kill beasts with super speed, but their field of vision also appears on the map, so as long as you can avoid that, everything will be hunky dory and even if you do get seen you can just run away for a bit and climb onto a ledge and they will soon forget about you. I actually think that the virals that attack you during the day are more dangerous as they don’t have a specific field of view and are faster than the night time virals. Now while all these minor gripes do add up to my dislike of the game, the biggest let down in this game is it’s loot system. The loot in Dead Island was so good and when you had a great weapon, you knew it was great because it was so effective and felt so good to use in combat, there was just a charm to the weapons you could find in that game. The loot in Dying Light is much more generic and the effectiveness of the weapons has been neutered. The game starts you off with flimsy blunt weapons, which is expected, then you either find or save up your money and buy a sweet new axe or machete, you think that this is going to help you take out everything so much easier, but there isn’t much more of an effect, like maybe instead of dying after 18 hits a guy will die after 15, but that still doesn’t exactly feel effective to me. Also, the weapons degrade quickly, but that doesn’t matter because there is a good amount of weapons to buy and find, but since they have all been nerfed anyway it renders the whole process totally pointless, the loot system is really redundant and has no impact at all on the game. Also the guns are overpowered as all hell. The big guys with the heavy weapons will take you around fifty smacks with a hammer to bring down, but if you have a pistol and jump over a three foot wall, they can’t follow you and so they just stand still, so you just pop two or three caps into their skull and they go down in a couple of seconds. I also dislike how the damage you inflict on an enemy is the same no matter where on the body that you hit them. You can whack a guy repeatedly in the head or the legs and he will fall down in the same amount of time either way.
Overall, this game tries to be the next gen version of Dead Island, but what it delivers is a game that looks and feels like it came out at the same time as its predecessor and in a lot of ways it is even less intuitive than the first game. I know that I keep comparing this game to Dead Island, but I honestly believe that if you are looking for a first person zombie survival game, you should save yourself the cash and go pick up Dead Island as it plays better than this one and is graphically on par. However even though I have torn this game apart for the duration of this review, it is still a good game and I can see why people like it, I just don’t understand the massive amounts of praise it gets when Dead Island was a better game.




