Blood Rebirth (Divine)
Book
A Blood War prophesy. A darkness growing inside her. Can she find the seven powers before the trial...
Fantasy Paranormal Young_Adult
Tal'Dorei Campaign Setting (Dungeons and Dragons 5th Edition)
Tabletop Game
Critical Role has taken the roleplaying world by storm and now you can join the adventure! Until...
critical role dungeons and dragons dnd d&d tabletop game
Tiny Epic Kingdoms
Tabletop Game
You are a tiny kingdom with big ambition. You want to expand your population throughout the realms,...
Fighting Faete (Beyond The Veil #5)
Maia Dylan, Elena Kincaid and Sarah Marsh
Book
Darkness is coming to both sides of the Veil… Katrina was born to fight. She had earned her...
Fantasy Menage Romance
David McK (3425 KP) rated Mission impossible dead reckoning part one (2023) in Movies
Aug 19, 2023 (Updated Apr 6, 2024)
Long winded title.
It's also the 7th entry (of a definite 8, possibly more) in what-has-become Tom Cruise's signature franchise, which has now been running for nearly 30 years (27 years as of 2023, to be precise).
And I was initially shocked by how old Cruise looked during the opening scenes of this - no longer the fresh baby-faced figure of the early entries!
Anyway, this particular entry goes more into the realms of science-fiction than any of the previous instalments have, with Ethan Hunt and co searching for a way to stop the rogue AI known only as The Entity.
Personally, I found this to get a bit muddled in the middle - with one surprising death that I wasn't expecting (and that left a bit of a sour taste) - although it all leads to a barn-buster of a final act.
Personally, I still feel that Rogue Nation is the one to beat.
The Devil's Wrath
Book
In a universe teetering on the brink of annihilation, four heroes rise to confront the ultimate...
Purple Phoenix Games (2266 KP) rated Cthulhu Realms in Tabletop Games
Jun 12, 2019
In Cthulhu Realms, a deck-building game, you are a Cthulhu cultist that is trying to drive your rivals literally insane. By gathering followers, collecting artifacts, and discovering new locations, you will gain enough power to influence the sanity of those who would oppose you! On your turn, you will play cards from your hand to Conjure (acquire new cards from the communal pool), Draw/Discard cards, Gain/Lose Sanity, or Abjure (permanently discard cards from the game). The game ends when a player is reduced to zero sanity – and the player who has retained their sanity is the winner!
I love deck-building games. I really do. I think it’s a neat mechanic that allows you to customize your strategy with every play. So I enjoy playing Cthulhu Realms because of that element. And that’s kind of where my enjoyment ends with this game. Don’t get me wrong – it’s a decent game. I just have a couple of issues with the actual cards and abilities. The cards themselves are very reliant on iconography to communicate powers/abilities. Props to the player boards for having a quick reference for the basic actions, but I still always keep the rule sheet on hand for the in-depth explanation as I play. And even then, the rule sheet still has a bit of ambiguity on how some of the powers work. I wish they’d provided a couple of examples because sometimes I still get confused by certain combinations of icons. Just a little more detail in the rule sheet could alleviate some of the ambiguity of the icon abilities.
For card abilities, each individual card can have anywhere from 1-3 special abilities. The tricky thing is that the abilities do not all have to be used at the same time. So I could use 1 ability from a card, use an ability from a different card, and then come back to my first card and use another of it’s printed abilities. And with a hand of 5 cards every turn (not counting additional cards you may draw…), it can be hard to keep track of which abilities you’ve already used that turn. On top of that, many of the abilities have prerequisites – you can’t use that specific ability unless you’ve already played/have in play the requisite card. Some abilities only have 1 prerequisite, but some have 2, which just adds another layer of bookkeeping to your turns. Not only are you trying to remember which card abilities you’ve already used, but you’re also trying to keep track of your cards/actions that turn that could unlock other card abilities. The rule sheet suggests sliding a card to one side of your play area once you’ve used one of its powers. But again, if it has more than 1 ability on it, you’ve got to remember which ones you’ve used/haven’t used yet, regardless of where they are in your play area. This is a competitive game overall, but with all of these elements to track on your turns, it saps the tension from the game and makes it feel a little more luck-based than strategic.
To alleviate some of my grievances, I think the game could just have more cards with fewer abilities on each. That would make it much easier to execute all of your turns. And eliminate some of the ability prerequisites – having them on most of the abilities just adds another element for you to keep track of, and it feels a little unnecessary. If the turns were a little more clear and concise, I would like this game a lot more. It’s not bad, it just gets bogged down a little bit with too much action on your turns. That’s why Purple Phoenix Games gives Cthulhu Realms a 6/12.
https://purplephoenixgames.wordpress.com/2019/03/22/cthulhu-realms-review/
Hazel (1853 KP) rated Broken Realms (The Chronicles of Mara Lantern, #1) in Books
Dec 7, 2018
<i>Broken Realms</i> is a brilliant science fiction novel and first installment of <i>The Chronicles of Mara Lantern</i> by D. W. Moneypenny. Set in present day Oregon it deals with metaphysical ideas and bizarre creatures – a very intriguing read.
Mara Lantern is a young adult who has left school to work in a gadget repair shop where her amazing natural talent for restoring machinery is put to good use. At the commencement of the book she is being driven to the airport by her New Age obsessed mother in order to fly out to San Francisco to visit her father. Once the plane is airborne it is clear there is something terribly wrong. Bright blue light flashes throughout the aircraft and the passengers around Mara appear to be distorting: growing fangs and snouts, and changing eye colour. What is even stranger is a redheaded boy is running down the aisle closely pursued by a clone of Mara.
In an attempt at an emergency landing, the plane crashes into the Columbia River – a crash impossible to survive – however everyone does. All the passengers and crew are pulled out of the river unharmed; all except Mara who is strangely found unconscious on the pavement with a head wound.
Detective Daniel Bohannon is assigned to the case investigating the cause of the crash, but when some of the survivors start displaying super-human or animalistic traits it becomes clear this was no ordinary situation.
Whilst the investigation continues, Mara begins to deal with what she saw on the plane. With the help of a fellow survivor, Ping, and the redheaded boy, Sam (who claims he is her brother) she begins to learn that her world, her life and human existence in general is not all she believed it to be.
Although <i>Broken Realms</i> is accurately described as a science fiction and fantasy novel there were times, particularly during the police investigations, that it also felt a little like a crime thriller. There is nothing particularly bad about that but to begin with it was as though there were two different genres competing with each other depending on which character point of view was being read.
What helped to make this book so great were the excellent writing skills of D. W. Moneypenny. It was written so clearly that vivid images came to mind whilst reading. The pace of the narrative was fairly quick and at no point did it ever stop being exciting.
Another good thing (admittedly others may not see it as such) was that there were no romantic attachments between any of the characters to detract from the main storyline. This meant the novel was completely focused on the plot without any unnecessary interruptions.
<i>Broken Realms</i> is a highly recommended book for science fiction and fantasy lovers. It does, however, leave the reader wanting to know what is going to happen next. So now the wait for the next book in <i>The Chronicles of Mara Lantern</i> begins.
The Realization of Star Trek Technologies: The Science, Not Fiction, Behind 3D Printing, Artificial Intelligence, Quantum Computing, and More: 2017
Book
As Star Trek celebrates its 50th anniversary, the futuristic tools of Kirk, Spock, Scott, and McCoy...
Merissa (12066 KP) rated The Last Dragon Rider (The Wild Realms of Véneanár #1) in Books
Sep 21, 2017
This is very well written, with excellent descriptions throughout. There were no editing or grammatical errors that disrupted my reading flow. The ending, whilst not expected, certainly left me wanting to know more. Absolutely recommended by me.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!