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Purple Phoenix Games (2266 KP) rated Azul: Stained Glass of Sintra in Tabletop Games
Oct 15, 2019
Sometimes, finding a game that the entire group loves can be extremely difficult. Such was not the case when Purple Phoenix Games played Azul. We immediately fell in love with it, as you can see by its well-earned Golden Feather Award. So when Azul: Stained Glass of Sintra was released, we knew we had to try it! A reimplementation of a game we all loved – we were so stoked to get it to the table. How does this ‘sequel’ hold up to the OG Azul? Keep reading to find out!
For many years you have worked as a tile layer, creating uniquely beautiful mosaics that adorn walls all around the world. Taking your expert skills, you’ve decided to hone your talent into a new form of mosaic decoration – stained glass windows. Select the most colorful glass combinations to create elaborate and beautiful designs, all while being careful not to waste or break any of your supplies in the process! Years of tile-laying have resulted in a steady hand, but glass is a different story. Does your talent and eye for design transcend materials, or are you better left to your familiar ceramic tiles?
Disclaimer: I do not intend to rehash the entire rulebook in this review. I will briefly go over the turn order, but will leave the specifics for you to discover in the rulebook! – L
Like Azul, Azul: Stained Glass of Sintra is a game of pattern building, set collection, and tile placement. To set up, each player receives a palace board, 8 double-sided pattern strips, and glazier (pawn) in their chosen color. All players need to select the same side, A or B, for their palace boards, but the pattern strips can be placed with either side face-up. Place your glazier above the left-most pattern strip, and you are ready to go! The designated score-keeper sets up the score board – placing each players’ scoring cube on the score track and broken glass track, as well as randomly placing 1 tile of each color on the round tracker. Much like OG Azul, a certain number of factories are in play, each populated with 4 pane tiles. Now the game can begin!
On your turn, you may do one of two things – Advance a pattern, or Move your glazier to the left-most pattern strip. If you choose to advance a pattern, you complete these three steps: Select pane pieces of one color from a factory or the middle of the table, place the pieces on one of your pattern strips, and check to see if the pattern is complete. Easy enough! There are a few placement restrictions to keep in mind, and they are detailed in the rulebook. Moving on, after placing your tiles, if the pattern strip is not yet full, your turn is over and play continues with the next player. If you have successfully filled the entire pattern strip, you get to immediately score that window, and then your turn ends. Specific steps for scoring are found in the rulebook. The other action available to you on your turn is to move your glazier back to the left-most pattern strip. Once you do this, your turn is over. Play continues over six rounds, and the player at the end of the game with the most points is the winner!
So how does Azul: Stained Glass of Sintra hold up? I think it’s a pretty great game. It’s very mechanically and thematically similar to the original Azul, but there is enough of a difference in gameplay that keeps it interesting. It doesn’t just feel like the exact same game to me, even if there are many similarities between the two. There definitely is a good amount of strategy involved, and I think the addition of the glazier (which can sorta restrict your placement options) adds a new level of complexity to the game. Do you dare ‘waste’ a turn to reset your glazier, or do you risk the points and try to complete your current pattern strip?
Another great thing about this game is the variability of it. Each player receives 8 double-sided pattern strips to begin the game. The strips can be placed with whichever face up or down that you want. So no two players will ever have the same setup, just as you will probably never have the same setup yourself between plays. One wrong placement could maybe end up costing you the game! There is no ‘right’ setup, and the fact that everyone’s setup will be different makes the game a little more unique.
Of course, the components are great and the tiles are so much fun to handle. Unlike OG Azul, these tiles are semi-transparent and crystalline, giving them the semblance of actual glass. The pattern strips/palace boards are good, sturdy cardboard, and can definitely withstand the amount of manipulation they see each game. My one qualm is with the score tracker. Instead of moving linearly, the score tracker moves kind of zig-zag-y around the board, and it takes me a minute sometimes to read the points and move my marker quickly because my eyes have to figure out the score line. Yeah, it looks cool, but its just a little inconvenient for me while playing.
Overall, I think Azul: Stained Glass of Sintra is a great ‘sequel’ to Azul. It feels familiar in mechanics and theme, but different enough in overall gameplay that I think it is a good stand-alone reimplementation. And guess what? Another Azul game is in the works! Titled Azul: Summer Pavilion, it is yet another game of tile drafting/placement and set collection. Since I have high praise for Stained Glass of Sintra, I am definitely looking forward to this newest version of Azul, coming soon! Purple Phoenix Games gives Azul: Stained Glass of Sintra, a colorful 9 / 12.
For many years you have worked as a tile layer, creating uniquely beautiful mosaics that adorn walls all around the world. Taking your expert skills, you’ve decided to hone your talent into a new form of mosaic decoration – stained glass windows. Select the most colorful glass combinations to create elaborate and beautiful designs, all while being careful not to waste or break any of your supplies in the process! Years of tile-laying have resulted in a steady hand, but glass is a different story. Does your talent and eye for design transcend materials, or are you better left to your familiar ceramic tiles?
Disclaimer: I do not intend to rehash the entire rulebook in this review. I will briefly go over the turn order, but will leave the specifics for you to discover in the rulebook! – L
Like Azul, Azul: Stained Glass of Sintra is a game of pattern building, set collection, and tile placement. To set up, each player receives a palace board, 8 double-sided pattern strips, and glazier (pawn) in their chosen color. All players need to select the same side, A or B, for their palace boards, but the pattern strips can be placed with either side face-up. Place your glazier above the left-most pattern strip, and you are ready to go! The designated score-keeper sets up the score board – placing each players’ scoring cube on the score track and broken glass track, as well as randomly placing 1 tile of each color on the round tracker. Much like OG Azul, a certain number of factories are in play, each populated with 4 pane tiles. Now the game can begin!
On your turn, you may do one of two things – Advance a pattern, or Move your glazier to the left-most pattern strip. If you choose to advance a pattern, you complete these three steps: Select pane pieces of one color from a factory or the middle of the table, place the pieces on one of your pattern strips, and check to see if the pattern is complete. Easy enough! There are a few placement restrictions to keep in mind, and they are detailed in the rulebook. Moving on, after placing your tiles, if the pattern strip is not yet full, your turn is over and play continues with the next player. If you have successfully filled the entire pattern strip, you get to immediately score that window, and then your turn ends. Specific steps for scoring are found in the rulebook. The other action available to you on your turn is to move your glazier back to the left-most pattern strip. Once you do this, your turn is over. Play continues over six rounds, and the player at the end of the game with the most points is the winner!
So how does Azul: Stained Glass of Sintra hold up? I think it’s a pretty great game. It’s very mechanically and thematically similar to the original Azul, but there is enough of a difference in gameplay that keeps it interesting. It doesn’t just feel like the exact same game to me, even if there are many similarities between the two. There definitely is a good amount of strategy involved, and I think the addition of the glazier (which can sorta restrict your placement options) adds a new level of complexity to the game. Do you dare ‘waste’ a turn to reset your glazier, or do you risk the points and try to complete your current pattern strip?
Another great thing about this game is the variability of it. Each player receives 8 double-sided pattern strips to begin the game. The strips can be placed with whichever face up or down that you want. So no two players will ever have the same setup, just as you will probably never have the same setup yourself between plays. One wrong placement could maybe end up costing you the game! There is no ‘right’ setup, and the fact that everyone’s setup will be different makes the game a little more unique.
Of course, the components are great and the tiles are so much fun to handle. Unlike OG Azul, these tiles are semi-transparent and crystalline, giving them the semblance of actual glass. The pattern strips/palace boards are good, sturdy cardboard, and can definitely withstand the amount of manipulation they see each game. My one qualm is with the score tracker. Instead of moving linearly, the score tracker moves kind of zig-zag-y around the board, and it takes me a minute sometimes to read the points and move my marker quickly because my eyes have to figure out the score line. Yeah, it looks cool, but its just a little inconvenient for me while playing.
Overall, I think Azul: Stained Glass of Sintra is a great ‘sequel’ to Azul. It feels familiar in mechanics and theme, but different enough in overall gameplay that I think it is a good stand-alone reimplementation. And guess what? Another Azul game is in the works! Titled Azul: Summer Pavilion, it is yet another game of tile drafting/placement and set collection. Since I have high praise for Stained Glass of Sintra, I am definitely looking forward to this newest version of Azul, coming soon! Purple Phoenix Games gives Azul: Stained Glass of Sintra, a colorful 9 / 12.
Purple Phoenix Games (2266 KP) rated Terror in Meeple City in Tabletop Games
Aug 6, 2019 (Updated Sep 23, 2021)
I don’t know about you, but one of my guilty pleasures is monster movies. Godzilla, King Kong, even the Jurassic Park franchise – if there are giant creatures terrorizing the world, chances are I’m going to love it. So when I heard of Terror in Meeple City (formerly known as Rampage, RIP), I knew I had to give it a try. Is the chance to embody one of these great monsters and wreak havoc on an innocent city as exciting as it seems? Or will your lack of dexterous ability result in a rampage? (See what I did there?)
Terror in Meeple City is a dexterity game of area movement and set collection in which players are trying to amass the most end-game Victory Points by devouring meeples, collecting building tiles, teeth, and by successfully completing their Character cards. To begin, setup the board as described in the rulebook, constructing buildings and placing meeples and vehicles accordingly. Each player receives a screen, Body (monster), and Paws (disc) in their chosen color, placing the Paws on the starting area closest to them. Players receive 4 Teeth tokens and are dealt a Character card, Power card, and Secret Superpower card. The Character and Power cards are visible to all players, and are permanent throughout the game – providing special abilities or scoring conditions for the end of the game. The Secret Superpower card is secret (duh) and revealed only when you are ready to use it – it is a one-time use in the game, and then discarded. Select a starting player, and the game is ready to begin!
On your turn, you will perform 2 of the following actions: Move, Demolish, Toss a Vehicle, or Breathe. You can perform the same action twice on your turn if you want! To Move, you will first take the Body of your monster off of the Paws disc. Using your finger, you will flick the Paws disc on the board, hopefully to end up where you wanted it! After a successful flick, put your Body back on the Paws. To Demolish, your Paws must be touching the sidewalk surrounding one of the buildings in the city. If that is the case, you can try to demolish that building – by picking up your Body, holding it over the appropriate building, and dropping it! In order to Toss a Vehicle, your monster must be located in the same neighborhood (area of the board) as a vehicle. Pick up the chosen vehicle, place it on top of your monster, and flick it! And finally, you can Breathe – place your chin on top of your monster, inhale, and then blow as hard as you can. While performing these actions, there may be some collateral damage, that could be beneficial or detrimental to you! If you knock down another monster on your turn, collect one of their Teeth and put it behind your screen. If after your action, there is a building tile with nothing on it (meeples, monsters, etc.) then you collect that tile behind your screen as well.
Once you have taken your 2 actions, it is time to Chow Down – eat as many accessible meeples in your same neighborhood as you have Teeth tokens left. Devoured meeples go into your stomach (behind the player screen). If at any point during your turn, any meeples end up fleeing the city (knocked off the board), they will be added, in order, to the Runaway Meeple board. Once a line on this board is filled, the active player suffers the negative consequence – so be careful not to scare off too many yummy meeple morsels! The game continues in this fashion until it ends in one of two ways. Either the last building tile is collected, everyone takes one last turn, and then VP are tallied. Or the final line of the Runaway Meeple board is filled, causing the player who filled it to lose, while everyone else counts up their VP. VP are earned for any Teeth collected, building tiles consumed, sets of meeples devoured, and any points earned from your Character card. The player with the most VP is the winner and is the greatest monster of the game!
So I know that sounds kind of chaotic – and at times it can be. But it is a light-hearted and silly game that engages all involved. The simplicity of the mechanics (flicking/blowing) are countered by the strategy required for success. Yes, by all means, go on a crazy rampage – but the goal is end-game VP, so how can you use all these moving components to your advantage? The strategy is there, with enough luck/randomness from a dexterity stand-point that it keeps the gameplay interesting. And it is just plain fun to play! Getting up to move around the board for a better angle, knocking over opponents accidentally (or on purpose!), and sending components flying across the board makes for an entertaining and engaging game. That being said, unless you are incredibly dextrous and can perfectly execute your desired actions, be prepared for some frustration when you whiff big on a flick.
Let’s talk components for a minute. They are pretty good in this game! The board and cardboard building tiles are all pretty sturdy, which is really necessary in a game where the components can take quite a beating. The wooden meeples and monster parts are thick and high quality as well! I take great pride in keeping my games in good condition, and even this one has withstood the test of time and plays. So, good production quality all around, if you ask me!
Is Terror in Meeple City my favorite game? No. But it’s one that I’m glad to have in my collection. It works well in so many situations – a gateway game, a light-hearted filler game, a game to get everyone up and moving, and a game that can be played with younger gamers as well. Although it’s not really a brain-burner or a game of high-level strategy, it’s one that still makes for a good time. Purple Phoenix Games gives it a 7 / 12. Give it a try if you’re itching to smash some stuff!
Terror in Meeple City is a dexterity game of area movement and set collection in which players are trying to amass the most end-game Victory Points by devouring meeples, collecting building tiles, teeth, and by successfully completing their Character cards. To begin, setup the board as described in the rulebook, constructing buildings and placing meeples and vehicles accordingly. Each player receives a screen, Body (monster), and Paws (disc) in their chosen color, placing the Paws on the starting area closest to them. Players receive 4 Teeth tokens and are dealt a Character card, Power card, and Secret Superpower card. The Character and Power cards are visible to all players, and are permanent throughout the game – providing special abilities or scoring conditions for the end of the game. The Secret Superpower card is secret (duh) and revealed only when you are ready to use it – it is a one-time use in the game, and then discarded. Select a starting player, and the game is ready to begin!
On your turn, you will perform 2 of the following actions: Move, Demolish, Toss a Vehicle, or Breathe. You can perform the same action twice on your turn if you want! To Move, you will first take the Body of your monster off of the Paws disc. Using your finger, you will flick the Paws disc on the board, hopefully to end up where you wanted it! After a successful flick, put your Body back on the Paws. To Demolish, your Paws must be touching the sidewalk surrounding one of the buildings in the city. If that is the case, you can try to demolish that building – by picking up your Body, holding it over the appropriate building, and dropping it! In order to Toss a Vehicle, your monster must be located in the same neighborhood (area of the board) as a vehicle. Pick up the chosen vehicle, place it on top of your monster, and flick it! And finally, you can Breathe – place your chin on top of your monster, inhale, and then blow as hard as you can. While performing these actions, there may be some collateral damage, that could be beneficial or detrimental to you! If you knock down another monster on your turn, collect one of their Teeth and put it behind your screen. If after your action, there is a building tile with nothing on it (meeples, monsters, etc.) then you collect that tile behind your screen as well.
Once you have taken your 2 actions, it is time to Chow Down – eat as many accessible meeples in your same neighborhood as you have Teeth tokens left. Devoured meeples go into your stomach (behind the player screen). If at any point during your turn, any meeples end up fleeing the city (knocked off the board), they will be added, in order, to the Runaway Meeple board. Once a line on this board is filled, the active player suffers the negative consequence – so be careful not to scare off too many yummy meeple morsels! The game continues in this fashion until it ends in one of two ways. Either the last building tile is collected, everyone takes one last turn, and then VP are tallied. Or the final line of the Runaway Meeple board is filled, causing the player who filled it to lose, while everyone else counts up their VP. VP are earned for any Teeth collected, building tiles consumed, sets of meeples devoured, and any points earned from your Character card. The player with the most VP is the winner and is the greatest monster of the game!
So I know that sounds kind of chaotic – and at times it can be. But it is a light-hearted and silly game that engages all involved. The simplicity of the mechanics (flicking/blowing) are countered by the strategy required for success. Yes, by all means, go on a crazy rampage – but the goal is end-game VP, so how can you use all these moving components to your advantage? The strategy is there, with enough luck/randomness from a dexterity stand-point that it keeps the gameplay interesting. And it is just plain fun to play! Getting up to move around the board for a better angle, knocking over opponents accidentally (or on purpose!), and sending components flying across the board makes for an entertaining and engaging game. That being said, unless you are incredibly dextrous and can perfectly execute your desired actions, be prepared for some frustration when you whiff big on a flick.
Let’s talk components for a minute. They are pretty good in this game! The board and cardboard building tiles are all pretty sturdy, which is really necessary in a game where the components can take quite a beating. The wooden meeples and monster parts are thick and high quality as well! I take great pride in keeping my games in good condition, and even this one has withstood the test of time and plays. So, good production quality all around, if you ask me!
Is Terror in Meeple City my favorite game? No. But it’s one that I’m glad to have in my collection. It works well in so many situations – a gateway game, a light-hearted filler game, a game to get everyone up and moving, and a game that can be played with younger gamers as well. Although it’s not really a brain-burner or a game of high-level strategy, it’s one that still makes for a good time. Purple Phoenix Games gives it a 7 / 12. Give it a try if you’re itching to smash some stuff!
Heather Cranmer (2721 KP) rated Edison Jones and The ANTI-GRAV Elevator in Books
Apr 2, 2020
If you've followed my blog for awhile, you know I have a thing for middle grade fiction. There's something so refreshing that I just love. When the chance to read Edison Jones and The ANTI-GRAV Elevator arose, I couldn't say no. The synopsis sucked me right in, and I figured I'd be in for a great adventure. I wasn't wrong.
Edison Jones is a 12 year old seventh grader. After a car accident (that really wasn't an accident) left him paralyzed from the waist down and killed his parents, he's been living a very sheltered life with his grandpa. Edison isn't like most 12 year olds though. He's highly intelligent and has come up with a way to invent a anti-gravity space elevator. He's just go to prove to NASA that it works. Oh, and he's also being enrolled into the local public junior high school for the first time which also presents problems of its own. Edison will have to prove his space elevator has what it takes while also navigating the new realm of school and friendship if he's going to make his dreams come true.
The plot for Edison Jones and The ANTI-GRAV Elevator definitely was an interesting one for sure. While there are similar books out there, Michael Scott Clifton really made his book stand out. I liked how the main character had a disability which made it harder for him when it came to everything. It's refreshing to see a main character that's different from the mainstream. There is a bunch of science speak and terminology which can be a little overwhelming for the average person, but eventually, you get used to it. Plus, you don't need to know all of the terminology to enjoy this book. Context clues are also available to help make the terminology a bit more understandable. Descriptive scenes abound throughout this novel which makes it very easy to get lost in this book. In fact, many times I forgot where I was because I was so focused on this novel. The anticipation that Clifton sets up for major events throughout Edison Jones and The ANTI-GRAV Elevator is done brilliantly. I was definitely holding my breath and turning the page quickly to find out what would happen next especially when it came to scenes with the Breakstone twins, the robotics competition, the last junior high football game, and the launching of Edison's space elevator! The build up in those scenes was amazing! The ending does leave the possibility of another Edison Jones story being released in the future.
One thing that did irk me quite a bit was the stereotype that all of those who live in mobile homes are trashy. I felt like the author played into that a bit too much during one chapter. Here's one example which can be found at the end of chapter 26 when discussing Markie Franks who is a bully and Hondo's house (Hondo, Edison's friend, comes from a home where his mom chooses her boyfriend over him, and the boyfriend and Hondo don't get along.): "Markie's house surprised Edison. Although more modest than Bree's, it was also a brick home with an immaculate yard and appearance. He wasn't sure what he expected--maybe a mobile home with rusting cars on blocks in the yard--not the tidy home the bully lived in. Hondo...did live in a mobile home complete with a yard full of foot-high weeds. The only light came from the blue flicker of a TV through a grimy window next to the front door. With a grimace, Hondo got out and waved, his shoes pushing a path through the brown weeds and grass." It's stereotypes like this that make those who live in mobile homes easy targets for bullying as well as making those that live in mobile homes feel horrible about their life. It really shouldn't have been discussed like this at all. Not everyone who lives in a mobile home is trailer trash which is what I felt this book was implying.
I did feel like all the characters in Edison Jones and The ANTI-GRAV Elevator where very fleshed out and realistic. Edison is extremely intelligent when it comes to science, but he struggles with fitting in as he's been sheltered his whole life. Even though Edison isn't your average 12 year old when it comes to smarts, it was refreshing to see just how average he was when it came to navigating friendships and romance. I loved reading about Edison's thought process when it came to his crush on Carly as well as his friendship between Bree, Hondo, and Carly. I liked how Edison, for the most part, wouldn't give that bully, Markie Franks, the satisfaction of knowing that he bothered him. I admired Hondo after all he had been through. Throughout most of the book, I was trying to figure out if Hondo was a genuine person or if he would end up double crossing Edison. Bree and Carly were great friends to Edison, and it was obvious how much they admired Edison. I liked how they would stand up for him. The Breakstone Twins were also very interesting. I can't wait to see more of them in future books (if the author chooses to make this a series). I liked how cunning and calculated they both were.
Trigger warnings for Edison Jones and The ANTI-GRAV Elevator include some profanity, name calling including using the word pussy which I didn't like, some stereotyping, some violence, bullying, attempted murder, murder, a mention of drugs (being stoned), some underage smoking, and a mention of beer.
All in all, Edison Jones and The Anti-GRAV Elevator is a fantastic story that straps you in for a very exciting adventure throughout its pages. The plot is fantastic, the characters are diverse, and the action abounds. I would definitely recommend Edison Jones and The ANTI-GRAV Elevator by Michael Scott Clifton to those aged 13+ who seek adventure in their life. This would appeal mostly to those interested in science, but I think everyone who enjoys a solid story would like it.
--
(A special thank you to Lone Star Literary Life for the tour and to Michael Scott Clifton for sending me a paperback of Edison Jones and The ANTI-GRAV Elevator in exchange for an honest and unbiased review.)
Edison Jones is a 12 year old seventh grader. After a car accident (that really wasn't an accident) left him paralyzed from the waist down and killed his parents, he's been living a very sheltered life with his grandpa. Edison isn't like most 12 year olds though. He's highly intelligent and has come up with a way to invent a anti-gravity space elevator. He's just go to prove to NASA that it works. Oh, and he's also being enrolled into the local public junior high school for the first time which also presents problems of its own. Edison will have to prove his space elevator has what it takes while also navigating the new realm of school and friendship if he's going to make his dreams come true.
The plot for Edison Jones and The ANTI-GRAV Elevator definitely was an interesting one for sure. While there are similar books out there, Michael Scott Clifton really made his book stand out. I liked how the main character had a disability which made it harder for him when it came to everything. It's refreshing to see a main character that's different from the mainstream. There is a bunch of science speak and terminology which can be a little overwhelming for the average person, but eventually, you get used to it. Plus, you don't need to know all of the terminology to enjoy this book. Context clues are also available to help make the terminology a bit more understandable. Descriptive scenes abound throughout this novel which makes it very easy to get lost in this book. In fact, many times I forgot where I was because I was so focused on this novel. The anticipation that Clifton sets up for major events throughout Edison Jones and The ANTI-GRAV Elevator is done brilliantly. I was definitely holding my breath and turning the page quickly to find out what would happen next especially when it came to scenes with the Breakstone twins, the robotics competition, the last junior high football game, and the launching of Edison's space elevator! The build up in those scenes was amazing! The ending does leave the possibility of another Edison Jones story being released in the future.
One thing that did irk me quite a bit was the stereotype that all of those who live in mobile homes are trashy. I felt like the author played into that a bit too much during one chapter. Here's one example which can be found at the end of chapter 26 when discussing Markie Franks who is a bully and Hondo's house (Hondo, Edison's friend, comes from a home where his mom chooses her boyfriend over him, and the boyfriend and Hondo don't get along.): "Markie's house surprised Edison. Although more modest than Bree's, it was also a brick home with an immaculate yard and appearance. He wasn't sure what he expected--maybe a mobile home with rusting cars on blocks in the yard--not the tidy home the bully lived in. Hondo...did live in a mobile home complete with a yard full of foot-high weeds. The only light came from the blue flicker of a TV through a grimy window next to the front door. With a grimace, Hondo got out and waved, his shoes pushing a path through the brown weeds and grass." It's stereotypes like this that make those who live in mobile homes easy targets for bullying as well as making those that live in mobile homes feel horrible about their life. It really shouldn't have been discussed like this at all. Not everyone who lives in a mobile home is trailer trash which is what I felt this book was implying.
I did feel like all the characters in Edison Jones and The ANTI-GRAV Elevator where very fleshed out and realistic. Edison is extremely intelligent when it comes to science, but he struggles with fitting in as he's been sheltered his whole life. Even though Edison isn't your average 12 year old when it comes to smarts, it was refreshing to see just how average he was when it came to navigating friendships and romance. I loved reading about Edison's thought process when it came to his crush on Carly as well as his friendship between Bree, Hondo, and Carly. I liked how Edison, for the most part, wouldn't give that bully, Markie Franks, the satisfaction of knowing that he bothered him. I admired Hondo after all he had been through. Throughout most of the book, I was trying to figure out if Hondo was a genuine person or if he would end up double crossing Edison. Bree and Carly were great friends to Edison, and it was obvious how much they admired Edison. I liked how they would stand up for him. The Breakstone Twins were also very interesting. I can't wait to see more of them in future books (if the author chooses to make this a series). I liked how cunning and calculated they both were.
Trigger warnings for Edison Jones and The ANTI-GRAV Elevator include some profanity, name calling including using the word pussy which I didn't like, some stereotyping, some violence, bullying, attempted murder, murder, a mention of drugs (being stoned), some underage smoking, and a mention of beer.
All in all, Edison Jones and The Anti-GRAV Elevator is a fantastic story that straps you in for a very exciting adventure throughout its pages. The plot is fantastic, the characters are diverse, and the action abounds. I would definitely recommend Edison Jones and The ANTI-GRAV Elevator by Michael Scott Clifton to those aged 13+ who seek adventure in their life. This would appeal mostly to those interested in science, but I think everyone who enjoys a solid story would like it.
--
(A special thank you to Lone Star Literary Life for the tour and to Michael Scott Clifton for sending me a paperback of Edison Jones and The ANTI-GRAV Elevator in exchange for an honest and unbiased review.)
Lee (2222 KP) rated It: Chapter Two (2019) in Movies
Sep 6, 2019 (Updated Sep 6, 2019)
Bloated, messy at times, not quite as good as chapter 1 :(
It's fair to say that IT Chapter 2 has been one of my most anticipated movies this year. The trailer, which I've probably watched just as many times now as I watched the Endgame trailer, gives me goosebumps every time, and I couldn't wait to rejoin the losers club for another battle with Pennywise the clown. I was lucky enough to secure tickets to the immersive IT experience in London last weekend, adding further fuel to my excitement, and I decided to book the double bill showing of both chapters at the cinema in order to fully enjoy the complete story. Watching chapter 1 up on the big screen again proved to be just as enjoyable for me as the first time I saw it. Sadly though, I feel that chapter 2 didn't quite measure up to chapter 1.
It's now been 27 years since the events of chapter 1. One night, at the Derry funfair, a prolonged and brutal homophobic attack takes place, seemingly serving no other purpose than to provide us with a lengthy setup for the return of Pennywise. Yes, the clown is back and looking for revenge. It falls to Mike (Isaiah Mustafa), the only member of the losers club still living in Derry, to call on the others, to tell them they need to come home and to fulfill the oath they all pledged as children - no matter where they are, if "It" ever comes back, they'll come back to finish it. They all take the call they never thought they'd get and immediately their lives feel the impact - Bill (James McAvoy) is now a famous writer and suddenly starts to regain his stutter, Beverly (Jessica Chastain) clearly hasn't managed to escape a life of abuse, Ben (Jay Ryan) has managed to shed a lot of weight, Richie (Bill Hader) throws up before going on stage to perform stand-up, Eddie (James Ransome) simply refuses to believe what he's hearing. And Stanley (Andy Bean), well he fully appreciates the horror that lies ahead of them all.
The adult versions of the losers club are all perfectly cast, and just as entertaining in adult form as they are as children. Any reviews you read for this movie will no doubt mention Bill Hader as adult Richie, and all praise for him is well deserved. Just as Finn Wolfhard stole the show as the young, wise cracking and potty mouthed Richie in chapter 1, so does Bill Hader here. But the entire adult cast is all simply spot on.
They all meet up at a Chinese restaurant in Derry, gradually recalling forgotten events from their childhood over a meal and falling back into old friendships once again. We get multiple flashbacks of them all as teenagers, new scenes that help to flesh out the story-line, and these continue throughout the entire movie. It's a real nostalgic joy to revisit these younger versions again, and to immediately see how each flashback moment ultimately affects them as adults. The threat of Pennywise constantly lingers though, and they know they have work to do.
They go their separate ways, remaining in Derry but taking time to reacquainte themselves with the town and their own personal history there. Mike has a theory on how to defeat Pennywise once and for all, but first they must face him individually - grow stronger and more confident so that they can hopefully overcome him together as a team.
Unfortunately though, Pennywise never really feels as much of a threat as he did in the first movie. The slow brooding, creepy scares that worked so effectively then are all but lost here. There certainly are still a handful of those in chapter 2, and those do work extremely well, but they're simply outnumbered by a constant barrage of jump scares and CGI monsters. I lost count of the number of times we got a random CGI creature rapidly approaching us and the over-reliance on CGI is noticeably jarring, even more so in the final act. The use of practical, psychological scares is sorely missed and the whole thing is nowhere near as scary as chapter 1.
The run-time clocks in at 2hr 50, compared to a tighter 2hr 15 for chapter 1, and it really notices. Admittedly, the Stephen King source material is pretty hefty anyway (so I hear), but at times this just felt bloated and messy in its interpretation, too much being thrown at you and not enough of it sticking. That CG heavy finale I mentioned is also way too long, and really drags. It's a shame because I really enjoyed the introduction of the adult losers and the interweaving of their lives with the flashbacks from 27 years earlier. There's talk of an extended cut being out there and potentially being released. Personally, I would prefer a much leaner, shorter cut.
It's now been 27 years since the events of chapter 1. One night, at the Derry funfair, a prolonged and brutal homophobic attack takes place, seemingly serving no other purpose than to provide us with a lengthy setup for the return of Pennywise. Yes, the clown is back and looking for revenge. It falls to Mike (Isaiah Mustafa), the only member of the losers club still living in Derry, to call on the others, to tell them they need to come home and to fulfill the oath they all pledged as children - no matter where they are, if "It" ever comes back, they'll come back to finish it. They all take the call they never thought they'd get and immediately their lives feel the impact - Bill (James McAvoy) is now a famous writer and suddenly starts to regain his stutter, Beverly (Jessica Chastain) clearly hasn't managed to escape a life of abuse, Ben (Jay Ryan) has managed to shed a lot of weight, Richie (Bill Hader) throws up before going on stage to perform stand-up, Eddie (James Ransome) simply refuses to believe what he's hearing. And Stanley (Andy Bean), well he fully appreciates the horror that lies ahead of them all.
The adult versions of the losers club are all perfectly cast, and just as entertaining in adult form as they are as children. Any reviews you read for this movie will no doubt mention Bill Hader as adult Richie, and all praise for him is well deserved. Just as Finn Wolfhard stole the show as the young, wise cracking and potty mouthed Richie in chapter 1, so does Bill Hader here. But the entire adult cast is all simply spot on.
They all meet up at a Chinese restaurant in Derry, gradually recalling forgotten events from their childhood over a meal and falling back into old friendships once again. We get multiple flashbacks of them all as teenagers, new scenes that help to flesh out the story-line, and these continue throughout the entire movie. It's a real nostalgic joy to revisit these younger versions again, and to immediately see how each flashback moment ultimately affects them as adults. The threat of Pennywise constantly lingers though, and they know they have work to do.
They go their separate ways, remaining in Derry but taking time to reacquainte themselves with the town and their own personal history there. Mike has a theory on how to defeat Pennywise once and for all, but first they must face him individually - grow stronger and more confident so that they can hopefully overcome him together as a team.
Unfortunately though, Pennywise never really feels as much of a threat as he did in the first movie. The slow brooding, creepy scares that worked so effectively then are all but lost here. There certainly are still a handful of those in chapter 2, and those do work extremely well, but they're simply outnumbered by a constant barrage of jump scares and CGI monsters. I lost count of the number of times we got a random CGI creature rapidly approaching us and the over-reliance on CGI is noticeably jarring, even more so in the final act. The use of practical, psychological scares is sorely missed and the whole thing is nowhere near as scary as chapter 1.
The run-time clocks in at 2hr 50, compared to a tighter 2hr 15 for chapter 1, and it really notices. Admittedly, the Stephen King source material is pretty hefty anyway (so I hear), but at times this just felt bloated and messy in its interpretation, too much being thrown at you and not enough of it sticking. That CG heavy finale I mentioned is also way too long, and really drags. It's a shame because I really enjoyed the introduction of the adult losers and the interweaving of their lives with the flashbacks from 27 years earlier. There's talk of an extended cut being out there and potentially being released. Personally, I would prefer a much leaner, shorter cut.
Merissa (13398 KP) rated The Unexpected Santa (The Sin Bin #5) in Books
Dec 20, 2017
The Unexpected Santa (The Sin Bin #5) by Dahlia Donovan
The Unexpected Santa is the fifth book in The Sin Bin series, and this story focuses on a particular holiday, which you can guess by the title. Scottie is one of the Sin Bin members that I have always had trouble warming up. He is brash, obnoxious, and is more than happy to throw his own pity party - drink included. With stalker tendencies, and an amazing ability to sulk when things don't go his way, I wasn't 100% sure about reading this book. However, after seeing how Gray dealt with him in Akash's book, I was willing to give him a go.
I'm glad I did!
Now, don't get me wrong - Scottie is still a big pain in the posterior! He has a lot of learning to do, and I think that Gray is just the one to help him. In the meantime, Gray has promised that he will look out for the twins, and will protect them from everyone and everything - even Scottie. In turn, the twins help tone down some of Scottie's rough edges, as even he can't be awful all the time. With the twins and Gray on his case, Scottie doesn't stand a chance. He just doesn't realise it yet. He is just what Gray has been looking for, and in return, Gray will give Scottie everything he needs. In turn, I'm hoping that Scottie will become a character I can read about without giving myself eye-strain as they involuntarily roll so much.
With seasonal cheer from two Christmas grumps, this book is an unexpected delight, and a wonderful addition to The Sin Bin series. No editing or grammatical errors disrupted my reading flow, and the pacing was smooth throughout. With enough to satisfy and yet still keep you wanting more, I have no hesitation in recommending this book or the series.
* 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!
I'm glad I did!
Now, don't get me wrong - Scottie is still a big pain in the posterior! He has a lot of learning to do, and I think that Gray is just the one to help him. In the meantime, Gray has promised that he will look out for the twins, and will protect them from everyone and everything - even Scottie. In turn, the twins help tone down some of Scottie's rough edges, as even he can't be awful all the time. With the twins and Gray on his case, Scottie doesn't stand a chance. He just doesn't realise it yet. He is just what Gray has been looking for, and in return, Gray will give Scottie everything he needs. In turn, I'm hoping that Scottie will become a character I can read about without giving myself eye-strain as they involuntarily roll so much.
With seasonal cheer from two Christmas grumps, this book is an unexpected delight, and a wonderful addition to The Sin Bin series. No editing or grammatical errors disrupted my reading flow, and the pacing was smooth throughout. With enough to satisfy and yet still keep you wanting more, I have no hesitation in recommending this book or the series.
* 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!
Molly J (Cover To Cover Cafe) (106 KP) rated Sandpiper Cove (Hope Harbor, #3) in Books
Feb 27, 2019
<p style="text-align: center;"><strong><span style="color: #008080;">My Thoughts:</span></strong>
<strong><span style="color: #008080;"> When I think of Irene Hannon, I think of suspense and thrills. But, I must say that this book, really was amazing. She is absolutely wonderful in her writing styles. Her books are unique and captivating and always have a message within the pages for the readers to reflect on. I loved that!</span></strong>
<p style="text-align: center;"><strong><span style="color: #008080;">Lexie and Adam's characters are very complex yet blended smoothly in the story line. It's a powerful story line. Some of the issues in the story, really hit home with me as I have two teen sons who have faced some of the same issues. It's very heart wrenching, yet Ms. Hannon's words are inspiring. I loved being able to feel a part of the story and understanding some of the characters feelings.</span></strong>
<p style="text-align: center;"><strong><span style="color: #008080;">I loved the characters that Ms. Hannon added to the story. They all wrapped around Lexie and Adam and complimented them well! There were a few occasions I found my self chuckling out loud when the secondary characters showed up in the story. It rounded out the feels of the book.</span></strong>
<p style="text-align: center;"><strong><span style="color: #008080;">I would definitely recommend this book to all with 4 star praises! It's filled with heart stealing characters, a plot that will leave you thinking long after you've shut it's pages, and inspiring words that you just might need to read. I loved every minute of this book and it's definitely a keeper on my shelf! While this is the 3rd book in the Hope Harbor series, it's definitely easy to read as a stand alone. Although there are characters I'm hoping we will see more of in future books (hint, hint, Ms. Hannon!) and some that I'm looking forward to reading about in previous books. Great job, Ms. Hannon!</span></strong><a href="http://cafinatedreads.com/revell-reads-blog-tour-review-sandpiper-cove-by-irene-hannon/" target="_blank">This review was originally posted on Cafinated Reads</a>
<strong><span style="color: #008080;"> When I think of Irene Hannon, I think of suspense and thrills. But, I must say that this book, really was amazing. She is absolutely wonderful in her writing styles. Her books are unique and captivating and always have a message within the pages for the readers to reflect on. I loved that!</span></strong>
<p style="text-align: center;"><strong><span style="color: #008080;">Lexie and Adam's characters are very complex yet blended smoothly in the story line. It's a powerful story line. Some of the issues in the story, really hit home with me as I have two teen sons who have faced some of the same issues. It's very heart wrenching, yet Ms. Hannon's words are inspiring. I loved being able to feel a part of the story and understanding some of the characters feelings.</span></strong>
<p style="text-align: center;"><strong><span style="color: #008080;">I loved the characters that Ms. Hannon added to the story. They all wrapped around Lexie and Adam and complimented them well! There were a few occasions I found my self chuckling out loud when the secondary characters showed up in the story. It rounded out the feels of the book.</span></strong>
<p style="text-align: center;"><strong><span style="color: #008080;">I would definitely recommend this book to all with 4 star praises! It's filled with heart stealing characters, a plot that will leave you thinking long after you've shut it's pages, and inspiring words that you just might need to read. I loved every minute of this book and it's definitely a keeper on my shelf! While this is the 3rd book in the Hope Harbor series, it's definitely easy to read as a stand alone. Although there are characters I'm hoping we will see more of in future books (hint, hint, Ms. Hannon!) and some that I'm looking forward to reading about in previous books. Great job, Ms. Hannon!</span></strong><a href="http://cafinatedreads.com/revell-reads-blog-tour-review-sandpiper-cove-by-irene-hannon/" target="_blank">This review was originally posted on Cafinated Reads</a>
Debbiereadsbook (1557 KP) rated Stronger (Breaking Free #3.5) in Books
Mar 14, 2019
so glad Dex and Serge got a book!
**verified purchase Dec 2018**
This is book 3.5 in the Breaking Free series, but you can totally read this one as a stand alone. I would, however, STRONGLY recommend that you read the other books in the series, they are so bloody good, I'm inhaling them! You won't regret it! there is a bit on the listing for this book that says it should be read between 3 and 4, or after 4. The time lines cross some of the end of book 3. I've not yet read book 4, but will be reading that after.
Dex and Serge have been together a while and are awaiting the arrival of the child they have been lucky enough to adopt. And this book takes us back to the beginning of that beautiful relationship that positively GLOWS out of the other books.
I loved this couple inn the other books, and I am so glad we got the story of their mating. But what this book shows is, it's not just the omegas who are classed as second class citizens, but also the betas. Both Dex and Serge suffered at the hands of alphas who *thought* they were better than everyone else. I'm not telling how, cos that's spoilers, but Arthur keeps throwing these things at me, and just when I think it won't get any worse, it does!
It's a truly beautiful thing to watch Dex wait for Serge, it really is. Dex knows Serge is his mate, even if betas don't bond the same way alphas and omegas do. They LOVE far harder, though! Dex just needs to make sure that Serge knows he is safe, and that Dex loves him.
And we get Tarek too. His friendship with Dex is so Deep, that he stands up for Serge when he hears another alpha friend saying what he wanted to do to Serge. It shows that Tarek's soul is good and pure, way before he meets Braun in Saved (book one)
It's a lot shorter than the other books, some 150 pages, but it still packs quite a punch!
5 full stars
**same worded review ill appear elsewhere**
This is book 3.5 in the Breaking Free series, but you can totally read this one as a stand alone. I would, however, STRONGLY recommend that you read the other books in the series, they are so bloody good, I'm inhaling them! You won't regret it! there is a bit on the listing for this book that says it should be read between 3 and 4, or after 4. The time lines cross some of the end of book 3. I've not yet read book 4, but will be reading that after.
Dex and Serge have been together a while and are awaiting the arrival of the child they have been lucky enough to adopt. And this book takes us back to the beginning of that beautiful relationship that positively GLOWS out of the other books.
I loved this couple inn the other books, and I am so glad we got the story of their mating. But what this book shows is, it's not just the omegas who are classed as second class citizens, but also the betas. Both Dex and Serge suffered at the hands of alphas who *thought* they were better than everyone else. I'm not telling how, cos that's spoilers, but Arthur keeps throwing these things at me, and just when I think it won't get any worse, it does!
It's a truly beautiful thing to watch Dex wait for Serge, it really is. Dex knows Serge is his mate, even if betas don't bond the same way alphas and omegas do. They LOVE far harder, though! Dex just needs to make sure that Serge knows he is safe, and that Dex loves him.
And we get Tarek too. His friendship with Dex is so Deep, that he stands up for Serge when he hears another alpha friend saying what he wanted to do to Serge. It shows that Tarek's soul is good and pure, way before he meets Braun in Saved (book one)
It's a lot shorter than the other books, some 150 pages, but it still packs quite a punch!
5 full stars
**same worded review ill appear elsewhere**
Mothergamer (1598 KP) rated the PC version of Portal 2 in Video Games
Apr 3, 2019
Is Portal 2 worth all the hype? The answer is a resounding yes! Valve really did their homework on making the sequel to Portal fun and interesting. Portal was one of the first person games that I could play because the camera didn't bob around and make me feel nauseous. I was pleased to see that the camera angles are excellent in first person once again and don't have that wobbly bobbing effect that always makes me ill.
There are new items in the game like hard light bridges, aerial faith plates, and propulsion gel. Each item is introduced carefully, allowing the player to become familiar with the items and how to use them. The puzzle rooms are amazingly designed, and while one puzzle may seem obvious to one person, it may not to another. There's no hard and fast learning curve with the difficulty levels of the puzzles and with the voice of GlaDos pouring often hilarious insults at you in a sing song computer voice make it entertaining.
The humor in Portal 2 is perfectly dark with great comedic timing and terrific voice acting especially from Stephen Merchant as Wheatley. You will often find yourself chuckling, but also find yourself having that unsettling feeling throughout the story as it progresses. The main story for Portal 2 is longer than the first one, and perhaps even better which is a great thing for a sequel game.
After you are done with the main story, you can play a co-op multiplayer stand alone story play through of the game featuring two droids Atlas and Peabody who are sent testing for GlaDos and the puzzles rely on them working well together as a team. This mode is a lot of fun with well balanced and greatly constructed puzzles.
Valve has outdone themselves with Portal 2, with great puzzles, game play, and story. If you haven't picked up Portal 2 yet, you definitely should. It promises a great gaming experience for old and new Portal fans alike. This is definitely a game that any gamer worth his or her salt should have in their collection.
There are new items in the game like hard light bridges, aerial faith plates, and propulsion gel. Each item is introduced carefully, allowing the player to become familiar with the items and how to use them. The puzzle rooms are amazingly designed, and while one puzzle may seem obvious to one person, it may not to another. There's no hard and fast learning curve with the difficulty levels of the puzzles and with the voice of GlaDos pouring often hilarious insults at you in a sing song computer voice make it entertaining.
The humor in Portal 2 is perfectly dark with great comedic timing and terrific voice acting especially from Stephen Merchant as Wheatley. You will often find yourself chuckling, but also find yourself having that unsettling feeling throughout the story as it progresses. The main story for Portal 2 is longer than the first one, and perhaps even better which is a great thing for a sequel game.
After you are done with the main story, you can play a co-op multiplayer stand alone story play through of the game featuring two droids Atlas and Peabody who are sent testing for GlaDos and the puzzles rely on them working well together as a team. This mode is a lot of fun with well balanced and greatly constructed puzzles.
Valve has outdone themselves with Portal 2, with great puzzles, game play, and story. If you haven't picked up Portal 2 yet, you definitely should. It promises a great gaming experience for old and new Portal fans alike. This is definitely a game that any gamer worth his or her salt should have in their collection.
Merissa (13398 KP) rated Hunting for Spring (Philadelphia Coven Chronicles #1) in Books
Mar 21, 2018
Hunting for Spring (Philadelphia Coven Chronicles #1) by Katherine McIntyre
Hunting for Spring is the first book in the Philadelphia Coven Chronicles and we have the world building that will enable us to read the rest of the series, knowing who is who and who does what. Hunter is a human Hunter - usually of the Fae - but he understands that just as not all humans are nice, not all Fae are 'bad'. Unfortunately, it's an opinion that is unpopular with his father and the man who was brought up as his brother. When he meets Brenna, he thinks she is a normal fae, which is also the opinion Brenna wants him to have as most people don't seem to think that highly of half-breeds. With Unseelie causing chaos and half-breeds disappearing Connor and Brenna work together to put things back to normal - or as normal as they possibly could be.
This was a great introduction to a new world, where casters and hunters work to the same end, without working together as much as possible. I have to say, whatever his reasons, Connor's dad was a first-class jerk, with Liam not far behind. I loved how Connor was, and am thankful he turned out that way! Brenna is a sweet and sassy character, fully capable of standing on her own two feet but also willing to stand back when necessary. There is also a bunch of characters I want to know more about, as well as this world as a whole.
This was an exciting read, with plenty of action and adventure. With smooth transitions from one scene to the next, there were also no editing or grammatical errors that disrupted my reading flow. The world building was on point, and all the characters had depth, with their own quirks and foibles. An excellent start to the series that leaves me wanting more. Absolutely recommended.
* 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!
http://www.theromancereviews.com/viewbooks.php?bookid=20637
This was a great introduction to a new world, where casters and hunters work to the same end, without working together as much as possible. I have to say, whatever his reasons, Connor's dad was a first-class jerk, with Liam not far behind. I loved how Connor was, and am thankful he turned out that way! Brenna is a sweet and sassy character, fully capable of standing on her own two feet but also willing to stand back when necessary. There is also a bunch of characters I want to know more about, as well as this world as a whole.
This was an exciting read, with plenty of action and adventure. With smooth transitions from one scene to the next, there were also no editing or grammatical errors that disrupted my reading flow. The world building was on point, and all the characters had depth, with their own quirks and foibles. An excellent start to the series that leaves me wanting more. Absolutely recommended.
* 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!
http://www.theromancereviews.com/viewbooks.php?bookid=20637
Cynthia Armistead (17 KP) rated Dead in the Family (Sookie Stackhouse, #10) in Books
Feb 23, 2018
The title could just as well have been Much Ado About Nothing (I'm sure that nobody will ever confuse Harris' work with that of the Bard).
As the GoodReads synopsis suggests, there are plenty of subplots that should keep a long-time reader busy, but I found most of them boring.
Jason has settled down with a decent-seeming woman - that's good. And he actually seems to be willing to stand by his sister when she needs him, which is even better--without being asked, without so much as a reminder! Will wonders ever cease? (That one example says so much about why I prefer the books to the televised version.)
Otherwise, though, Eric's maker has shown up with a "brother" for Eric - one who is utterly dysfunctional. If this maker were as powerful and decisive as we are told he is, why hasn't he already taken care of business and put the "brother" down? Why bring him to Eric, as if he needs Eric's help to do the deed? That's completely backwards for this (or any other) vampire mythos. If a younger vampire couldn't handle one of his offspring, he might bring that one to his sire for help or judgment. Now, knowing Eric, and how very proud he is - his sire <b>must</b> know him very deeply, and must know that asking Eric for help will lose Eric's respect completely. How could he possibly lower himself to do that?
I'm more willing to believe that Sookie is having problems with her experiences during the Faerie "war" - why doesn't anybody else ever have PTSD in paranormal romance or urban fantasy books? Her "cure" comes WAY too easily, but it is a fantasy.
Some of a faerie relative's "explanation" for his behavior simply doesn't jive with what we've been told in prior books. Maybe the person in charge of continuity lost his or her job. Maybe Harris is tired of the series. Who knows?
Some of the little details left me befuddled. Bill dated who and now reveals he's her what? Why do crosses hurt vampires, but Bibles don't?
Maybe this book should be left for the diehard Sookie fans. I don't think I count as one.
As the GoodReads synopsis suggests, there are plenty of subplots that should keep a long-time reader busy, but I found most of them boring.
Jason has settled down with a decent-seeming woman - that's good. And he actually seems to be willing to stand by his sister when she needs him, which is even better--without being asked, without so much as a reminder! Will wonders ever cease? (That one example says so much about why I prefer the books to the televised version.)
Otherwise, though, Eric's maker has shown up with a "brother" for Eric - one who is utterly dysfunctional. If this maker were as powerful and decisive as we are told he is, why hasn't he already taken care of business and put the "brother" down? Why bring him to Eric, as if he needs Eric's help to do the deed? That's completely backwards for this (or any other) vampire mythos. If a younger vampire couldn't handle one of his offspring, he might bring that one to his sire for help or judgment. Now, knowing Eric, and how very proud he is - his sire <b>must</b> know him very deeply, and must know that asking Eric for help will lose Eric's respect completely. How could he possibly lower himself to do that?
I'm more willing to believe that Sookie is having problems with her experiences during the Faerie "war" - why doesn't anybody else ever have PTSD in paranormal romance or urban fantasy books? Her "cure" comes WAY too easily, but it is a fantasy.
Some of a faerie relative's "explanation" for his behavior simply doesn't jive with what we've been told in prior books. Maybe the person in charge of continuity lost his or her job. Maybe Harris is tired of the series. Who knows?
Some of the little details left me befuddled. Bill dated who and now reveals he's her what? Why do crosses hurt vampires, but Bibles don't?
Maybe this book should be left for the diehard Sookie fans. I don't think I count as one.









