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Shazam! (2019)
Shazam! (2019)
2019 | Action, Sci-Fi
Zoltar Rides Again!
All work and no play makes Bob the Movie Man a dull reviewer. Due to work commitments, this is the first film I’ve been able to see at the cinema for over a month. There’s a whole slew of films I wanted to see that have already come and gone. Big sigh. So I might be about the last of the crowd to review this, but I’m glad I caught it before it shuffled off its silver screen coil.

Every review I’ve seen of this starts off with the hackneyed comment that “At last, DC have produced a fun film” – so I won’t (even though it’s true!).

The Plot
“Shazam!” harks back, strongly, to the vehicle that helped launch Tom Hanks‘ illustrious career – Penny Marshall’s “Big” from 1988. In that film the young teen Josh (David Moscow) visits a deserted fairground where “Zoltar” mystically (and without explanation) morphs Josh into his adult self (Hanks). Much fun is had with Hanks showing his best friend Billy the joys (and sometimes otherwise) of booze, girls and other adult pastimes. In similar vein, in “Shazam!” we see the parent-less Billy Batson (Asher Angel) hijacked on a Philadelphia subway train and transformed into a DC superhero as a last-gasp effort of the ancient-wizard (Djimon Hounsou) to find someone ‘good’ to pass his magic onto. “Grab onto my staff with both hands” (Ugh) and say my name – “Juman….”…. no, sorry, wrong film…. “Shazam!”. And as in “Big”, Billy has to explore his new superhero powers with the only person vaguely close to him; his new foster-brother Freddie (Jack Dylan Grazer from “It”).

Billy is not the first to have met the wizard – not by a long shot. There has been a long line of potential candidates examined and rejected on this road, one of which, back in 1974, was the unhappy youngster Thaddeus Sivana (Ethan Pugiotto, but now grown up as Mark Cross), who has a seething chip on his shoulder as big as the Liberty Bell. Gaining evil super-powers of his own, the race is on to see if Dr Sivana can track down the fledgling Billy before he can learn to master his superhero skills and so take him down.

Wizards with red capes?
With the loose exception of possibly Scarlet Witch, I don’t think it’s actually ever been explored before that “superheroes” are actually “magicians” with different coloured capes… it’s a novel take. Before the Marvel/DC wheels eventually come off – which before another twenty years are up they surely must? – will we see a “Harry Potter vs Superman” crossover? “YOUR MOTHER’S NAME WAS LILY AND MINE WAS MARTHA…. L AND M ARE NEXT TO EACH OTHER IN THE DICTIONARY!!!!” The mind boggles.

What does make “Shazam!” interesting is that the story is consciously set in a DC world where Superman, Batman, Wonder Woman, Aquaman and the rest all live and breathe. Freddie has a Bat-a-rang (“only a replica”) and a carefully shrink-wrapped squashed bullet that had impacted on Superman’s body. So when Billy – in superhero form – makes his appearances on the streets of Philly, this makes “Shazam” an “oh look, there’s another one” curiosity rather than an out-and-out marvel.


(Source: Warner Brothers). Lightning from the fingers! Proving very useful for Shazam’s own….
Much fun is obviously had with “Shazam” testing out his powers. Freddie’s Youtube videos gather thousands of hits baas Billy tries to fly; tries to burn; tries to use his “laser sight”; etc.

What works well.
It’s a fun flick that delivers the Marvel laughs of “Ragnarok” and “Ant Man” without ever really getting to the gravitas of either. The screenplay writer (Henry Gayden) is clearly a lover of cinema, as there are numerous references to other movies scattered throughout the film: the victory run of “Rocky” (obviously); the cracking windshield of “The Lost World”; the scary-gross-out body disintegrations of “Indiana Jones”; the portal entry doors of “Monsters, Inc”. Even making an appearance briefly, as a respectful nod presumably to the story’s plagiarism, is the toy-store floor piano of “Big”. There are probably a load of other movie Easter Eggs that I missed.

Playing Billy, the relatively unknown Zachary Levi also charms in a similarly goofball way as Hanks did all those years ago. (Actually, he’s more reminiscent of the wide-eyed delight of Brendan Fraser’s “George of the Jungle” rather than Hanks). In turns, his character is genuinely delighted then shocked at his successes and failures (“Leaping buildings with a single bound” – LOL!). Also holding up their own admirably are the young leads Asher Angel and Jack Dylan Grazer.

Mark Cross, although having flaunted with being the good guy in the “Kingsman” films, is now firmly back in baddie territory as the “supervillain”: and very good he is at it too; I thought he was the best thing in the whole film.

Finally, the movie’s got a satisfying story arc, with Billy undergoing an emotional journey that emphasises the importance of family. But it’s not done in a slushy manipulative way.

What works less well.
As many of you know, I have a few rules-of-thumb for movies, one of which is that a comedy had better by bloody good if it’s going to have a run-time of much more than 90 minutes. At 132 minutes, “Shazam!” overstayed its welcome for me by a good 20 or 30 minutes. Director David F. Sandberg could have made a much tighter and better film if he had wielded the editing knife a bit more freely. I typically enjoy getting backstory to characters, and in many ways this film delivers where many don’t. The pre-credit scenes with Thaddeus nicely paint the character for his (hideous) actions that follow. However, Billy is over-burdened with backstory, and it takes wayyyyyyy too long for the “Shazam!” to happen and the fun to begin. We also lapse into an overlong superhero finale. I didn’t actually see the twist in the plot coming, which was good, but once there then the denouement could and should have been much swifter.

The film also has its scary moments and deserves its 12A certificate. As a film rather painted as kid-friendly from the trailer and the poster, there is probably the potential to traumatise young children here, particularly in a terrifying scene in a board room (with a view). As well as the physical scares there is also a dark streak running under the story that reminded me of both the original “Jumanji” and “Ghostbusters”. Parents beware.

Monkeys?
Following on from the Marvel expectations, there are a couple of “monkeys” (see Glossary) in the title roll: one mid-titles, featuring Dr Sivana and implying an undoubted sequel, and one right at the end pointing fun at the otherwise ignored “Aquaman”.

Final thoughts.
It’s clearly been a long overdue hit for DC, and on the whole I enjoyed it. If the film had been a bit tighter, this would have had the potential to be a classic.
  
The GemShine Pylons
The GemShine Pylons
2021 | Card Game, Economic, Fantasy
The empire needs power, and you’ve landed a job constructing gem-powered Pylons to harness and distribute that power. Different colored gems will provide power of varying levels, and the more power you can deliver will earn you rewards within the empire. Oh, also, we don’t want those Pylons to be eyesores, so if you can add some decorations to them to make them more attractive, that would be rewarded as well! Can you build the best, most powerful, and most attractive Pylons? Put yourself to the challenge!

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. This is not a production copy of the game. The game also came with rules for solo play and cooperative play, but this preview will be covering the base rules of competitive play. I will be providing a general overview of the gameplay, and will not be rehashing the entire rulebook in this preview! -L


The GemShine Pylons is an economic game of hand management in which players are trying to build, power, and decorate Pylons in an effort to earn the most end-game points. To setup the game, shuffle the deck of Pylon cards, deal 1 face-down to each player as their starting Pylon, and deal 5 face-up next to the deck to serve as the market. Place the Timing Card at the bottom of the Pylon deck, with the appropriate player-count side face-up. Place the Setup card at the end of the market line, and place a random gem from the bag onto the empty gem slot. Above the market line, create 4 piles of Decoration cards, based on the number of Representatives on each card. Each player receives 4 random gems to their personal supply, a starting player is selected, and the game is ready to begin! The setup should look similar to the picture below.
The GemShine Pylons is played over a series of rounds in which players take turns performing actions. On your turn, you will perform one of three actions: Purchase a Card, Gather Gems, or Build a Pylon. To Purchase a Card, you will select a card from the market and pay its cost. There are 3 different costs for purchasing cards – leave 1 gem, leave 2 gems, or discard 1 Pylon. To leave 1 or 2 gems, you will select a gem (or 2) from your personal supply and place it in the spot emptied by the card you have purchased. When you discard a Pylon, you will take a Pylon from your tableau and discard it in order to purchase said card. Once a card has been purchased, you resolve the effect shown. These effects could be: gaining gems, placing gems onto Pylons/Decorations, gaining Pylons, or ‘purchasing’ Decorations. You may choose to not perform any/all effects on a card. Certain market cards have a number/color of Representatives on the bottom, and those are used to purchase Decorations. Every Decoration has a Representative cost, and you must discard cards from your hand with the matching color Representatives equal to the Representative cost. After performing the action on the card, it now goes into your hand.


To Gather Gems, you will take all the gems that are present in the market line, including the gem on the Setup card. These gems go directly into your personal supply. Any cards that were left in the market line are discarded, and the market is filled with 5 new cards from the Pylon deck. Select a random gem to be placed on the Setup card. To Build a Pylon, you will select a card from your hand and place it face-down in your tableau – it is now a Pylon. Play continues in this fashion, alternating turns, until the Pylon deck is depleted and the Timing Card is revealed. The game ends at the end of the current round. Points are now tallied – from Decorations and gems in slots. Players count up their points from any Decoration cards in their tableau. All players then reveal the cards in their hands, and the total number of Representatives for each color – blue, red, and white – are counted. The color that has the highest number of Representatives across all players combined is worth 4 points, the next highest is worth 2 points, and the lowest is worth 1 point. Players will then go through their gems in slots, counting up points based on the color majorities. Only gems in slots earn end-game points – any gems in your personal supply are not counted. Add up gem points and Decoration points, and the player with the highest score wins!
I know that may seem like a lot, but I do have to say that once you get going, the gameplay is pretty streamlined and straightforward. You only have 3 main action options each turn. If you purchase a card from the market, there are essentially 4 different effect options on each card. That being said, the small number of actions/effects do not stop the gameplay from being strategic. Most cards in the market require you to pay 1 or 2 gems, leaving them in the market line and available for your opponents to collect. How badly do you need that effect, and which color gem do you give up? Maybe the available cards only have blue Representatives but you only need 1 more red Representative to claim a Decoration – should you snag that blue in hopes of using it later in the game? Or do you go for a card that allows you to place gems, thus powering your Pylons and earning you points at the end of the game. But if you wait too long, your opponent may just buy the Decoration you were saving towards – seems to happen to me every time! It is also important to note that when you buy a Decoration, it can only be attached to a gem-powered Pylon. So you’ve got to balance having enough gems to power your Pylons, as well as having enough gems to purchase cards from the market. AND the different colored gems will earn varying amounts of points at the end of the game – do you want to risk going all in on red gems in hopes of scoring big, or should you try to collect gem colors evenly and spread those points around. There’s no single right way to play, and your strategy must be evolving constantly as the market line and available Decorations change throughout play.


Let me touch on components for a moment. Although we received a prototype copy of the game, the artwork is finalized and ready for production. The art style is relatively simple, yet nice to look at and thematically appropriate. I want to applaud the iconography on the cards as well, as it is very straight-forward and easy to understand. The cards have no text on them at all, but the consistency of the icons and simplicity of their explanations make them very easy to comprehend. The gems themselves are chunky and fun to play with, and make the game feel a little more immersive!
Overall, I really like The GemShine Pylons. The gameplay is straightforward, relatively simple, yet requires a decent amount of strategy. Every game feels exciting and unique, as everyone really is at the mercy of the deck shuffle. The artwork is thematic, the iconography is simple and clear, and the gameplay feels fresh. Even though this is only a prototype copy of the game, I am excited to have it in my collection, and am already thinking about my strategy for my next play. I am eager to try out the solo and cooperative modes as well, but the competitive rules themselves are engaging and entertaining. If you’re looking forward to a strategic, yet quick game, give The GemShine Pylons a try. I look forward to following this Kickstarter campaign and seeing what other goodies Game Elemental has in store!
  
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Charlie Cobra Reviews (1840 KP) rated the PlayStation 4 version of Genshin Impact in Video Games

Apr 6, 2021  
Genshin Impact
Genshin Impact
2020 | Action/Adventure, Role-Playing
Free to play (2 more)
Gorgeous world full of beauty
Good story and fun to play
"Gacha" game, to unlock new characters and weapons the game utilizes in game currency that you can buy with real world money (1 more)
Multi-player/Co-op mode needs work
Another Example of Free to Play Done Right, Loads of Fun!
https://youtu.be/BFdBTc-vscg
Genshin Impact is a 2020 action RPG game developed and published by miHoYo and produced by Hugh Tsai. It was released for Microsoft Windows, Playstation 4, Android and IOS on September 4th 2020 and backwards compatible for Playstation 5 in November 2020. Genshin Impact is a "gacha game" featuring an open-world environment, action based battle system utilizing elemental magic and character switching. There have been no updates as of late as to when or if the game might release for Nintendo Switch or Xbox. The game has been considered a commercial success due to it's large fan base and grossing over $1 billion dollars within 6 month of it's release.


Taking place in the fantasy world of Teyvat, Genshin Impact, is home to seven different nations, each of which is tied to an element and ruled by a god associated with it. Such as the city-state nation of Mondstadt, whose element is Anemo, the air element and worships Barbatos, the Anemo Archon and the nation of Liyue whose element is Geo, the rock/earth element and worships Rex Lapis (Morax), the Geo Archon. The main story follows a set of twins not from this world, which you can choose to be either the male or female version of. They become the one referred to as the Traveler, which is the main character of the game. They have traveled across many worlds with their twin but have become separated from them by an unknown god in Teyvat. The Traveler travels across Teyvat in search of their lost sibling with their companion, a child-like "fairy" named Paimon and becomes involved in the affairs of the other nations, gods, and the world.


This is a really great game with it's beautiful anime inspired graphics and a bunch of fun. I've been playing since around December and have probably logged in over 80 hours and I still find this game a lot of fun. . It's an open world RPG so you can pretty much go wherever you want although certain locations are going to have enemies you encounter that might be too difficult for you to fight depending on the level of your characters. Notice how I said characters, not character. You're able to have a party of four characters at one time and be able to actively switch between characters in the middle of battle to be able to utilize different attacks and combinations of skills and elements. There are 7 different elements such as Anemo (air), Geo (earth, Pyro (fire), Cryo (ice), Hydro (water), Electro (lightning/electricity), and Dendro which hasn't been revealed yet but is speculated to be nature related since the name has Greek origins and a loose meaning of "tree". The characters all use weapons in fighting and have a couple of different types like archers who use bows, mages or magic users who don't use weapons but only use magical/elemental attacks, spear users, and two different kinds of sword users, a regular size ones and a claymore or bigger sword users. You can press the attack button a couple of times for your character to do their attack action or combo or hold down the button to do a charge attack. Each character also has two unique combat skills based on their element, an elemental skill and a elemental burst. One of them, the elemental skill has a cool down period but can be used again right after and the other, the elemental burst needs to gather energy you get from defeating enemies to charge up before you can use it. Your character has a lot of freedom and can perform a lot of different actions such as running, jumping, climbing, swimming and gliding and these actions are all limited by your stamina. You can even use your elemental abilities to do things like freeze water and walk on top of it and other environment altering actions. The game is really easy to learn but has a lot of different aspects to it that can be a little complicated. For one, characters can have their strength increased with items such as artifacts that have different perks and additional ones for combining similar ones together, they can also get different weapons that also have different perks which can increase in effect by being "refined". You are able to level up your character by using items you get from completing missions and challenges as well as defeating enemies and bosses. Bosses and challenges that reward highly valuable resources are scattered throughout the world and while some bosses can be challenged weekly some challenges can only be completed once. There are also different types of dungeons that can be challenged but the bosses and dungeons take a currency called "Resin" to attempt and you only have so much of it a day until it regenerates. As your characters progress and you complete more of the story and game your Adventure Rank increases unlocking new quests, challenges, and raises the World Level, which is a measure of how strong the enemies in the world are and the rarity of rewards you get from defeating them. There are some good things that make the game a little easier or help you along the way alot too. Like the many teleportation nodes scattered throughout Teyvat that once you find and unlock you can use whenever you want to fast travel to places you have already been and also the Statues of the Seven where you can heal and revive characters. Your characters can die if their health becomes too low and they will still be in your party/group but you won't be able to use them until you revive them and you can also revive and heal your characters by giving them different food items. You can find food all over the place from hunting animals, gathering fruit and vegetables or purchasing them from a store and there is even a little mini-game type thing where you can make dishes yourself around campfires. Ingredients can even be cooked into meals that regenerate health or boost statistics like attack or defense. Items are also dropped from defeated enemies and found in treasure chests that can be used in increasing a character's strength and ore that can be used to refine and enhance weapon strength or create weapons is usually found scattered around too. There's a multiplayer mode that's pretty much a co-op mode and is useful in teaming up to defeat certain bosses and helping out your friends or maybe showing them the ropes but it's definitely lacking and needs some polish. By completing quests you can unlock five additional characters by completing the story but more characters can only be unlocked by the game's "gacha" mechanic and in-game events. This is another part that gets very complicated in my opinion. There are several premium in-game currencies obtainable by playing the game and also by in-app purchases (real money) that can be used to obtain characters and weapons through the "gacha" system. Something most people would say is very similar to the concept of loot boxes or others would say closer to gambling. There is a pity system that guarantees the player will receive rare items after a set number of draws but I hear it can be pretty ridiculous and there are plenty of people who have spent hundreds of dollars or more to get characters or weapons that they really wanted. I just stick with whatever is free and I've had no complaints but they know what they are doing because as I mentioned above this free to play game has made over $1 billion dollars in 6 months since it was released. There are characters and weapons that are only available for a limited time and if you miss out on getting them while they're available you might not get another chance to ever get them again. So like I said this game is super fun and a really great game, I definitely give it an 8/10 and it gets my "Must Play Seal of Approval especially if your a fan of Zelda Breath of the Wild or anime or "gacha" games in general.
  
Shelfie Stacker
Shelfie Stacker
2021 | Dice Game
I don’t know about you, but I love getting a new game. Unboxing it, punching tokens, reading the rules – it’s so satisfying! Now after that fun is done comes my dilemma: where to put it on my shelves… I know I’m not the only one that runs into this problem. I often see on Board Gamer Facebook groups queries about how to store/organize games. Do you place them vertically or horizontally? Organize by publisher? Size of box? Box color? Player counts? The list is nearly endless. So Arkus Games had the brilliant idea to make a meta-game in which you must sort and organize your game shelf! After having a good laugh at this theme and game, I decided to back it on Kickstarter. And as you can see above, it is one that has earned The Golden Feather Award for us!

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and gameplay. For a more in-depth look, check out the game at your FLGS or directly from the publisher. -L

Shelfie Stacker is a game of dice drafting and hand management in which players are trying to create the most prestigious board game shelf in the group. Players will be drafting dice, manipulating them with special abilities, and placing them on their Big Shelf in an effort to amass the most points by the end of 7 rounds. To setup for the game, each player receives a Big Shelf, Shelf of Shame, and Character Cards in their chosen color. Of the 16 Character Cards, you will select 8 with which to play this game, and return the others to the box. Place the Delivery Boxes in the center of the table (1 per player, plus 1 more), and place the dice into the dice bag. Randomly select 1 Sidekick, First to Claim, and End of Game cards and place them face-up in view of all players. The game is now ready to begin!

The game is played over a series of 7 rounds, each broken down into 5 phases. The first phase is to fill the Delivery Boxes. To do so, one player will draw and place 3 dice from the dice bag onto each Delivery Box. The dice don’t need to be rolled, but the drawing player shouldn’t change the faces in any way when placing. In the next phase, all players will select a Character Card to play. This will determine the turn order for the round. The Character Cards are numbered 1-16 (you only use 8 total cards in a game though), and each provide a special one-time ability for use in the game. Players select their Character Card in secret, and then will simultaneously reveal them. Starting with the player who played the lowest-value Character Card, each player will select one of the available Delivery Boxes as their own.

Once you have a Delivery Box, you will then start placing the dice in your Big Shelf! You must place all of your dice, following the placement rules (detailed in the rulebook). During this phase of the round is when most Character Card abilities will be used. These are one-time abilities to be used throughout the game, and allow you to manipulate your dice in various ways. One super important note is that the Character abilities do not need to be used on the same round in which they are played! So I could play a card for its number value (securing my spot in the turn order), but not use its ability until a later round. This really gives you the opportunity to strategize and potentially chain abilities together for maximum results! Once an ability has been used, it is discarded from the game and cannot be used again.

At any point during a round, a player may be able to claim the First to Claim or Sidekick cards, which provide end-game points. The first player to create the depicted pattern on the First to Claim card takes and keeps it for the end of the game. The Sidekick, however, won’t necessarily remain with one player. For example, I may have the most blue dice now and claim the Sidekick, but if in a later round you have more blue dice than me, you can steal it from me! If you are unable to place any/all of your dice on your Big Shelf. they will be placed on your Shelf of Shame *womp womp* and any dice there earn negative points in final scoring. When everyone has finished placing their dice, you prepare for the next round. The Delivery Boxes are returned to the center, and the game is ready to move to the next round.


After the 7th round, the game ends and final scoring takes place. Players can earn points in several ways: if columns get to a certain height, points per pip on the highest die of each column, bonus cards (First to Claim, Sidekick, and End of Game), and you lose 2 points for every die in your Shelf of Shame. Points are totaled and the player with the highest score is the winner!
Putting aside the humor and the theme, Shelfie Stacker is actually a very solid game. The premise is simple (manipulate and place dice) but the actual execution is more strategic than I first thought. The placement rules alone create quite a challenge. The first couple of rounds really determine your success in later rounds. If you don’t set yourself up early in the game with a good strategy, it could all come crashing down as the game progresses. Couple that with the Character Card abilities, and the strategy is elevated once more. You have to decide when to use which abilities, knowing that they are a one-time use. One of my favorite parts of this game is the fact that abilities do not have to be used immediately when played. So maybe I want to go early in the round so I play a low-value card. I can hang onto that special ability until I am ready to play it – I am not forced to use it until I decide to. This adds to the strategy because it allows you to choose when to use cards for maximum benefit, potentially even using multiple abilities in a row to get the desired result. Be warned though, this game could be a little AP-inducing as it gets into later rounds and you have to be more focused with your strategy. Not that the game necessarily halts altogether, but be ready for a little downtime as all players consider their options at the top of a round.


The components of Shelfie Stacker are excellent. The Big Shelf and Shelf of Shame boards are nice and thick dual-layered cardboard that really keep the dice in place. The dice themselves are fun colors, clear to read, and easy to manipulate. The artwork on all the cards is unique and fun, and the rulebook is clear and concise. So all in all, Shelfie Stacker gets an A+ from me with regards to production quality.
Obviously, as you saw in my graphic at the top of this review, Shelfie Stacker gets nothing but praise from me. The theme might not be one that appeals to everyone (especially non-gamers), but the gameplay is super solid and engaging. Every game is unique and strategically challenging, and it really puts you to the test mentally. If you’re in the market for something with a light and fun theme, but that really packs a punch with serious gameplay, I would highly recommend Shelfie Stacker. Then, of course, when you get it you have to decide where to put it on your shelf. The eternal struggle of gamers! Purple Phoenix Games awards this one the coveted Golden Feather Award! That’s right – I think this is a contender for my Top 10! Ooh, what if I put my Top 10 all together on my shelf……
  
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Gareth von Kallenbach (971 KP) rated the PC version of Mortal Shell in Video Games

Oct 8, 2020  
Mortal Shell
Mortal Shell
2020 | Action, Role-Playing
Beautiful Scenery (1 more)
Hardening Skill can save you when you screw up
No real direction on where to start (0 more)
Back in 2009 Demon’s Soul, a PlayStation 3 exclusive, made its way into the hands of players around the world. The game was punishingly difficult, and was revered for its no handholding, brutally steep learning curve. A game that harkened back to the days of old, when video games were more about a player spending hour upon hour of mastering its nuances then relying on a never-ending supply of save games. This game, and the even more popular successor Dark Souls, gave way to its own genre defining style, the “souls-like” game. Since those genre defining years, several companies have tried to take inspiration from the originals and craft them into their own unique experiences. Whether that be futuristic takes such as Surge 2, or sticking to a familiar fantasy setting, with mixed results. Enter the latest in this genre, a game developed by the fine folks at Cold Symetry, released on Windows, Xbox and PlayStation.

Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.

The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.

In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.

Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.

During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.

One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.

Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell

While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.

If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available

What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up

What I liked less: No real direction on where to start
  
The Devil in the White City: Murder, Magic, and Madness
The Devil in the White City: Murder, Magic, and Madness
Erik Larson | 2004 | Crime, History & Politics, Reference
7
7.0 (16 Ratings)
Book Rating
History (1 more)
Well-written
Not True Crime (0 more)
H.H. Holmes had many aliases and lives.

He's been a doctor and a licensed pharmacist, who then conned an old couple into selling their drug store to him where he preyed on young girls and ignorant customers that would buy whatever Holmes would tell them to buy, whether it were real or fake tonics.

He was a building owner who had a murder hotel secretly built with " a wooden chute that would descend from a secret location on the second floor all the way to the basement... ", "a room next to his office fitted with a large walk-in vault, with airtight seams and asbestos-coated iron walls. A gas jet embedded in one wall would be controlled from his closet...", "a large basement with hidden chambers and a sub-basement for the permanent storage of sensitive material. "

He owned and ran an alcohol-treatment company known as the Silver Ash Institute that claimed to have the cure for alcoholism.

He was a traveling business man, who had two wives and two children. He established the Campbell-Yates Manufacturing Company, which made nothing and sold nothing.

He was also labeled as America's first serial killer. His body count is unknown even today; his victims were frequently young women, which included stenographers and house wives. He was best known for convincing people who trusted him to sign him as the beneficiary of their life insurance policies, only to kill them and make it seem an accident so he could collect the money.

Holmes grew up in a small farming village in New Hampshire, where he briefly spoke about an early fear of a human skeleton that hung in a doctor's office: " 'I had daily to pass the office of one village doctor, the door of which was seldom if ever barred,' he wrote in a later memoir. 'Partly from its being associated in my mind as the source of all the nauseous mixtures that had been my childish terror (for this was before the day of children's medicines), and partly because of vague rumors I had heard regarding its contents, this place was one of peculiar abhorrence to me.' "... "Two children discovered Mudgett's [Holmes' real last name] fear and one day captured him and dragged him 'struggling and shrieking' into the doctor's office. 'Nor did they desist,' Mudgett wrote, 'until I had been brought face to face with one of its grinning skeletons, which, with arms outstretched, seemed ready in its turn to seize me. It was a wicked and dangerous thing to do to a child of tender years and health,' he wrote, ' but it proved an heroic method of treatment, destined ultimately to cure me of my fears, and to inculcate in me, first, a strong feeling of curiosity, and, later, a desire to learn, which resulted years afterwards in my adopting medicine as a profession.' "

Erik Larson's fourth book, the Devil in the White City, is only partly about Holmes and his dark trail of murder and lies. The story told is mostly centered around the planning and building of the 1893 World's Fair. The prologue opens with one of the architects aboard a ship long after the fair has ended - - - 1912 to be exact- - - where he begins to write of the fair in his diary. The next chapter continues on with Chicago competing against other major cities to win the rights to host the World's Fair. Chicago was not the ideal place for the fair because it was known for it's crime and slaughter houses - - - this was exactly why the politicians wanted it so badly there, so it would help to lighten the image of Chicago for the rest of the world. Even the local Whitechapel Club that had sprouted up after the infamous murders by Jack the Ripper, were excited to win the rights to host the fair in their city, and celebrated in a macabre way:
"Upon learning that Chicago had won the fair, the men of the Whitechapel Club composed a telegram to Chauncey Depew, who more than any other man symbolized New York and its campaign to win the fair. Previously Depew had promised the members of the Whitechapel Club that if Chicago prevailed he would present himself at the club's next meeting, to be hacked apart by the Ripper himself - - - metaphorically, he presumed, although at the Whitechapel Club could one ever be certain? The club's coffin, for example, had once been used to transport the body of a member who had committed suicide. After claiming his body, the club hauled it to the Indiana Dunes on Lake Michigan, where members erected an immense pyre. They placed the body on top, then set it alight. Carrying torches and wearing black hooded robes, they circled the fire singing hymns to the dead between sips of whiskey. The club also had a custom of sending robed members to kidnap visiting celebrities and steal them away in a black coach with covered windows, all without saying a word.
The club's telegram reached Depew in Washington twenty minutes after the final ballot, just as Chicago's congressional delegation began celebrating at the Willard Hotel near the White House. The telegram asked, 'When may we see you at our dissecting table?' "

There are chapters in-between, technically reading like a side story, that tell us about Holmes and his misdeeds in Chicago, but there just wasn't enough about Holmes that I could consider this a True Crime book, nor an informative book about Holmes. Unfortunately, when the reader begins to really dwell into the story of Holmes, it's quickly ended by having two or more chapters about the building of the World's Fair. One interesting point about the story is that the reader does get to see how many inventions were brought to light because of the Fair, such as the invention of the Ferris Wheel. Larson's writing is very coherent and the descriptions are so well done that the reader is practically transported back to the late 1800s, yet, before I finished the book, I felt misled by the title... then coming across everything that happened to not only the Fair, but the people who were involved with it, it's hard not to wonder if the whole thing was cursed, thus the Devil being in the White City.

One of the side stories I did really enjoy was the slow unfolding of a man named Prendergast. A delusional young man who ran one of the groups of paperboys in Chicago, who was also obsessed with politics, became a determined supporter of Mayor Harrison; after Harrison was voted into office again, Prendergast believed it was because of him and the letters he sent out to numerous politicians and potential voters. Prendergast also believed he deserved a chair on the council for Harrison's re-election, for which he even showed up at City Hall to take over. This incident was the straw that broke the camel's back for Prendergast - - - he was humiliated when the people there laughed in his face. Prendergast then decided to take matters into his own hands, and bought a revolver. The day before the Fair would end, Prendergast showed up at Harrison's home and shot him. Harrison died minutes later. Prendergast turned himself in for the murder as soon as he left Harrison's residence. When asked why he had done it, Prendergast responded: " ' Because he betrayed my confidence. I supported him through his campaign and he promised to appoint me corporation counsel. He didn't live up to his word.' "

This book has been voted as a top True Crime must-read novel. I don't agree with this. As I said before: Holmes' chapters are few; eighty percent of this book is about the building of the World's Fair. As a True Crime junkie, I didn't enjoy this one, but also as a history junkie, I enjoyed learning about the Fair and everything that happened. I can't recommend this book to TC fans or horror fans. It's mostly history and architecture.
  
ROVE
ROVE
2021 | Card Game, Print & Play
A few months back, I had the opportunity to sit down with Jason Tagmire (founder of ButtonShy Games) and talk about the company and the gaming industry. In that interview, Jason had hinted at a cute little solo game that was in the works. And guess what… IT’S HERE! Read on to find out more about ROVE: Results-Oriented Versatile Explorer, hitting the ButtonShy webstore on November 26, 2021!

Disclaimer: We were provided with a copy of this game for the purposes of this preview. This is a final production copy, so what you see pictured is what you would receive in a retail copy. -L


ROVE: Results-Oriented Versatile Explorer (referred to as just ROVE from hereon out) is a solo spatial puzzle game. In the game, you are a ROVE who has crash-landed on a foreign planet. You need to get all your Modules in order to accomplish various Missions, thus performing your programmed duties, before you run out of power! To setup for a game, shuffle the 6 Module cards and place them randomly in a 2×3 grid, ability-side up. Shuffle the remaining double-sided cards Mission-side up to form the Mission deck. Take the top card of the Mission deck and place it to the side to serve as the first Mission of the game. Draw a hand of 5 cards (Movement-side facing you), and the game is ready to begin! Pictured below is the setup for a normal game.
Since this is a solo game, there aren’t really ‘turns,’ but rather you are playing cards, moving Modules, matching patterns, and attempting to complete 7 Missions. At the beginning of the game, the 6 different Modules are setup in a 2×3 grid. Each Mission card has a pattern listed on the right-hand side: with one specific Module highlighted, and remaining locations where any other Modules may be placed. To complete a Mission, you are going to attempt to arrange the Modules in the specified pattern on the current Mission card. Easy, right? Well, yes. Except moving a Module costs Movement Points (MP), and the different Modules have restrictions/rules as to how they can move. For example, the Brain Module can only move orthogonally, while the Laser Module can move in any direction, orthogonally or diagonally. Pictured below are some of the game components for clarity of understanding.

After taking a look at the current Mission, you will begin this spatial puzzle. The cards in your hand will provide a number of MP. Each card offers 2 different amount of MP. The number on the upper half is the base MP for the card, the middle of the card shows an arrangement of Modules, and the lower half of the card also shows a number of MP. If your Modules match the pattern on the card when you play it, you gain the lower number of MP, which is usually substantially larger than the upper number. Select a card from your hand to play, and then move the Modules using the provided MP following their movement restrictions. When you have used all the MP of a card, check to see if the Mission has been completed. If it has been, then great! You now take the top card of the Mission deck and add it to the current Mission card, covering the completed pattern. The new card shows a pattern that is your new Mission goal. Draw a card from the deck to add to your hand, and start working towards the new pattern. If you did not yet complete the Mission, play another card from your hand for MP and continue attempting to complete the Mission pattern.


One unique twist to this game is that, along with specific movement restrictions, each Module provides a powerful one-time ability to be used in the game. These abilities vary from allowing you to draw cards, to even swapping two different Modules. Time their use wisely, because once it’s been used, it’s gone for the rest of the game. The game continues in this fashion, of playing cards, moving Modules, and arranging them in specific patterns, until you have successfully completed 7 Missions. When you do so, you win the game! If, however, you run out of MP, cards in hand, or Module abilities before completing your 7th Mission, the game is lost and your ROVE is stuck on this lost planet FOREVER.
If you’ve ready any of my (p)reviews of ButtonShy Games before, you will know that I’m a big fan. Not all of them are complete winners in my eyes, but ROVE is one that exceeded my expectations. When Jason teased this little solo game, I was intrigued. I was expecting just a light little filler-type game with cute artwork. After having played it now, I can assure you that it is so much more. First, let’s talk gameplay. Yes, it’s a solo game, but it is quite challenging for consisting of only 18 cards. This game is a spatial puzzle, and that is the perfect way to describe it. You are trying to visualize your movements, seeing how you can best use your MP to complete the Mission, while not making unnecessary moves. Each Module moves in specific ways, and although a move may seem like the right choice at first, it might not pay off in the long run. You’ve got to be able to think ‘turns’ in advance with placements, and decide which Module to move when and where.

Along with the strategy for completing Missions, your cards in hand can provide bonus MP if your Modules match the printed pattern. So not only are you wanting to match the Mission cards with your Module placements, but you want to also maximize your number of MP by matching Modules to your cards. And let’s touch on the variability of gameplay. With the Modules randomly setup every game, and the deck of Mission cards shuffled, you’re sure to get a different game with every play. You are working towards the active Mission, but you can also see what Mission comes next. Can you complete one while also setting up some placements for the next? Maybe the luck of the shuffle is against you, putting 2 completely opposite Missions back-to-back. Or maybe the cosmos are with you, allowing you to chain together several Missions in a row with minimal movement. There is not a second that you will be disengaged in this game, and it truly is a testament to its design. Along with my copy, I also received a copy of the Fascinating Flora expansion – which adds new Missions and card abilities to the gameplay. No spoilers on that here, but just trust me that the strategic elements are elevated even more.


Components. Obviously, this is a game of 18 cards in one of the famous ButtonShy wallets. Quality of production is excellent, as to be expected from ButtonShy. The layout of the cards is pretty interesting and thematic. When you complete a Mission, the completed pattern is covered by the next Mission card. As the game progresses, this creates a cute little scene of your ROVE traversing the planet while completing its tasks. And on the movement cards themselves, the layout is logical and clear. The artwork is adorable, and I honestly just like looking at the scenes themselves sometimes. All in all, excellent components.
ROVE is quickly climbing the ranks towards being my favorite ButtonShy game. The gameplay is so seemingly simple, yet extremely strategic. That being said, the game plays in about 15 minutes, so it’s not going to take up your night of solo gaming. I guess I would consider this a filler-type game, but don’t let that categorization fool you. There is way more to this game than meets the eye. Also, the theming and artwork are unique and cute – think Wall-E as a solo card game! One of the best parts of this game? It’s coming straight to retail – no waiting for a Kickstarter! Check out the ButtonShy store to grab a copy for yourself. Are you up to the puzzle-y challenge that is ROVE? Try it to find out. I cannot rave about this game enough. (See what I did there?)
  
Cubitos
Cubitos
2021 | Dice Game, Racing
Let me tell you a story about how I came to own Cubitos. My FLGS, which since moving to Tennessee is an hour away in Knoxville (Sci-Fi City), had great stock of this game a couple months ago. I would step in, browse around, and pass on picking up a copy since they seemed to have so many. Forward in time to a month ago, when I was ready to grab my own copy, they are sold out. WHAT. Well, I had to order a copy online from somewhere I don’t normally shop because my favorite online sellers were also out of stock. Then Christmas came and my brother gifted me a copy of Cubitos. So then I had two. Long story now short – I have a copy and that’s all that matters because Cubitos is amazing.

Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!


To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T

A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.

The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.


Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.

The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.

I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.

There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.
  
Scythe (Arc of a Scythe #1)
Scythe (Arc of a Scythe #1)
Neal Shusterman | 2016 | Science Fiction/Fantasy, Young Adult (YA)
8
9.0 (22 Ratings)
Book Rating
Well written (3 more)
Unique plot
Less YA tropes
No teen angst and romance
Varying character development (0 more)
Not your typical YA
I approached this book with little expectation. I saw it cluttering up my feed on Instagram and being posted by everyone. I liked the cover (I'm a sucker for good covers and any YA without a photo manipulated monstrosity catches my eye). However every time I picked it up in the store and read the back and I just wasn't interested.
   
       So in a New year new me moment, I forced myself to pick up two popular books that I was not interested in. Since they were both YA, they'd be quick reads and my expectations could below. I also forced my picks to not be hard SciFi, as I need to step out of my comfort zone. I picked this up, and developed more concern when I noticed how divided the reviews were, I noticed people were either firmly in the "this is my most favorite book ever" or in the "this is the most boring book ever I hated it" camps. I rarely rate books 1 or 5, so I wanted to see how I felt.
      
             Honestly, I was very pleasantly surprised. This book is YA, and obviously has some YA aspects, but it doesn't follow the tropes unless stripped down to bullet points and is surprisingly well written. This well written aspect, with no intentions of making people mad, I think is why so many found it boring. If you primarily read YA, and are used to it's over the top writing, it's over the top dialogue and relationships and emotions, then yes, this book was probably horribly boring.
      
           We do open with the standard tropes of uninteresting, normal girl and boy get thrown into something extraordinary. But that's where the stereotypes ended for me. The author quickly throws us into the world and the events of the story. We're in the future, who knows how far past the present, where society has overcome death. AI has evolved and "The Cloud" is now "The Thunderhead" a massive AI database that has solved most of the world's problems, eliminated poverty, war, government, created jobs for everyone, and even defeated death. We all have healing nanites that prevent illness and repair injury, and even in the case of death, we can be revived at a revival center and be greeted with some tasty ice cream. If we start feeling our age, we can just "turn a corner" resetting ourselves to a younger version of ourselves while retaining our memories.
    
        Now, in a world without death, but babies are still being born, some form of population control is in order, the balance must be restored. So the world created the Scythedom. An organization outside the authority of "The Thunderhead" because death has and always should be a responsibility of the living. Those who become Scythes, must "Glean" (permanently kill) a quota of people every year to maintain population control. How they do so is up to them, but there are rules, a Scythe cannot show bias or malice in their choices, they cannot marry or have a family, they cannot kill another Scythe (but they can glean themselves) or someone with immunity, They may grant immunity to those they feel worthy, they must kill the families of those who resist, and they are above all other laws. The vagueness of these laws worked when the Scythedom was first created, but the world has become complicated, and some people have decided to find joy in what they do, even if it's killing.
  
         Our story follows two teenagers who recently encountered the Honorable Scythe Faraday, Citra, and Rowan. Citra showed gumption and sass and moral balance, and Rowan held the hand of a boy that was not his friend as he was gleaned. Faraday is considered old school and chooses all that is gleaned by old school, age of mortality statistics. If a percentage of teenagers died in alcohol-related car accidents, he found a teenager with a penchant for drinking, who just got a car, and gleaned them. He believes the job is necessary, but should never be enjoyed, you need to be moral and compassionate and hurt every time. He is granted permission to take on an apprentice, and he takes on two, Rowan and Citra. Neither want it, nor should they, but should they become a Scythe, their families will receive immunity as long as they shall live, which in this day in age could be forever. So, reluctantly they both take it. There is a glamour to Scythedom as well, they'll wat for nothing, people will bend over backward to provide them with their desires in the hopes of immunity. If these two follow the teachings of Faraday, they won't be tempted by this, they won't abuse it, but not everyone feels the same way.
    
    Citra and Rowan begin training (it gets a bit YAish here) studying history, poisons, combat, weapons. The goal to make them perfect, moral, compassionate, killing machines. Everything is going as well as it can, and luckily the book doesn't do what every other YA author would do and give us pages upon pages of the two falling in love, awkward encounters, stolen kisses. We have none of that thankfully. The dialogue is all purposeful and helps propel the plot, not flowery passages talking about teenage angst and feelings. But, it is a book, after all, so everything starts falling apart when a group of "New Age" Scythes, Scythes that believe they should enjoy their jobs, who take pleasure in mass killings (entire flights, festivals, food courts) stir things up at a Scythe Conclave meeting. They question if having two apprentices hurts whether or not the Conclave can judge the worthiness of either, or if them being friends will result in them always helping each other. How can they truly judge their ability if they always have each other's support? So they propose, since no law prevents it, that whichever apprentice should be chosen (remember Faraday was given permission to have ONE apprentice) will have to Glean the other. The Lead Scythe allows it, and honestly, this is one aspect of the book I struggled with, but I think was supposed to express the corruption of the Scythedom, at times when things aren't in writing they say "welp can't do it" and other times they say "welp nothing says we can't do it". Faraday attempts to free our two protagonists from their apprenticeships, but instead, they are separated, one going to a respected Old School Scythe, one going to the very modern group that started this whole problem, thrusting them into a world excess, deprivation, and honestly psychotic murdering. They now train, separately, knowing that one will die unless they can figure out a way to change things.
     
        Even writing that sounds so Yaish, but it doesn't feel that way because it's so well written. The author doesn't give us Romeo and Juliet, no pining, no romance, just two kids trying to be that, good. Even when surrounded by something very bad. So, if you want to star crossed lovers, you won't like this book. If you like character development and struggle, you might like this book. We arguably see more of Rowan's development, Citra for me felt less focused on or given fewer opportunities for growth, and she had a bit of an attitude that made me no like her much, but given her circumstances, I UNDERSTOOD why she was the way she is, and I can't say I wouldn't be just as grumpy. If anything her response to the corruption and the situation felt very real, even if it sacrificed having a manic pixie daydream mary sue to project myself into. While appearances weren't really given for the two, setting them up to be good old fashioned Mary Sue and Gary Stu, they were very much their own people, with little room for the reader to pretend to be them. So another star in the breaking the YA mold category. We watch them struggle with where they are, and how to come to terms with their inevitable future, either being takers of life or having their life taken.
  
       Overall this was refreshing, while it was an easy read and was a good "palette cleanser" and m boyfriend calls my YA marathons in between books that actually linger in my soul. It felt elevated, sure it was still very much YA, but it was more thought out than the standard, it focused on the story and not the romance, it focused on important things, and it never lost sight of its story. I started at 11am on a Sunday and Finished by noon on Monday, eager for the next. It was an unexpected, refreshing read, with a unique concept that has room for more. The sequel doesn't feel forced, and if I never got it, this story is finished, but the world and situation created to allow for more, without feeling like a forced trilogy. I wanted to know how this story was going to play out, and now that it has, I want to know how the next story in this set up plays out.
  
Stranger Things: Runaway Max
Stranger Things: Runaway Max
Brenna Yovanoff | 2019 | Horror, Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
More of Max & Billy's relationship (1 more)
Max's life in California
Season Two in writing (0 more)
Brenna Yovanoff wrote this novel after season two of Stranger Things debuted on Netflix. And it reads exactly like season two, but from Max's point-of-view with some flashbacks of her life before Hawkins mixed in to make a pleasurable meal for the eyes.

Max Mayfield is a pre-teen that just moved to Hawkins, Indiana after her mother remarried and added an abusive step-father and step-brother to the family equation. She spends most of her time trying to not want to fit in with the kids at her new school, riding her trusty skateboard behind the building during recess and telling a group of boys who can't stop staring at her to leave her alone. Max's home life has become unbearable to the point that she debates running back to her real father in California. Fortunately, two of those boys that couldn't stop staring try to be friends with her, but when she begins to hang around them, she learns that things are not what they seem in Hawkins, Indiana. Merging with this group of boys, Max's life is forever changed, and probably for the better.

Runaway Max doesn't focus on the supernatural aspect that Stranger Things is known for. Instead, the focus is on a girl's life that gets turned upside down [pun intended] by the introduction of two abusive people that enter it with the intent of either destroying her or making her compliant, the struggle with who she is and who everyone else says she should be, to the desperation for just one real friend. Personally, I believe Yovanoff did an amazing job at telling Stranger Things fans the backstory of our Mad Max. As a result, I have no complaints about this novel whatsoever.

Yovanoff starts readers off with Max riding her skateboard through downtown Hawkins, with Max telling us how she was happy there was an arcade in this small town. Max wipes out on her skateboard, where a woman who will be very familiar to fans, runs out of a store to help her to her feet until the loud sound of engine comes pulling up; enter Billy and his Camaro. All throughout the story, readers get to see more of what was going on inside the Mayfield/Hargrove's household, which viewers of the series were only witness to one of the abuses happening to Billy by his father.

Runaway Max picks up the pace when a familiar scene happens with Max joining Stranger Things regulars: Lucas and Dustin, for Halloween around Hawkins. But with this story, we follow Max home after Will's encounter with a creature from the Upside Down. We learn that Billy never picked Max up, as he was suppose to, and that his father, Neil, is beyond angry when Billy comes home drunk and high:

" When Billy came slamming into the house, the smell came with him, rolling like the clouds of smoke and alcohol wafting out of a dive bar. Like bad weather. He was stumbling a little. His eyes were red-rimmed and heavier than ever, and he still had the leather jacket on, but he wasn't wearing a shirt. The light from the stained-glass lamp on the end table made him look deranged.
Neil breathed in through his nose and heaved himself out of his chair. 'And where the hell have you been?'
'Nowhere,' Billy muttered, and tried to brush past him, but Neil stepped in front of him and stopped him with a hand on his chest.
'What was that?'
Billy ducked his head and mumbled something about a flat tire. I couldn't tell if he was being honest or not - - - probably not - - - but as soon as he said it, it was pretty obvious that I had been lying. Whatever he'd been doing, it definitely hadn't been giving a school friend a ride home.
Neil had stayed ominously quiet, but now he drew himself up and took a step forward so he had Billy trapped against the wall. 'I'm curious to know where you learned to be so disobedient.'
Billy stared back at him. He was standing with his chin down and his jacket open, looking mutinous. He smelled like beer and the dry-skunk smell of Nate's brother, Silas, and all the other eighth-grade boys who got stoned behind the baseball diamond back home. It was the smell of not caring. 'Bite me, Neil. I'm not in the mood.'
For a second, they just stood looking at each other.
Then Neil spoke in a low, dangerous voice. The air was heavy and metallic, like right before a thunderstorm. 'I don't know where you've been or what you've been up to, but you will show me some respect!'
He shouted the last part. His voice sounded much too big in the smallness of the living room, and I winced, even though I was willing myself not to."

After Max quickly heads to her room to count her Halloween candy...

"Out in the living room, Neil was tuning up. For a while, it was just a rumble of voices, softer sometimes, then louder. There was a short, sharp cry and then a flat, meaty sound, like punching the pocket of a baseball glove. "

Runaway Max does a superb job of detailing abuse and the psychology that plays a role in it. Readers, also, get to see more of Billy's abuse towards Max. Focusing on the shift of personality Billy goes through (those who have watched season three of Stranger Things will have more of an understanding behind Billy, I recommend that if you haven't watched that season yet, that you do after reading this book). While all of this is going on, Yovanoff also retells season two, winding it within Max's story effortlessly and concisely:

"Dustin bent over the table, gazing at the creature in his hands like it was the sweetest, most adorable thing. He kept calling it a he, even though it was so weird and shapeless that how could you tell?
When he saw me staring, he asked if I wanted to hold it, and I shook my head, but he turned and tipped it out of his cupped palms and into mine.
It felt cool and squishy, heavier than it looked, and I passed it to Lucas fast. Lucas handed it off to Will, and it made its way around the circle. I was a little relieved to see that I wasn't the only one shrinking back from it. Will was looking at it like it had some kind of disease, and even Mike didn't exactly seem thrilled to touch it. He was the bravest, though, and held it up for a closer look. "

All-in-all, Runaway Max is season two of Stranger Things to-a-tee. But with Max's relationship with Billy being molded more by this novel, it can make even the most die-hard fans look at the two in a different way. There are even small splotches of scenes where Billy seems to want Max as a little sister, one such, when Max catches him in the garage of their California home, working on his car and smoking a cigarette:

" I leaned forward with my knees on my elbows and cupped my chin in my hands. 'At the health assembly in school, they told us that we're not supposed to smoke.'
Billy straightened and closed the hood, wiping his hands with a rag. 'And do you always do everything your teachers tell you?'
That idea was so wrong it was hilarious. My grades were usually okay, but my conduct cards were a mess. I was always in trouble for something- - - talking back, or drawing cartoon hot rods on my desk with a felt pen. I laughed and shook my head.
That seemed to make him happy. He smiled in a slow, lazy way, then pulled the pack of Parliaments out of his shirt pocket. He held it out to me and waited, watching my face until I took one." When readers get to see the small moments between the two, it hurts more to know that Billy is just an abused young man that is reflecting his father's behavior.

Overall, I really enjoyed Max's story, but was it needed? Before season three, I would have said yes, but with what we learned of Billy in season three, I don't think it was completely necessary. I think only die-hard fans of the show will enjoy this book, otherwise watching the series is the majority of the novel.