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Louise (64 KP) rated The Actual One: How I Tried, and Failed, to Remain Twenty-Something for Ever in Books
Jul 2, 2018
So Isy Suttie is the Comedian who plays Dobby in the peep show alongside David Mitchell and Robert Webb, Which is a pretty popular show. Before appearing as Dobby, Isy has been a live stand up, comedy musician and writer.
This book is Isy in her thirties trying to live like a twenty something year old and not grow up and become responsible, whilst her friends around her are settling down into relationships and starting a family. She goes through a list of her partners and why they wasn't the 'actual one'. There is also a lot of Isy reminiscing about the old days, when she started up as a stand up and how difficult it can be.
The book was very easy to read, humorous as expected and a lot of rambling. There were on slight occasions when I did get a bit bored and put this book down and then came back to it. This woman though get's herself into some really crazy situations and I would think that some of it may not be believable until I met someone exactly like this and understand that some people are clumsy and bad shit just happens to them all the time.
The funniest moment for me was when she went skiing with friends and practically rolled down (Laughing as remembering) and when she went down the slopes on a table....drunk obviously. Who on earth would use parcel tape to hold their breasts up in a dress? Crazy but very funny lady.
I found this book to be very nostalgic, as Isy was reminiscing her younger days with, Mix-tapes, New Kids on the Block, Take That, Crystal Maze and more
I recommend to anyone that is a fan of Isy Suttie, comedy or even just Dobby.
Overall I rated this 3.5 stars out of 5.
This book is Isy in her thirties trying to live like a twenty something year old and not grow up and become responsible, whilst her friends around her are settling down into relationships and starting a family. She goes through a list of her partners and why they wasn't the 'actual one'. There is also a lot of Isy reminiscing about the old days, when she started up as a stand up and how difficult it can be.
The book was very easy to read, humorous as expected and a lot of rambling. There were on slight occasions when I did get a bit bored and put this book down and then came back to it. This woman though get's herself into some really crazy situations and I would think that some of it may not be believable until I met someone exactly like this and understand that some people are clumsy and bad shit just happens to them all the time.
The funniest moment for me was when she went skiing with friends and practically rolled down (Laughing as remembering) and when she went down the slopes on a table....drunk obviously. Who on earth would use parcel tape to hold their breasts up in a dress? Crazy but very funny lady.
I found this book to be very nostalgic, as Isy was reminiscing her younger days with, Mix-tapes, New Kids on the Block, Take That, Crystal Maze and more
I recommend to anyone that is a fan of Isy Suttie, comedy or even just Dobby.
Overall I rated this 3.5 stars out of 5.
Phillip McSween (751 KP) rated A Dog's Way Home (2019) in Movies
Mar 3, 2020
There's a Dog...She's Finding Her Way Home
Just like the title indicates, a dog tries to find her way home after being separated 400 miles apart.
Acting: 4
Beginning: 8
I wasn’t completely sold after watching the beginning of A Dog’s Way Home, but it was at least a solid enough ten minutes to keep me interested. You quickly learn what’s happening, who to hate, and who to root for. It also tries to set expectations for just how cheesy and kiddy it’s going to be.
Characters: 3
Cinematography/Visuals: 10
Conflict: 7
The pup star of the show Bella does go on quite a bit of an adventure that produces some interesting bouts of conflict. Bella is on her own and has to do what she needs to do to survive, including finding food and staying warm. Even when she does manage to get to a safe place, there’s always the question of how she’s going to get back to her owner. Some of the occurrences are a little on the farfetched side, but I’ve seen worse.
Entertainment Value: 5
Memorability: 4
Pace: 10
Plot: 5
Resolution: 9
Even if you don’t like the movie as a whole, you can’t help but appreciate the ending. It’s full of cheese and sap, but I can be a sucker for those things even when I see them coming a mile away. I mean, come on, you really think a movie that’s titled A Dog’s Way Home won’t see the dog actually make it home? Sorry, SPOILER ALERT!
Overall: 65
My biggest issue with this movie is the gimmicky voiceover for Bella. It’s been done so many times before and it’s totally distracting and unnecessary. You take out the voiceover and the movie at least becomes bearable. As it stands, I can’t recommend it.
Acting: 4
Beginning: 8
I wasn’t completely sold after watching the beginning of A Dog’s Way Home, but it was at least a solid enough ten minutes to keep me interested. You quickly learn what’s happening, who to hate, and who to root for. It also tries to set expectations for just how cheesy and kiddy it’s going to be.
Characters: 3
Cinematography/Visuals: 10
Conflict: 7
The pup star of the show Bella does go on quite a bit of an adventure that produces some interesting bouts of conflict. Bella is on her own and has to do what she needs to do to survive, including finding food and staying warm. Even when she does manage to get to a safe place, there’s always the question of how she’s going to get back to her owner. Some of the occurrences are a little on the farfetched side, but I’ve seen worse.
Entertainment Value: 5
Memorability: 4
Pace: 10
Plot: 5
Resolution: 9
Even if you don’t like the movie as a whole, you can’t help but appreciate the ending. It’s full of cheese and sap, but I can be a sucker for those things even when I see them coming a mile away. I mean, come on, you really think a movie that’s titled A Dog’s Way Home won’t see the dog actually make it home? Sorry, SPOILER ALERT!
Overall: 65
My biggest issue with this movie is the gimmicky voiceover for Bella. It’s been done so many times before and it’s totally distracting and unnecessary. You take out the voiceover and the movie at least becomes bearable. As it stands, I can’t recommend it.
Flipping Houses for Rookies
Podcast
Discover the secret methods I'm using to earn massive piles of cash By “flipping houses” without...
Tennessee Williams: One Act Plays
Book
The peak of my virtuosity was in the one- act plays. Some of which are like firecrackers on a rope....
Leanne Crabtree (480 KP) rated Hidden Power (Academy of Elemental Magic, #1) in Books
Jan 6, 2021
I got this as a freebie a few months ago as I hunted for books to finish my Paranormal Roman & Urban Fantasy A-Z challenge on Goodreads.
This starts with Avaline doing her job as a lifeguard at the lake when she is attacked with magic by two assailants who know her name. She wakes up a month later to learn she, too, has magic. A dangerous magic. She has two choices and decides to stay at the school to learn how to control her vox magic.
I can't decide whether I liked this or not.
Everything was happening so quickly in it. She meets the guys, she lusts after them, she sleeps with one of them very quickly. She gets to lessons and on her second try ever she manages to make fire. I just expected things to take time...for her to initially struggle considering she didn't even know she had magic until a day or two ago.
I struggled to connect with the characters and wasn't really convinced by their relationships. I didn't feel any real sort of chemistry going on between any of them. Once again, I feel like this bit was rushed. I get lust but... I wasn't a fan of how the author wrote the romance parts.
This story had a lot of promise but we don't really learn much of anything. Ava learns about magic in lessons but we don't get to hear it. To me it feels like a bit of paper that's been scrunched into a ball and then flattened causing creases and ripples that means some details in the story have been glossed over. It could do with expanding a little with more details on certain aspects.
At this point I don't believe I'll be reading more of this series.
This starts with Avaline doing her job as a lifeguard at the lake when she is attacked with magic by two assailants who know her name. She wakes up a month later to learn she, too, has magic. A dangerous magic. She has two choices and decides to stay at the school to learn how to control her vox magic.
I can't decide whether I liked this or not.
Everything was happening so quickly in it. She meets the guys, she lusts after them, she sleeps with one of them very quickly. She gets to lessons and on her second try ever she manages to make fire. I just expected things to take time...for her to initially struggle considering she didn't even know she had magic until a day or two ago.
I struggled to connect with the characters and wasn't really convinced by their relationships. I didn't feel any real sort of chemistry going on between any of them. Once again, I feel like this bit was rushed. I get lust but... I wasn't a fan of how the author wrote the romance parts.
This story had a lot of promise but we don't really learn much of anything. Ava learns about magic in lessons but we don't get to hear it. To me it feels like a bit of paper that's been scrunched into a ball and then flattened causing creases and ripples that means some details in the story have been glossed over. It could do with expanding a little with more details on certain aspects.
At this point I don't believe I'll be reading more of this series.
ClareR (6253 KP) rated A Net for Small Fishes in Books
Feb 17, 2021
I could end this review quickly and just say “I loved this book”, because I did. I loved it. I love well written, historical fiction with a foot firmly set in reality, and A Net for Small Fishes certainly fulfils that requirement for me. The attention to detail shows just how much research must have gone in to this - even down to the fastenings on the dresses, the makeup the women wore and the ‘simples’ they made up to ease ailments.
This is a story that I already knew a little about: I read The Poison Bed by E. C. Fremantle on The Pigeonhole about 3 years ago, where the story was told from Frances Howards point of view, and A Net for Small Fishes does nothing to contradict that story. They both illustrate really well how women were expected to conform and be perfect, docile, brood mares for their influential husbands, and in Frankie’s case, how political marriages weren’t always happy ones. It also illustrated how desperation to escape a loveless marriage made two women take desperate action. As so often happens throughout history, the women in this story are punished for the barefaced cheek they had to want better lives for themselves. It’s a frustrating conclusion - but I could see that it was inevitable. It showed that it didn’t matter if you were a woman in one of the most influential families in the country or a doctors widow, you toed the line or suffered the consequences. But what a journey they had!
This is such a good story, as real life often is, and it’s a book that’s going on the Keeper shelf (yes, I bought a copy after I read it on The Pigeonhole - that’s how much I liked it).
Many thanks to The Pigeonhole for serialising this, and to Lucy Jago for contributing to the conversation.
This is a story that I already knew a little about: I read The Poison Bed by E. C. Fremantle on The Pigeonhole about 3 years ago, where the story was told from Frances Howards point of view, and A Net for Small Fishes does nothing to contradict that story. They both illustrate really well how women were expected to conform and be perfect, docile, brood mares for their influential husbands, and in Frankie’s case, how political marriages weren’t always happy ones. It also illustrated how desperation to escape a loveless marriage made two women take desperate action. As so often happens throughout history, the women in this story are punished for the barefaced cheek they had to want better lives for themselves. It’s a frustrating conclusion - but I could see that it was inevitable. It showed that it didn’t matter if you were a woman in one of the most influential families in the country or a doctors widow, you toed the line or suffered the consequences. But what a journey they had!
This is such a good story, as real life often is, and it’s a book that’s going on the Keeper shelf (yes, I bought a copy after I read it on The Pigeonhole - that’s how much I liked it).
Many thanks to The Pigeonhole for serialising this, and to Lucy Jago for contributing to the conversation.
20 Minute Eating - Eat Slower
Health & Fitness and Lifestyle
App
Improve your eating habits by using 20 minutes on your meals. Open the app at mealtime, select an...
Purple Phoenix Games (2266 KP) rated Tiny Epic Tactics in Tabletop Games
Jul 8, 2021
One of the neatest things about the Tiny Epic game series is how they manage to fit so much game into such a small box. But alas, boxes are not always just mere storage devices – in Tiny Epic Tactics, they are components of the game! These nesting boxes will create a 3D terrain on which players will be moving across, over, and through on their way to victory! But how does this game fit into the Tiny Epic series overall? Keep reading to find out!
Disclaimer: There are 5 different modes of play in Tiny Epic Tactics. In this review, I will be focusing on the 2-4 Player Competitive mode. There are also expansions for this game, but this review will not cover those materials. I also do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or at your FLGS. -L
Tiny Epic Tactics is a game of strategy and combat in which players will lead their teams of 4 heroes to fight opponents and attempt to gain control of a number of areas in the realm. To setup the game, unroll the map scroll and place the boxes onto their corresponding spaces. Randomly deal each player 1 Unit card from each class (Fighters, Wizards, Rogues, and Beasts), and give them 4 Unit tokens (meeples) in their chosen color, as well as tracker tokens for Health, Ammo, and Mana. Players will select their 4-space starting location, and will place all 4 of their Units on the map. Shuffle the deck of Tactic cards, and deal 2 to each player. Players will look at the cards and select one to keep in hand, discarding the other. Place the Tactic card deck in reach of all players, and place the Control Card nearby, with the 3 Flag tokens on the Start space. The game is ready to begin!
Over a series of rounds, players will take turns performing actions until either one player has had all of their Units captured or one player has captured the final Flag token (based on player count). The remaining players will take one final turn, and then the game ends, VPs are tallied, and the player with the most VPs is the winner! A game turn is made up of four steps, the first of which being to check for Majority Control. To see if you hold a Majority Control over any of the Control Areas on the map, count the number of Units in each triggered Control Area – if your Units make up the majority of Units in that area, advance the corresponding Flag token on the Control card, and if you do not hold the majority, then nothing happens. Once a Flag has been advanced to the final space, it is given to the player who holds Majority Control.
The next step of your turn is to take up to 3 actions with your Units. Possible actions are: Movement, Melee Attack, Missile Attack, and Cast a Spell. All Units have a printed value on their cards for Movement, as well as either Melee Attack, Missile Attack, or Spell Attack value, based on the Unit’s class. All of these actions are pretty self-explanatory, with a couple of extra components – use of Ammo/Mana, rolling dice, advantages/penalties based on Elevation, etc. – that make the gameplay strategic and challenging. The third turn step is to remove Weakened tokens (more on this later), and the final step is to draw a Tactic Card. Look at the card, and either keep it in hand or discard it – you may only ever have 2 Tactic Cards in hand. Play continues in this fashion until the end of the game is triggered, either when a single player has had all 4 of their Units captured or a player has taken the final Flag token. All other players take one more turn and then VPs are tallied for final scoring.
Ok so first thing I want to talk about is the use of boxes to create a 3D map. It is SO COOL. It’s such a unique idea, and one that I honestly haven’t seen before. The added aspect of Elevation in regards to movement and range for attacks really ups the strategic gameplay for me. Want to climb to a higher peak? Ok, that costs +1 movement. Don’t have enough movement to climb up this turn? Then you’re outta luck. Your strategy must always be changing based on where Units are located on the map.
Speaking of strategy, there are several different game elements that you can base your gameplay on – there is no ‘right’ way to play! Maybe you really want to focus on getting Flag tokens, so you try to protect that area and maintain majority at all costs. Maybe you don’t care about the Flags and it’s all about combat to you – you’re on the hunt for enemy Units and Area Control means nothing to you. Or maybe your aim is to complete your Tactic Cards, which will then allow you to perform a special/bonus action upon completion. There are different ways to play this game, and that makes it engaging and entertaining as you must constantly adapt your strategy while trying to figure out how your opponents are playing too!
Another neat element of Tiny Epic Tactics is that on each turn you only have 3 actions – and a single Unit may only perform one action per turn! So you can’t just spend all 3 actions moving and attacking with the same Unit, they must be spread across all of your heroes. That adds to the strategy because you have to set your Units up in advance for certain actions, but must quickly adapt based on the movements of your opponents. You can have a Unit perform a second, different, action on the same turn, but it will then become Weakened. When Weakened, a Unit cannot perform any actions on the next turn, and will have the Weakened condition removed at the end of said turn. Or, on your next turn, you may choose to pay 2 Health to remove the Weakened token and be able to act in that same turn. It’s kind of a gamble – how far are you willing to push your Units, and are you able to sacrifice their abilities for an entire turn in order to removed the Weakened token?
Let’s touch on components for a minute. These components are great, as is to be expected of the Tiny Epic series. The art is colorful and unique, the boxes are sturdy, the cards are nice and thick, and the wooden components are quality. No real gripes from me regarding production quality of this game! The gripe I do have is about the gameplay – specifically a 2-player game. When playing a 2-player game in competitive mode, the game end is triggered after 1 Flag token has been secured. This really can negate any need for strategy or player interaction, because each player starts near a Control Area, and can simply just move there and camp out to take the Flag. In my first games at a 2-player count, I found the gameplay to be kind of bland and not engaging because of this. At higher player counts, you have to interact with opponents on the map as you try to capture Control Areas. If at a 2-player count, you were required to secure 2 Flag tokens, or maybe just mandate that the secured Flag must be the one located in the center of the map, it would encourage more interactions between the players, and thereby elevate the strategy and gameplay in my opinion. Just something to consider.
Overall, I think that Tiny Epic Tactics is a solid game in this series. It is not my favorite by any means, but the gameplay and mechanics fill a gap left by the other Tiny Epics. The strategy required can be high-level, but the simplicity of the physical gameplay makes it feel accessible and inviting to all types of gamers. If you’re looking for a great 2-player Tiny Epic, maybe keep looking, but for a 3-4 player game, Tiny Epic Tactics hits the spot. Purple Phoenix Games gives it a tactical 8 / 12.
Disclaimer: There are 5 different modes of play in Tiny Epic Tactics. In this review, I will be focusing on the 2-4 Player Competitive mode. There are also expansions for this game, but this review will not cover those materials. I also do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or at your FLGS. -L
Tiny Epic Tactics is a game of strategy and combat in which players will lead their teams of 4 heroes to fight opponents and attempt to gain control of a number of areas in the realm. To setup the game, unroll the map scroll and place the boxes onto their corresponding spaces. Randomly deal each player 1 Unit card from each class (Fighters, Wizards, Rogues, and Beasts), and give them 4 Unit tokens (meeples) in their chosen color, as well as tracker tokens for Health, Ammo, and Mana. Players will select their 4-space starting location, and will place all 4 of their Units on the map. Shuffle the deck of Tactic cards, and deal 2 to each player. Players will look at the cards and select one to keep in hand, discarding the other. Place the Tactic card deck in reach of all players, and place the Control Card nearby, with the 3 Flag tokens on the Start space. The game is ready to begin!
Over a series of rounds, players will take turns performing actions until either one player has had all of their Units captured or one player has captured the final Flag token (based on player count). The remaining players will take one final turn, and then the game ends, VPs are tallied, and the player with the most VPs is the winner! A game turn is made up of four steps, the first of which being to check for Majority Control. To see if you hold a Majority Control over any of the Control Areas on the map, count the number of Units in each triggered Control Area – if your Units make up the majority of Units in that area, advance the corresponding Flag token on the Control card, and if you do not hold the majority, then nothing happens. Once a Flag has been advanced to the final space, it is given to the player who holds Majority Control.
The next step of your turn is to take up to 3 actions with your Units. Possible actions are: Movement, Melee Attack, Missile Attack, and Cast a Spell. All Units have a printed value on their cards for Movement, as well as either Melee Attack, Missile Attack, or Spell Attack value, based on the Unit’s class. All of these actions are pretty self-explanatory, with a couple of extra components – use of Ammo/Mana, rolling dice, advantages/penalties based on Elevation, etc. – that make the gameplay strategic and challenging. The third turn step is to remove Weakened tokens (more on this later), and the final step is to draw a Tactic Card. Look at the card, and either keep it in hand or discard it – you may only ever have 2 Tactic Cards in hand. Play continues in this fashion until the end of the game is triggered, either when a single player has had all 4 of their Units captured or a player has taken the final Flag token. All other players take one more turn and then VPs are tallied for final scoring.
Ok so first thing I want to talk about is the use of boxes to create a 3D map. It is SO COOL. It’s such a unique idea, and one that I honestly haven’t seen before. The added aspect of Elevation in regards to movement and range for attacks really ups the strategic gameplay for me. Want to climb to a higher peak? Ok, that costs +1 movement. Don’t have enough movement to climb up this turn? Then you’re outta luck. Your strategy must always be changing based on where Units are located on the map.
Speaking of strategy, there are several different game elements that you can base your gameplay on – there is no ‘right’ way to play! Maybe you really want to focus on getting Flag tokens, so you try to protect that area and maintain majority at all costs. Maybe you don’t care about the Flags and it’s all about combat to you – you’re on the hunt for enemy Units and Area Control means nothing to you. Or maybe your aim is to complete your Tactic Cards, which will then allow you to perform a special/bonus action upon completion. There are different ways to play this game, and that makes it engaging and entertaining as you must constantly adapt your strategy while trying to figure out how your opponents are playing too!
Another neat element of Tiny Epic Tactics is that on each turn you only have 3 actions – and a single Unit may only perform one action per turn! So you can’t just spend all 3 actions moving and attacking with the same Unit, they must be spread across all of your heroes. That adds to the strategy because you have to set your Units up in advance for certain actions, but must quickly adapt based on the movements of your opponents. You can have a Unit perform a second, different, action on the same turn, but it will then become Weakened. When Weakened, a Unit cannot perform any actions on the next turn, and will have the Weakened condition removed at the end of said turn. Or, on your next turn, you may choose to pay 2 Health to remove the Weakened token and be able to act in that same turn. It’s kind of a gamble – how far are you willing to push your Units, and are you able to sacrifice their abilities for an entire turn in order to removed the Weakened token?
Let’s touch on components for a minute. These components are great, as is to be expected of the Tiny Epic series. The art is colorful and unique, the boxes are sturdy, the cards are nice and thick, and the wooden components are quality. No real gripes from me regarding production quality of this game! The gripe I do have is about the gameplay – specifically a 2-player game. When playing a 2-player game in competitive mode, the game end is triggered after 1 Flag token has been secured. This really can negate any need for strategy or player interaction, because each player starts near a Control Area, and can simply just move there and camp out to take the Flag. In my first games at a 2-player count, I found the gameplay to be kind of bland and not engaging because of this. At higher player counts, you have to interact with opponents on the map as you try to capture Control Areas. If at a 2-player count, you were required to secure 2 Flag tokens, or maybe just mandate that the secured Flag must be the one located in the center of the map, it would encourage more interactions between the players, and thereby elevate the strategy and gameplay in my opinion. Just something to consider.
Overall, I think that Tiny Epic Tactics is a solid game in this series. It is not my favorite by any means, but the gameplay and mechanics fill a gap left by the other Tiny Epics. The strategy required can be high-level, but the simplicity of the physical gameplay makes it feel accessible and inviting to all types of gamers. If you’re looking for a great 2-player Tiny Epic, maybe keep looking, but for a 3-4 player game, Tiny Epic Tactics hits the spot. Purple Phoenix Games gives it a tactical 8 / 12.
Haley Mathiot (9 KP) rated Battlemage in Books
Apr 27, 2018
Battlemage was so exciting. It held on tight and didn’t let go. I was hooked from the very first few sentences from the first chapter and from there it just got better. It was everything I’d hoped it would be. It had an exciting, well thought-out plot, complex and interesting characters, good writing, great humor, and amazing war-time magic. It had an interesting (subtle) religious and political commentary running through it that added dimension to the world. It made it more real. And it had a character that I had to really think about, really pay attention to, to figure out his true identity! I love that. I love a book that makes me think, and that surprises me.
I love good-guy/bad-guy magic. Magic that can take you to higher levels of selflessness and servant-hood and kindness, and that same magic can be used to pull you and everyone around you into filth and degradation. The Source is so powerful that, if used in the wrong hands, can completely break and ruin a person. And we see that in the battlemages. That’s my favorite kind of magic.
The narration was very good. Addis created a perfect voice for the personalities of the characters. He has superb accents and articulation, spoke clearly at a good pace, and took a book that was at 100% great and made it 200% great (which is exactly what the narrator should do! Add to the experience, not take away from it.)
The only thing about Battlemage I thought was slightly lacking was the very end. It was a little abrupt and open. Open in a good way, meaning it immediately demands a sequel. But I felt like the author was like “Hah! It’s over! bwahahahah!” rather than the kind of gentile ease away that leaves the reader feeling satisfied but still excited for what is to come. However I was still highly satisfied with the story, would totally read/listen to it again, and recommend it to anyone 18+.
I love good-guy/bad-guy magic. Magic that can take you to higher levels of selflessness and servant-hood and kindness, and that same magic can be used to pull you and everyone around you into filth and degradation. The Source is so powerful that, if used in the wrong hands, can completely break and ruin a person. And we see that in the battlemages. That’s my favorite kind of magic.
The narration was very good. Addis created a perfect voice for the personalities of the characters. He has superb accents and articulation, spoke clearly at a good pace, and took a book that was at 100% great and made it 200% great (which is exactly what the narrator should do! Add to the experience, not take away from it.)
The only thing about Battlemage I thought was slightly lacking was the very end. It was a little abrupt and open. Open in a good way, meaning it immediately demands a sequel. But I felt like the author was like “Hah! It’s over! bwahahahah!” rather than the kind of gentile ease away that leaves the reader feeling satisfied but still excited for what is to come. However I was still highly satisfied with the story, would totally read/listen to it again, and recommend it to anyone 18+.
Not to be taken at face value
This is one of those books that if you read it and then let it digest for a while, it becomes much more than it originally appears. Unfortunately, as this is quite a short story, I can’t go into much detail without giving the game away but I would suggest that if you want to get the most out of it, you don’t take it at face value.
The premise of the story is simple, two friends (Nate and AJ) spend their last night together in a “funhouse” before AJ gets shipped off to Afghanistan. The “funhouse” is not what you would find at Blackpool Pleasure Beach; there is no fun involved. From the entrance, Nate and AJ need to discard all their possessions in exchange for a pair of pyjamas and paper shoes and once inside, they are not allowed to go back - they become inmates/patients.
It doesn’t take long for the shenanigans to begin and we are “treated” to some pretty graphic descriptions of what befalls the participants. I’m quite a hardened horror reader but even some of the “treatments” made me squirm. There were a couple of “tutting” moments though as is usual with horror books (and films) whereby the characters do things that you really wouldn't do in real life but, on the whole, it’s pretty good.
I’m not sure that I can say that the main characters of Nate and AJ are particularly likeable as I didn’t feel myself warming to them at all or particularly caring about what happened to them but they are believable and well developed for such a short story.
I have read another book by Z Rider - Suckers: A Horror Novel - which was thoroughly engrossing and, like this book, has more to it than first meets the eye and I would recommend them both to anyone who enjoys this genre.
Thank you to the publisher, Dark Ride Publishing and NetGalley for providing me with an advance copy in return for an honest review.
The premise of the story is simple, two friends (Nate and AJ) spend their last night together in a “funhouse” before AJ gets shipped off to Afghanistan. The “funhouse” is not what you would find at Blackpool Pleasure Beach; there is no fun involved. From the entrance, Nate and AJ need to discard all their possessions in exchange for a pair of pyjamas and paper shoes and once inside, they are not allowed to go back - they become inmates/patients.
It doesn’t take long for the shenanigans to begin and we are “treated” to some pretty graphic descriptions of what befalls the participants. I’m quite a hardened horror reader but even some of the “treatments” made me squirm. There were a couple of “tutting” moments though as is usual with horror books (and films) whereby the characters do things that you really wouldn't do in real life but, on the whole, it’s pretty good.
I’m not sure that I can say that the main characters of Nate and AJ are particularly likeable as I didn’t feel myself warming to them at all or particularly caring about what happened to them but they are believable and well developed for such a short story.
I have read another book by Z Rider - Suckers: A Horror Novel - which was thoroughly engrossing and, like this book, has more to it than first meets the eye and I would recommend them both to anyone who enjoys this genre.
Thank you to the publisher, Dark Ride Publishing and NetGalley for providing me with an advance copy in return for an honest review.






