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Jordan Binkerd (567 KP) rated Gideon's Angel in Books
Aug 15, 2019
Note: this review is transposted from my personal review blog, and so was originally written several years ago. I figured if I reposted it here, someone might actually read it….
I received my copy of Gideon’s Angel through the Goodreads FirstReads program. This in no way influences my review, except to ensure that I was able to get ahold of this book and thus review it. I have to say, I really enjoyed this one. I want to describe it as “steampunk,” but my understanding is that steampunk is usually set in the 1800s (or at least that level of tech and society) whereas this work is firmly set in 1653. If there’s already a term for pseudo-historical fiction with a fantasy touch set in that timeframe, I apologize for not knowing what it is and using it accordingly.
Things are not going well for Richard Treadwell. The English Civil War is over, the King’s Cavaliers lost to the forces of Parliament and Oliver Cromwell, and Charles I has been executed. Treadwell has managed to escape the destruction of his cause, and has spent the past eight years in exile in France, performing a delicate balancing act between loyalty to his exiled king* and his employer, Cardinal Mazarin. When Mazarin informs him that someone is using the forces of Hell to tip the balance in their favor and asks him to spy on the exile court to find out if it is one of the king’s supporters, Treadwell decides that it’s time to get out of Paris. He accepts a mission for one of the king’s more militant supporters that will take him back to his beloved England–to lead a Royalist uprising, one last try to oust Cromwell and his Puritan cronies. Treadwell has other business to tend to as well, including a wife who by now probably considers herself a widow. Unfortunately for Treadwell’s simple worldview, it soon becomes clear that Cromwell’s power is the only thing preventing the more radical Puritan elements from running roughshod over the whole country. Worse still, a demon from the pits of Hell has appeared to a radical Puritan sect masquerading as an angel of light and ordering the death of Cromwell so that the Kingdom of God may be fulfilled. Now instead of assassinating Cromwell Treadwell will be forced to save him–if he can find a way to fight the forces of Hell, gain some allies in his quest, and avoid d’Artagnan, a young Musketeer dispatched by the Cardinal to bear him back to Paris….
I really enjoyed this book. It’s not exactly “high literature,” but I think I’ve very well established that I care far more about a work’s entertainment value than whatever it is critics look for. The world Beal creates here feels very real, slipping in background historical information without making you feel like you’ve been lectured. Some readers will probably wish for more background on the English Civil War, and that’s fine. If they care that much, there are numerous good books on the subject. If they don’t, there’s a Wikipedia article that should give you a good rundown on what happened. Beal manages to evoke seventeenth-century London in all its grimy glory, much as it would have actually been aside from the fact that all the magic we dismiss as superstition is actually going on behind the scenes. Moreover, this magic very much resembles what you would find depicted in the folklore of the era without obvious modern embellishment. I’m not really all that well versed in the history of the Freemasons, so I can’t accurately speak to how they were portrayed here except to say that I very much doubt their claim to date back to the builders of the pyramids. Then again, I doubt they have the tools to summon demons too, so maybe I shouldn’t be too critical. Secondary characters generally proved to be interestingly complex, especially Billy Chard, but I am seeing criticism of how the female characters in the book act. They aren’t weak characters by any means, but they are constrained by their roles in society. Treadwell’s wife has pragmatically joined her fate to that of the officer who took over Treadwell’s land when he was banished and is pregnant with his child. Is she weak for this? Or is she a strong female doing what she has to in order to protect what is left of her family? Treadwell’s Parisian mistress follows him to England rather than stay in Paris and face the scandal of their liasion alone. Weak, for needing Treadwell by her side? Or strong, for following him into whatever dangers he may be facing? Finally, Isabelle decides to follow her father and the rest of Treadwell’s band into battle against the forces of Darkness, deciding that it would be better to fall by his side than live on without him. Possibly a sign of weakness, but look at her situation realistically. She and her father were driven from Spain for their Jewish heritage, her mother dying along the way. Jews do not fare well in the Christian world of the seventeenth century, not even in England. The lot of a young woman alone in the world is already hard enough in this time without adding the burden of religious and ethnic persecution. She would have no respectable means of supporting herself, and could conceivably find herself forced into prostitution–on her own if she was lucky, as no more than a slave if she was not. Is preferring death in battle to such a fate a sign of weakness or of strength? She certainly has no trouble speaking her mind, and in fact berates Treadwell severely for endangering her father when they first meet. I suppose I can understand where some people would find these characters and their portrayal to be weak and sexist, but I respectfully disagree. I submit that instead they are strong characters reacting realistically to a world where women are not treated equally–in fact, I would have more of a problem with them if they demonstrated anachronistic modern sensibilities.** The ending was a little deus ex machina, but on the whole I didn’t mind. I would say that I want to read a sequel, but I don’t think the author could come up with anything to top this in terms of personal impact on the characters–Treadwell’s internal conflict between hating Cromwell and having to save him is very well done, and I fear Beal would prove unable to find something equally interesting as a follow up. We never really got to find out what happened to Treadwell back during the Thirty Years War that introduced him to the world of angels and demons, so I could see maybe writing that up….I’d buy it, anyway.
CONTENT: R-rated language, occasionally harsh but I would argue not gratuitous. Moderately explicit sexual content, as you would expect from a work in this vein.*** A fair amount of violence, from both man and demon. Not usually too gory in its description. There is also a good deal of occult content, as the villains are summoning a demon they believe to be an angel. This demon’s lesser minions dog Treadwell and his friends, and there are multiple encounters with them. One is implied to be a golem, others appear as strange amalgamations of beast(s) and man. For me, this is adequately balanced by the recognition that, as powerful as the forces of Darkness are, God is far more powerful than they. Bottom line: if you’re mature enough to handle the other content, I don’t believe the occult elements should prove to be an issue.
*Charles I was executed, while his son Charles II went into exile. Just in case you were concerned with the historical accuracy of the book. So far as I can tell, this is pretty accurate. You know, aside from the demons and fictional characters roaming London…..
**Please understand, I’m neither defending nor endorsing the inequality of the seventeenth century. Neither is Clifford Beal, for that matter. I’m simply pointing out that it was how it was, and this was the world the characters would have come from. I’m all for equality, but to whitewash history and pretend it was different from it was….that way lies dangerous waters.
***This evokes more than anything a supernatural-tinged Alexandre Dumas novel for me….and you know how bawdry his musketeers could be when they wanted to be.
Original post: https://jordanbinkerd.wordpress.com/2013/10/24/review-gideons-angel-by-clifford-beal/
I received my copy of Gideon’s Angel through the Goodreads FirstReads program. This in no way influences my review, except to ensure that I was able to get ahold of this book and thus review it. I have to say, I really enjoyed this one. I want to describe it as “steampunk,” but my understanding is that steampunk is usually set in the 1800s (or at least that level of tech and society) whereas this work is firmly set in 1653. If there’s already a term for pseudo-historical fiction with a fantasy touch set in that timeframe, I apologize for not knowing what it is and using it accordingly.
Things are not going well for Richard Treadwell. The English Civil War is over, the King’s Cavaliers lost to the forces of Parliament and Oliver Cromwell, and Charles I has been executed. Treadwell has managed to escape the destruction of his cause, and has spent the past eight years in exile in France, performing a delicate balancing act between loyalty to his exiled king* and his employer, Cardinal Mazarin. When Mazarin informs him that someone is using the forces of Hell to tip the balance in their favor and asks him to spy on the exile court to find out if it is one of the king’s supporters, Treadwell decides that it’s time to get out of Paris. He accepts a mission for one of the king’s more militant supporters that will take him back to his beloved England–to lead a Royalist uprising, one last try to oust Cromwell and his Puritan cronies. Treadwell has other business to tend to as well, including a wife who by now probably considers herself a widow. Unfortunately for Treadwell’s simple worldview, it soon becomes clear that Cromwell’s power is the only thing preventing the more radical Puritan elements from running roughshod over the whole country. Worse still, a demon from the pits of Hell has appeared to a radical Puritan sect masquerading as an angel of light and ordering the death of Cromwell so that the Kingdom of God may be fulfilled. Now instead of assassinating Cromwell Treadwell will be forced to save him–if he can find a way to fight the forces of Hell, gain some allies in his quest, and avoid d’Artagnan, a young Musketeer dispatched by the Cardinal to bear him back to Paris….
I really enjoyed this book. It’s not exactly “high literature,” but I think I’ve very well established that I care far more about a work’s entertainment value than whatever it is critics look for. The world Beal creates here feels very real, slipping in background historical information without making you feel like you’ve been lectured. Some readers will probably wish for more background on the English Civil War, and that’s fine. If they care that much, there are numerous good books on the subject. If they don’t, there’s a Wikipedia article that should give you a good rundown on what happened. Beal manages to evoke seventeenth-century London in all its grimy glory, much as it would have actually been aside from the fact that all the magic we dismiss as superstition is actually going on behind the scenes. Moreover, this magic very much resembles what you would find depicted in the folklore of the era without obvious modern embellishment. I’m not really all that well versed in the history of the Freemasons, so I can’t accurately speak to how they were portrayed here except to say that I very much doubt their claim to date back to the builders of the pyramids. Then again, I doubt they have the tools to summon demons too, so maybe I shouldn’t be too critical. Secondary characters generally proved to be interestingly complex, especially Billy Chard, but I am seeing criticism of how the female characters in the book act. They aren’t weak characters by any means, but they are constrained by their roles in society. Treadwell’s wife has pragmatically joined her fate to that of the officer who took over Treadwell’s land when he was banished and is pregnant with his child. Is she weak for this? Or is she a strong female doing what she has to in order to protect what is left of her family? Treadwell’s Parisian mistress follows him to England rather than stay in Paris and face the scandal of their liasion alone. Weak, for needing Treadwell by her side? Or strong, for following him into whatever dangers he may be facing? Finally, Isabelle decides to follow her father and the rest of Treadwell’s band into battle against the forces of Darkness, deciding that it would be better to fall by his side than live on without him. Possibly a sign of weakness, but look at her situation realistically. She and her father were driven from Spain for their Jewish heritage, her mother dying along the way. Jews do not fare well in the Christian world of the seventeenth century, not even in England. The lot of a young woman alone in the world is already hard enough in this time without adding the burden of religious and ethnic persecution. She would have no respectable means of supporting herself, and could conceivably find herself forced into prostitution–on her own if she was lucky, as no more than a slave if she was not. Is preferring death in battle to such a fate a sign of weakness or of strength? She certainly has no trouble speaking her mind, and in fact berates Treadwell severely for endangering her father when they first meet. I suppose I can understand where some people would find these characters and their portrayal to be weak and sexist, but I respectfully disagree. I submit that instead they are strong characters reacting realistically to a world where women are not treated equally–in fact, I would have more of a problem with them if they demonstrated anachronistic modern sensibilities.** The ending was a little deus ex machina, but on the whole I didn’t mind. I would say that I want to read a sequel, but I don’t think the author could come up with anything to top this in terms of personal impact on the characters–Treadwell’s internal conflict between hating Cromwell and having to save him is very well done, and I fear Beal would prove unable to find something equally interesting as a follow up. We never really got to find out what happened to Treadwell back during the Thirty Years War that introduced him to the world of angels and demons, so I could see maybe writing that up….I’d buy it, anyway.
CONTENT: R-rated language, occasionally harsh but I would argue not gratuitous. Moderately explicit sexual content, as you would expect from a work in this vein.*** A fair amount of violence, from both man and demon. Not usually too gory in its description. There is also a good deal of occult content, as the villains are summoning a demon they believe to be an angel. This demon’s lesser minions dog Treadwell and his friends, and there are multiple encounters with them. One is implied to be a golem, others appear as strange amalgamations of beast(s) and man. For me, this is adequately balanced by the recognition that, as powerful as the forces of Darkness are, God is far more powerful than they. Bottom line: if you’re mature enough to handle the other content, I don’t believe the occult elements should prove to be an issue.
*Charles I was executed, while his son Charles II went into exile. Just in case you were concerned with the historical accuracy of the book. So far as I can tell, this is pretty accurate. You know, aside from the demons and fictional characters roaming London…..
**Please understand, I’m neither defending nor endorsing the inequality of the seventeenth century. Neither is Clifford Beal, for that matter. I’m simply pointing out that it was how it was, and this was the world the characters would have come from. I’m all for equality, but to whitewash history and pretend it was different from it was….that way lies dangerous waters.
***This evokes more than anything a supernatural-tinged Alexandre Dumas novel for me….and you know how bawdry his musketeers could be when they wanted to be.
Original post: https://jordanbinkerd.wordpress.com/2013/10/24/review-gideons-angel-by-clifford-beal/
Purple Phoenix Games (2266 KP) rated Macaron in Tabletop Games
Oct 20, 2020
The only game I have ever been able to play with my extended family on a regular basis, and provided us an excuse to get together every Sunday, is Euchre. My family loves Euchre. It took me a long time to finally learn it, and I did so on a tour bus traveling from Paris to Barcelona. I played so much Euchre on that tour. I still play Euchre somewhat regularly with my wife and in-laws. What does this all have to do with a delicious-looking game about difficult to nail baked goods? Well, I described Macaron to my wife as, “A more intense Euchre with a baking theme, where the bowers may actually kill someone.”
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.
Purple Phoenix Games (2266 KP) rated Kingdoms of the Deep in Tabletop Games
Dec 26, 2020
Underwater-themed games are fast becoming some of my favorite to play. I have always enjoyed visiting aquariums (the Ripley’s Aquarium of the Smokies is by far the best I’ve seen) and I have owned many of my own tanks. So I have a soft spot. Couple a great theme with a great publisher and what do we get? A great game? Yep!
Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.
The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.
During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.
Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.
The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.
All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.
I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.
If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.
Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.
The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.
During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.
Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.
The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.
All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.
I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.
If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.
Hadley (567 KP) rated In Cold Blood: A True Account of a Multiple Murder and Its Consequences in Books
Aug 2, 2020
The writing (1 more)
The flow
In the 'Introduction' of Capote's true crime novel In Cold Blood, American writer Bob Colacello states: "Capote was one of the first who dared to elevate journalism to the level of art. In Cold Blood is a work of great discipline and even greater restraint, a tale of fate, as spare and elegiac as a Greek tragedy, as rich in its breadth and depth as the classic French novels of Stendhal and Flaubert. 'We all have our souls and we all have facades,' Truman Capote told his friend Kay Meehan a year or so before he came upon the news that would inspire his masterpiece, 'and then there's something in between that makes us function as people. That's what I have the ability to communicate.' "
The novel, which was published in 1965, is an eyewitness account of Capote's visitation to the scene of the murder as well as meetings with the murderers and townspeople- - - a retelling of the crime and aftermath, mostly from the eyes of those affected, by hundreds of hours of interviews and interrogations. The novel, ultimately, was the end of Capote which led him to alcoholism that took his life in 1984.
Like most small-town murders, a tension between residences is created when a well-known and well-liked family of four is brutally murdered, and everyone begins to point a finger at the other: "But afterward the townspeople, theretofore sufficiently unfearful of each other to seldom trouble to lock their doors, found fantasy re-creating them over and again - - - those somber explosions that stimulated fires of mistrust in the glare of which many old neighbors viewed each other strangely, and as strangers." Fortunately, the KBI (Kansas Bureau of Investigation) didn't allow these accusations to keep them from finding the real killers.
" 'Deep down,' Perry continued, 'way, way rock bottom, I never thought I could do it. A thing like that.' " Perry Smith, one of the murderers, confesses to his cohort and partner-in-crime, Richard Hickock, about murdering the Clutter family. "Presently, he said, 'Know what it is that really bugs me? About that other thing[Clutter murder]? It's just I don't believe it- - - that anyone can get away with a thing like that.' And he suspected that Dick [Richard] didn't, either. For Dick was at least partly inhabited by Perry's mystical-moral apprehensions. Thus: 'Now, just shut up!' "
Capote writes clearly of the impact that Smith's and Hickock's past may have played leading up to the murders, mostly focusing on Smith's traumatic childhood. During the trial portion of the book, a psychologist is brought in to point out how the two murderers may not have been responsible for their actions due-to instances in their past - - - a horrific car crash in Hickock's that left him with a lop-sided face and black-out spells, as well as Smith being physically and emotional abused by his alcoholic mother and father. In exploring these traumas, In Cold Blood leaves the impression that these two men were merely ticking time bombs and that the Clutter family, unfortunately, had to pay for it.
The trauma shared by Hickock and Smith help to shape the two murderers into actual human beings rather than monsters throughout the novel: one scene, where we get to read a letter to Smith from his last living sister, readers get to see how he was perceived by his family members, as his sister goes on to degrade him to the maturity level of a child and that she is above him because of that- - -but she also reveals her jealousy of their father loving him more than he ever loved her (despite the excessive abuse). A close friend of Smith's tells him to be careful writing her anymore because he believes that: 'they can only serve to increase your already dangerous anti-social instincts.'
Part of the narrative, too, is the KBI agent in-charge of the Clutter murder, Alvin Dewey: One day while visiting Holcomb's well-known cafe (Hartman's) where Dewey is told he looks awful from weight loss and fatigue - - - Dewey recalls that he had spent: 'two wearying and wasted days trying to trace that phantom pair, the Mexicans sworn by Paul Helm to have visited Mr. Clutter on the eve of the murders.' And then he gets heckled by a local, who wants to know why he hasn't found the people responsible yet,but Dewey simply smiles and walks away, having put up with numerous people being angry that the murders were taking so long to solve.
But it wasn't footwork that got the pair arrested, it was an old cellmate who had given Hickock the idea that there was $10,000 in a safe at the Clutter farm that came forward: (read this on my blog because I had to cut it out since my review was too long!).
Meanwhile, readers also get to experience Hickock and Smith's troubles as they are on the run after the murders which is done masterfully by Capote. And although one would assume that the killers would stay as far away from Kansas as possible, the two end up back there, only to miraculously get out before the police can catch up with them. The pair decide to head to Florida, where, on December 19, 1959, an entire family was murdered in the exact same way as the Clutters; Hickock and Smith both adamantly denied that they were involved with it - - - and back in 2012- - - Hickock and Smith's bodies were exhumed to compare their DNA with a profile found on one of the victim's clothing: they were not a match. The case remains unsolved til this day.
" Presently he[Smith] came across an inner-page story that won his entire attention. It concerned murder, the slaying of a Florida family, a Mr. and Mrs. Clifford Walker, their four-year-old son, and their two-year-old daughter. Each of the victims, though not bound or gagged, had been shot through the head with a .22 weapon. The crime, clueless and apparently motiveless, had taken place Saturday night, December 19, at the Walker home, on a cattle-raising ranch not far from Tallahassee."
Not soon after the pair leave the Florida beaches, they are arrested on what they believe to be parole violations, but it's clear, when the arresting officers are KBI agents that they had been caught for the Clutter murders. " 'Listen good, Perry. Because Mr. Duntz[KBI agent] is going to tell you where you really were...' Midway in the questioning, after he'd[Smith] begun to notice the number of allusions to a particular November weekend, he'd nerved himself for what he knew was coming, yet when it did, when the big cowboy with the sleepy voice said, 'You were killing the Clutter family' - - - well, he'd damn near died. That's all. "
The confession that follows is the most intense part of the book, given in it's entirety, readers finally get to know what happened to the Clutter family that cold night in November, 1959. Smith reveals that he never had the intention to kill anyone in the home, and that when the safe hadn't been found, he had fully intended to leave, even without Hickock, but what kept him there was Hickock threatening to rape Nancy Clutter. Smith states that he hates people who can't control themselves sexually, and that he didn't allow his partner to touch her at all. He also reveals that he thought about killing Hickock afterwards,stating: " no witnesses."
Capote didn't write 'In Cold Blood' until after Hickock and Smith were executed. The amount of interviews, court room appearances, and even witnessing the executions of both murderers shines through in this novel. But the book has also brought about doubters; a handful of people have since come forward to state that Capote's masterpiece is either 'not the full story' or 'completely wrong.' Just as recent as 2017, a man came forward with a 'manuscript' of a book that Hickock was writing, that contained a different confession on how and why the murders took place- - - Hickock states in this unpublished manuscript that a man by the name 'Roberts' had hired him and Smith to kill the Clutters.
Whether or not you believe that Capote wrote the whole truth or some of the truth, this novel is flawless and beautiful. The writing is poetic and the flow of the story keeps moving, page after page, never stopping long enough to bore the reader. I highly recommend this book as a MUST READ for anyone who loves the True Crime genre.
The novel, which was published in 1965, is an eyewitness account of Capote's visitation to the scene of the murder as well as meetings with the murderers and townspeople- - - a retelling of the crime and aftermath, mostly from the eyes of those affected, by hundreds of hours of interviews and interrogations. The novel, ultimately, was the end of Capote which led him to alcoholism that took his life in 1984.
Like most small-town murders, a tension between residences is created when a well-known and well-liked family of four is brutally murdered, and everyone begins to point a finger at the other: "But afterward the townspeople, theretofore sufficiently unfearful of each other to seldom trouble to lock their doors, found fantasy re-creating them over and again - - - those somber explosions that stimulated fires of mistrust in the glare of which many old neighbors viewed each other strangely, and as strangers." Fortunately, the KBI (Kansas Bureau of Investigation) didn't allow these accusations to keep them from finding the real killers.
" 'Deep down,' Perry continued, 'way, way rock bottom, I never thought I could do it. A thing like that.' " Perry Smith, one of the murderers, confesses to his cohort and partner-in-crime, Richard Hickock, about murdering the Clutter family. "Presently, he said, 'Know what it is that really bugs me? About that other thing[Clutter murder]? It's just I don't believe it- - - that anyone can get away with a thing like that.' And he suspected that Dick [Richard] didn't, either. For Dick was at least partly inhabited by Perry's mystical-moral apprehensions. Thus: 'Now, just shut up!' "
Capote writes clearly of the impact that Smith's and Hickock's past may have played leading up to the murders, mostly focusing on Smith's traumatic childhood. During the trial portion of the book, a psychologist is brought in to point out how the two murderers may not have been responsible for their actions due-to instances in their past - - - a horrific car crash in Hickock's that left him with a lop-sided face and black-out spells, as well as Smith being physically and emotional abused by his alcoholic mother and father. In exploring these traumas, In Cold Blood leaves the impression that these two men were merely ticking time bombs and that the Clutter family, unfortunately, had to pay for it.
The trauma shared by Hickock and Smith help to shape the two murderers into actual human beings rather than monsters throughout the novel: one scene, where we get to read a letter to Smith from his last living sister, readers get to see how he was perceived by his family members, as his sister goes on to degrade him to the maturity level of a child and that she is above him because of that- - -but she also reveals her jealousy of their father loving him more than he ever loved her (despite the excessive abuse). A close friend of Smith's tells him to be careful writing her anymore because he believes that: 'they can only serve to increase your already dangerous anti-social instincts.'
Part of the narrative, too, is the KBI agent in-charge of the Clutter murder, Alvin Dewey: One day while visiting Holcomb's well-known cafe (Hartman's) where Dewey is told he looks awful from weight loss and fatigue - - - Dewey recalls that he had spent: 'two wearying and wasted days trying to trace that phantom pair, the Mexicans sworn by Paul Helm to have visited Mr. Clutter on the eve of the murders.' And then he gets heckled by a local, who wants to know why he hasn't found the people responsible yet,but Dewey simply smiles and walks away, having put up with numerous people being angry that the murders were taking so long to solve.
But it wasn't footwork that got the pair arrested, it was an old cellmate who had given Hickock the idea that there was $10,000 in a safe at the Clutter farm that came forward: (read this on my blog because I had to cut it out since my review was too long!).
Meanwhile, readers also get to experience Hickock and Smith's troubles as they are on the run after the murders which is done masterfully by Capote. And although one would assume that the killers would stay as far away from Kansas as possible, the two end up back there, only to miraculously get out before the police can catch up with them. The pair decide to head to Florida, where, on December 19, 1959, an entire family was murdered in the exact same way as the Clutters; Hickock and Smith both adamantly denied that they were involved with it - - - and back in 2012- - - Hickock and Smith's bodies were exhumed to compare their DNA with a profile found on one of the victim's clothing: they were not a match. The case remains unsolved til this day.
" Presently he[Smith] came across an inner-page story that won his entire attention. It concerned murder, the slaying of a Florida family, a Mr. and Mrs. Clifford Walker, their four-year-old son, and their two-year-old daughter. Each of the victims, though not bound or gagged, had been shot through the head with a .22 weapon. The crime, clueless and apparently motiveless, had taken place Saturday night, December 19, at the Walker home, on a cattle-raising ranch not far from Tallahassee."
Not soon after the pair leave the Florida beaches, they are arrested on what they believe to be parole violations, but it's clear, when the arresting officers are KBI agents that they had been caught for the Clutter murders. " 'Listen good, Perry. Because Mr. Duntz[KBI agent] is going to tell you where you really were...' Midway in the questioning, after he'd[Smith] begun to notice the number of allusions to a particular November weekend, he'd nerved himself for what he knew was coming, yet when it did, when the big cowboy with the sleepy voice said, 'You were killing the Clutter family' - - - well, he'd damn near died. That's all. "
The confession that follows is the most intense part of the book, given in it's entirety, readers finally get to know what happened to the Clutter family that cold night in November, 1959. Smith reveals that he never had the intention to kill anyone in the home, and that when the safe hadn't been found, he had fully intended to leave, even without Hickock, but what kept him there was Hickock threatening to rape Nancy Clutter. Smith states that he hates people who can't control themselves sexually, and that he didn't allow his partner to touch her at all. He also reveals that he thought about killing Hickock afterwards,stating: " no witnesses."
Capote didn't write 'In Cold Blood' until after Hickock and Smith were executed. The amount of interviews, court room appearances, and even witnessing the executions of both murderers shines through in this novel. But the book has also brought about doubters; a handful of people have since come forward to state that Capote's masterpiece is either 'not the full story' or 'completely wrong.' Just as recent as 2017, a man came forward with a 'manuscript' of a book that Hickock was writing, that contained a different confession on how and why the murders took place- - - Hickock states in this unpublished manuscript that a man by the name 'Roberts' had hired him and Smith to kill the Clutters.
Whether or not you believe that Capote wrote the whole truth or some of the truth, this novel is flawless and beautiful. The writing is poetic and the flow of the story keeps moving, page after page, never stopping long enough to bore the reader. I highly recommend this book as a MUST READ for anyone who loves the True Crime genre.
Kristy H (1252 KP) rated Before I Let Go in Books
Jan 5, 2018
Easy to read (1 more)
Honest portrayal of mental illness
Lacks full character development (1 more)
Difficult to discern full point
Quick read that falls a little short
When Corey gets the call that her best friend, Kyra, has passed away--falling under the ice in their frigid hometown of Lost Creek, Alaska--she is devastated. Corey has been gone from Lost, as it's known, away at boarding school, corresponding with Kyra only via letters. She was due to visit in a few days and now her best friend is gone. Lost always shunned Kyra because she was bipolar and had maniac episodes. The small, insulated town couldn't understand Kyra's highs and lows. She stood out too much in a place where being different was wrong. But the seven months that Corey's been away has been long enough for the town of Lost to turn on her and now deem her an outsider. Since Corey's departure, Lost has suddenly embraced Kyra, though Corey isn't sure why. Even worse, they are calling Kyra's death meant to be, her time. They've rallied around in her death and they want nothing to do with Corey. Kyra always said she would wait for Corey to return: why didn't she?
I definitely have some mixed feelings about this one. It's billed as a YA mystery, and I can see its drama appealing more to teens, perhaps, but I could never really fully tell what the book was truly about or what it was trying to be. It has weird unexplained mystical elements thrown in--think Carol Goodman or Jennifer McMahon, but they aren't fully fleshed out or well-explained. I believe the intent is to slowly build up suspense and creep you out, but they don't slowly build up (they sort of start out full force and stay there, or almost trickle away... it's hard to explain) and they never really seem to have a purpose. So it's just one element of the book that leaves you hanging. The ending, too, leaves you with little closure.
The novel is told mainly from Corey's perspective, but we also get weird snippets told as if in a play format (like we're hearing from the town), but those aren't fully formed either. It's very strange. I liked Corey, but she comes in angry at her town and we don't get a lot of explanation into her character or real background into her friendship with Kyra, despite being assured that they were best friends up until Corey left.
It's sad, because I was really drawn to the character of Kyra (you get flashbacks to the girls' friendship and life before Kyra's death). I thought the book did a fairly good job of portraying mental illness and honestly Kyra--despite her death--seemed to be the most fully formed character in many ways. She implores Corey not to fix her, that she's not a puzzle to solve, and she discusses her manic spells in a very mature and very thoughtful way. It's one of the reasons that I'm keeping a three-star rating for this one; I'm hoping the portrayal of her illness can help and inform others.
There are also a variety of relationships portrayed in the novel--albeit, I thought, rather superficially--lesbian, pansexual, asexual, gay, etc. I wouldn't say any relationship is at all fully delved into, but I appreciate that Nijkamp at least wanted to try to be representative with her characters.
The other thing is that Nijkamp's books are just so darn easy to read. I remember that about This Is Where It Ends, too. I read almost this entire novel in one setting. Her writing draws you in so easily, even if you don't always agree with what you're reading, or if you wish for more character development. You could pick this up and fly through it in a day.
In the end, this certainly wasn't what I expected. The strange mystical elements seemed out of place and they, along with most of the characters, weren't really fleshed out. I was a fan of how easy the story was to read and the mental illness portrayal, though, as well as how easy the story was to read. I was drawn to the character of Kyra and wished I could have learned even more about her. The story was compelling and Nijkamp did an excellent job making you feel the cold of the Alaskan setting and the similar coldness of the townspeople. At the same time, while I could certainly see a small town being incredibly close-minded (and they were), some of the other plot points seemed a little overboard. A quick read, especially for teens.
I definitely have some mixed feelings about this one. It's billed as a YA mystery, and I can see its drama appealing more to teens, perhaps, but I could never really fully tell what the book was truly about or what it was trying to be. It has weird unexplained mystical elements thrown in--think Carol Goodman or Jennifer McMahon, but they aren't fully fleshed out or well-explained. I believe the intent is to slowly build up suspense and creep you out, but they don't slowly build up (they sort of start out full force and stay there, or almost trickle away... it's hard to explain) and they never really seem to have a purpose. So it's just one element of the book that leaves you hanging. The ending, too, leaves you with little closure.
The novel is told mainly from Corey's perspective, but we also get weird snippets told as if in a play format (like we're hearing from the town), but those aren't fully formed either. It's very strange. I liked Corey, but she comes in angry at her town and we don't get a lot of explanation into her character or real background into her friendship with Kyra, despite being assured that they were best friends up until Corey left.
It's sad, because I was really drawn to the character of Kyra (you get flashbacks to the girls' friendship and life before Kyra's death). I thought the book did a fairly good job of portraying mental illness and honestly Kyra--despite her death--seemed to be the most fully formed character in many ways. She implores Corey not to fix her, that she's not a puzzle to solve, and she discusses her manic spells in a very mature and very thoughtful way. It's one of the reasons that I'm keeping a three-star rating for this one; I'm hoping the portrayal of her illness can help and inform others.
There are also a variety of relationships portrayed in the novel--albeit, I thought, rather superficially--lesbian, pansexual, asexual, gay, etc. I wouldn't say any relationship is at all fully delved into, but I appreciate that Nijkamp at least wanted to try to be representative with her characters.
The other thing is that Nijkamp's books are just so darn easy to read. I remember that about This Is Where It Ends, too. I read almost this entire novel in one setting. Her writing draws you in so easily, even if you don't always agree with what you're reading, or if you wish for more character development. You could pick this up and fly through it in a day.
In the end, this certainly wasn't what I expected. The strange mystical elements seemed out of place and they, along with most of the characters, weren't really fleshed out. I was a fan of how easy the story was to read and the mental illness portrayal, though, as well as how easy the story was to read. I was drawn to the character of Kyra and wished I could have learned even more about her. The story was compelling and Nijkamp did an excellent job making you feel the cold of the Alaskan setting and the similar coldness of the townspeople. At the same time, while I could certainly see a small town being incredibly close-minded (and they were), some of the other plot points seemed a little overboard. A quick read, especially for teens.
graveyardgremlin (7194 KP) rated The Other Boleyn Girl in Books
Feb 15, 2019
Going into <b>The Other Boleyn Girl</b> I already knew that the historical details weren't very factual, but I had this laying around and needed something both light and set in the past, so I figured this would do nicely. The writing itself is perfectly fine, and mostly, I did enjoy the book. Although, for the first half, it seemed as if everyone only wore red and by the end I got so sick of hearing about Anne's "B" for Boleyn necklace I could scream.
Mary Boleyn, the narrator, is a strange character: sympathetic and of reasonable intelligence one minute, a moronic irritant the next. Personality-wise she went up and down and back and forth. First she was fine not being the King's favorite anymore and seeming to want to leave the court life for the country to be with her children, then she was jealous of a title Anne received, years after the affair between Mary and Henry was over. Possibly this was put in as part of the rivalry between the sisters, but it didn't contextually fit. Her development could have used more work and she didn't mature or change much throughout the whole book, especially between the years 1522 to 1533. I seriously got tired of everybody's patronizing and calling her a fool all the time. They should have just named the book, <b>The Foolish Boleyn Girl</b>. I find it hard to believe Mary was so ignorant the king would have continued to have her as mistress for four years, give or take. She had to offer something other than good looks and being great in the bedroom. Anne herself sure was a piece of work, and even though she was pretty much evil throughout the book, I did still feel sorry for her at the end. Jane Parker was a one-dimensional malicious harpy who wasn't given a reason why she was that way; she was just the resident baddy to the Boleyns. To me, it felt like defamation of character.
Politics and the separation of the Church of England from the Catholic Church were merely mentioned in passing as court life and its primary players took center stage. The whole incest plot, I could have done without. Now if it were the absolute truth then it'd be okay, but since it's highly debatable and based on hearsay, I found it unnecessary and gratuitous. Around the two-thirds mark, the pace let up and it became more sluggish and boring, and it wasn't until the last sixty pages that it recaptured my attention again.
As long as readers know going into this book that the history has been twisted around and invented for pure sensation, then it's fine as a fictional read, but take any "facts" with a grain of salt. While it was an okay read, I didn't love it, but it managed to divert my attention for a few days.
One last note dealing with the fourth question in the Q&A with Philippa Gregory in the back of the book:
<blockquote>How about Mary and Anne's brother, George? Did he really sleep with his sister so that she could give Henry a son?
<i>Nobody can know the answer to this one. Anne was accused of adultery with George at their trials and his wife gave evidence against them both. Most people think the trial was a show trial, but it is an interesting accusation. Anne had three miscarriages by the time of her trial, and she was not a woman to let something like sin or crime stand in her way--she was clearly guilty of one murder. I think if she had thought that Henry could not bear a son she was quite capable of finding someone to father a child on her. If she thought that, then George would have been the obvious choice.</i></blockquote>
Obvious? How in the world is that obvious? You cannot be serious, Ms. Gregory. Now I'm far from an expert in Tudor England, but I cannot imagine that being a common practice. Maybe someone more knowledgeable about this time could tell me if that ever happened, because it just boggles my mind that George would be the "<i>obvious choice</i>." Not to mention, who the hell did Anne supposedly kill? I hadn't heard that anywhere. Even my searches are coming up blank.
Mary Boleyn, the narrator, is a strange character: sympathetic and of reasonable intelligence one minute, a moronic irritant the next. Personality-wise she went up and down and back and forth. First she was fine not being the King's favorite anymore and seeming to want to leave the court life for the country to be with her children, then she was jealous of a title Anne received, years after the affair between Mary and Henry was over. Possibly this was put in as part of the rivalry between the sisters, but it didn't contextually fit. Her development could have used more work and she didn't mature or change much throughout the whole book, especially between the years 1522 to 1533. I seriously got tired of everybody's patronizing and calling her a fool all the time. They should have just named the book, <b>The Foolish Boleyn Girl</b>. I find it hard to believe Mary was so ignorant the king would have continued to have her as mistress for four years, give or take. She had to offer something other than good looks and being great in the bedroom. Anne herself sure was a piece of work, and even though she was pretty much evil throughout the book, I did still feel sorry for her at the end. Jane Parker was a one-dimensional malicious harpy who wasn't given a reason why she was that way; she was just the resident baddy to the Boleyns. To me, it felt like defamation of character.
Politics and the separation of the Church of England from the Catholic Church were merely mentioned in passing as court life and its primary players took center stage. The whole incest plot, I could have done without. Now if it were the absolute truth then it'd be okay, but since it's highly debatable and based on hearsay, I found it unnecessary and gratuitous. Around the two-thirds mark, the pace let up and it became more sluggish and boring, and it wasn't until the last sixty pages that it recaptured my attention again.
As long as readers know going into this book that the history has been twisted around and invented for pure sensation, then it's fine as a fictional read, but take any "facts" with a grain of salt. While it was an okay read, I didn't love it, but it managed to divert my attention for a few days.
One last note dealing with the fourth question in the Q&A with Philippa Gregory in the back of the book:
<blockquote>How about Mary and Anne's brother, George? Did he really sleep with his sister so that she could give Henry a son?
<i>Nobody can know the answer to this one. Anne was accused of adultery with George at their trials and his wife gave evidence against them both. Most people think the trial was a show trial, but it is an interesting accusation. Anne had three miscarriages by the time of her trial, and she was not a woman to let something like sin or crime stand in her way--she was clearly guilty of one murder. I think if she had thought that Henry could not bear a son she was quite capable of finding someone to father a child on her. If she thought that, then George would have been the obvious choice.</i></blockquote>
Obvious? How in the world is that obvious? You cannot be serious, Ms. Gregory. Now I'm far from an expert in Tudor England, but I cannot imagine that being a common practice. Maybe someone more knowledgeable about this time could tell me if that ever happened, because it just boggles my mind that George would be the "<i>obvious choice</i>." Not to mention, who the hell did Anne supposedly kill? I hadn't heard that anywhere. Even my searches are coming up blank.
Cyn Armistead (14 KP) rated Forever Werewolf in Books
Mar 1, 2018
Full disclosure: I was given a copy of this book to review. I'm glad I didn't buy it. I imagine I might have been harsher.
In <i>Forever Werewolf</i>, Tryst is just delivering a package to Wulfsiege on behalf of his father's security company when he gets trapped there by an avalanche. He doesn't mind, though, because the recipient of that package has a luscious daughter, Lexi.
Female werewolves are rare, and those few are protected like the precious treasures they are. Even though Tryst wasn't brought up in a pack, he knows that much. He also knows there's something very strange about the fact that Lexi isn't claimed by any of the males in the pack - in fact, they seem to give her a wide berth. She's obviously highly intelligent and competent, and she's beautiful. She's far more alluring to him than her spoiled, pampered princess sister could ever be.
Lexi is fascinated by Tryst, despite being warned away from the half-blooded wolf by her ailing father. He seems interested in her, as well, but she fears that's only because he doesn't know her crippling secret: she hasn't ever shifted. A werewolf who can't shift can't mate, so she's useless in the eyes of the pack.
Tryst is warned away from Lexi by her father, head of the pack, as well, but he can't seem to stay away from her. She's like no other woman, werewolf or mortal, he's ever encountered. What is it that draws them to each other? Is it worth risking their lives for?
It was obvious to me from the first pages of the book that Tryst and Lexi would get together, and that it would cost Tryst many bruises and much grief. The bad guy was all too obvious, as well - if the average reader can't identify him in the first mention, I'll be shocked. (Perhaps I should be more specific and say "experienced romance reader" instead.)
As for <i>Moon Kissed</i>, it was so forgettable that I'd have to look up the main male's name. The female was Bella, something I only recall due to bad memories of <i>Twilight</i>. Oh, wait, the male was Severo! Right then. Severo saves Bella from vampires who chase her, while frightening the hell out of her himself, groping her, and offering absolutely no explanations of the strange new realities her world is suddenly encompassing.
After that event, Bella learns that her best friend Seth's new girlfriend is a vampire, something Seth just hadn't quite gotten around to mentioning. Seth explains that Severo (whose name she doesn't yet know) is probably a werewolf, from her description of him and his actions. Severo has, in the meantime, started stalking Bella to protect her from the vampires he's sure will continue to hunt her (for reasons unknown to him when he starts on this plan of action). After seeing Seth with vampire Evie, with whom Severo has history, Severo realizes that Evie probably sicced the vampires on Bella due to jealousy.
One of the many, many things that bothered me about this book is that Bella is supposedly a web designer, but she never seems to work. She certainly doesn't have a laptop, which would be de rigeur, and she lives in a ridiculously upscale place (an apartment with its very own heated pool?) for someone in that profession. She can afford a lot of dance lessons, too - but her real source of income or capital is never explained. Apparently Hauf was just looking for a profession that could be "done anywhere" and someone suggested "web designer" so she grabbed that and ran with it.
Of course, Severo is also supposed to "do something with real estate" - how believable is that as a character detail? I guess we're supposed to just accept that he's rich, can spend his time as he pleases, and let everything else go without question. How is it that he has a Brownie for a housekeeper? What's the relationship between Faery and werewolves and vampires? Who knows?
The story does not get more believable as it goes on. Of course Bella falls in love with her stalker and trusts him completely. There are evil vampires. There's one good vampire, just to show that they aren't uniformly bad. But you can tell where Severo and Bella's relationship is going in the earliest scenes, and that's the most important part of the book, because it's a romance. There are complications but they'll be overcome, or it wouldn't be a romance.
In <i>Forever Werewolf</i>, Tryst is just delivering a package to Wulfsiege on behalf of his father's security company when he gets trapped there by an avalanche. He doesn't mind, though, because the recipient of that package has a luscious daughter, Lexi.
Female werewolves are rare, and those few are protected like the precious treasures they are. Even though Tryst wasn't brought up in a pack, he knows that much. He also knows there's something very strange about the fact that Lexi isn't claimed by any of the males in the pack - in fact, they seem to give her a wide berth. She's obviously highly intelligent and competent, and she's beautiful. She's far more alluring to him than her spoiled, pampered princess sister could ever be.
Lexi is fascinated by Tryst, despite being warned away from the half-blooded wolf by her ailing father. He seems interested in her, as well, but she fears that's only because he doesn't know her crippling secret: she hasn't ever shifted. A werewolf who can't shift can't mate, so she's useless in the eyes of the pack.
Tryst is warned away from Lexi by her father, head of the pack, as well, but he can't seem to stay away from her. She's like no other woman, werewolf or mortal, he's ever encountered. What is it that draws them to each other? Is it worth risking their lives for?
It was obvious to me from the first pages of the book that Tryst and Lexi would get together, and that it would cost Tryst many bruises and much grief. The bad guy was all too obvious, as well - if the average reader can't identify him in the first mention, I'll be shocked. (Perhaps I should be more specific and say "experienced romance reader" instead.)
As for <i>Moon Kissed</i>, it was so forgettable that I'd have to look up the main male's name. The female was Bella, something I only recall due to bad memories of <i>Twilight</i>. Oh, wait, the male was Severo! Right then. Severo saves Bella from vampires who chase her, while frightening the hell out of her himself, groping her, and offering absolutely no explanations of the strange new realities her world is suddenly encompassing.
After that event, Bella learns that her best friend Seth's new girlfriend is a vampire, something Seth just hadn't quite gotten around to mentioning. Seth explains that Severo (whose name she doesn't yet know) is probably a werewolf, from her description of him and his actions. Severo has, in the meantime, started stalking Bella to protect her from the vampires he's sure will continue to hunt her (for reasons unknown to him when he starts on this plan of action). After seeing Seth with vampire Evie, with whom Severo has history, Severo realizes that Evie probably sicced the vampires on Bella due to jealousy.
One of the many, many things that bothered me about this book is that Bella is supposedly a web designer, but she never seems to work. She certainly doesn't have a laptop, which would be de rigeur, and she lives in a ridiculously upscale place (an apartment with its very own heated pool?) for someone in that profession. She can afford a lot of dance lessons, too - but her real source of income or capital is never explained. Apparently Hauf was just looking for a profession that could be "done anywhere" and someone suggested "web designer" so she grabbed that and ran with it.
Of course, Severo is also supposed to "do something with real estate" - how believable is that as a character detail? I guess we're supposed to just accept that he's rich, can spend his time as he pleases, and let everything else go without question. How is it that he has a Brownie for a housekeeper? What's the relationship between Faery and werewolves and vampires? Who knows?
The story does not get more believable as it goes on. Of course Bella falls in love with her stalker and trusts him completely. There are evil vampires. There's one good vampire, just to show that they aren't uniformly bad. But you can tell where Severo and Bella's relationship is going in the earliest scenes, and that's the most important part of the book, because it's a romance. There are complications but they'll be overcome, or it wouldn't be a romance.
Rob Bell's book wins on pathos and good intentions, but not on solid argumentation or exegesis. He has a heart for the lost and the suffering, which is admirable. But he has to turn the Bible into theological silly putty to make his case.
There are a few major errors in Love Wins, which leads to his making other more minor mistakes. The first error is giving precedence to certain biblical themes (to the exclusion of others) over clear and specific biblical teaching. Bell makes much of themes like restoration in Scripture, but ignores themes of final punishment. By dwelling on those themes, he can transition to reading them into texts where they don't belong without being found out by biblical illiterates, such as Jesus' claim that Sodom and Gomorrah will fare better on the day of judgement than cities which rejected the direct revelation of God in Jesus Christ. Instead of reading this in its obvious sense-- that there are degrees of punishment on the final day and those who reject direct revelation of Jesus will suffer most-- he understands Jesus to be saying that there is a great deal of hope for Sodom and Gomorrah's salvation-- that their punishment was corrective instead of destructive. Even though he doesn't get anywhere close to proving his case (certainly only God knows whether or not some in Sodom will be saved, but the story of Abraham bargaining would suggest otherwise), he seems to fall back on the emotionally-driven claim that God saving everyone is a "better story" than damning some and saving others.
On his overuse of the word "story," it is one example where Bell is obnoxiously post-modern and emergent. He uses the word "story/stories" in his short book 138 times. For a book of around 200 pages, large font, and constantly skipped lines/single words on their own lines*, that's an impressive display of post-modernism.
Another major error is that he conflates a strong exclusivism with eternal conscious punishment which has the effect that when he attacks one, he is in effect attacking the other, making his job easier. In addition, he ignores annihilationism as an alternative to eternal conscious torment, which also strengthens the emotional pull of his position, since it is contrasted with an eternal conscious punishment where God damns people for never being able to hear the name of Jesus. (note: while I am annoyed at Bell's misrepresentations of eternal conscious torment, I am myself an annihilationist)
Bell explains that God will eventually win everyone over, but it must be of their accord. However, he doesn't explain how it is that everyone will be saved of their own free will. For emotional effect, Bell criticizes the eternal conscious hell camp with having a God that would turn his back on people in hell who are repenting and turning to God. Of course, this assumes that sinners turn to God on their own instead of by His grace. Bell here appears to be a Pelagian, or else doesn't know enough about soteriology to make such distinctions (a terrifying prospect for a Pastor). In any case, this is another example where he is misrepresenting eternal conscious hell proponents (the first I mentioned was when he claimed they were all strict exclusivists), which makes his book far harder to take seriously.
One strange and interesting point that Rob Bell makes comes from making the afterlife analogous to the parable of the prodigal son. He claims that hell is not being cast out of "the party," (despite Jesus' parable about the marriage supper being like a party where people are cast out of) but being at the party but not enjoying it. "Hell is being at the party," Bell claims. The message to take from that is never go to one of Rob Bell's parties.
*Bell's book is filled with skipped lines and one word sentences sitting on their own lines. I suppose this is done for dramatic effect-- indicating places where Bell would pause if this were one of his Nooma videos. However, it tends to just look irritating and faux artsy. I mostly listened to the book on Kindle's text-to-speech feature, and I could still tell when he was doing it. Like,
You put a series of short sentences on their own lines to make a point?
Really?
You do that?
And it's repetitive?
Extremely?
And annoying?
There are a few major errors in Love Wins, which leads to his making other more minor mistakes. The first error is giving precedence to certain biblical themes (to the exclusion of others) over clear and specific biblical teaching. Bell makes much of themes like restoration in Scripture, but ignores themes of final punishment. By dwelling on those themes, he can transition to reading them into texts where they don't belong without being found out by biblical illiterates, such as Jesus' claim that Sodom and Gomorrah will fare better on the day of judgement than cities which rejected the direct revelation of God in Jesus Christ. Instead of reading this in its obvious sense-- that there are degrees of punishment on the final day and those who reject direct revelation of Jesus will suffer most-- he understands Jesus to be saying that there is a great deal of hope for Sodom and Gomorrah's salvation-- that their punishment was corrective instead of destructive. Even though he doesn't get anywhere close to proving his case (certainly only God knows whether or not some in Sodom will be saved, but the story of Abraham bargaining would suggest otherwise), he seems to fall back on the emotionally-driven claim that God saving everyone is a "better story" than damning some and saving others.
On his overuse of the word "story," it is one example where Bell is obnoxiously post-modern and emergent. He uses the word "story/stories" in his short book 138 times. For a book of around 200 pages, large font, and constantly skipped lines/single words on their own lines*, that's an impressive display of post-modernism.
Another major error is that he conflates a strong exclusivism with eternal conscious punishment which has the effect that when he attacks one, he is in effect attacking the other, making his job easier. In addition, he ignores annihilationism as an alternative to eternal conscious torment, which also strengthens the emotional pull of his position, since it is contrasted with an eternal conscious punishment where God damns people for never being able to hear the name of Jesus. (note: while I am annoyed at Bell's misrepresentations of eternal conscious torment, I am myself an annihilationist)
Bell explains that God will eventually win everyone over, but it must be of their accord. However, he doesn't explain how it is that everyone will be saved of their own free will. For emotional effect, Bell criticizes the eternal conscious hell camp with having a God that would turn his back on people in hell who are repenting and turning to God. Of course, this assumes that sinners turn to God on their own instead of by His grace. Bell here appears to be a Pelagian, or else doesn't know enough about soteriology to make such distinctions (a terrifying prospect for a Pastor). In any case, this is another example where he is misrepresenting eternal conscious hell proponents (the first I mentioned was when he claimed they were all strict exclusivists), which makes his book far harder to take seriously.
One strange and interesting point that Rob Bell makes comes from making the afterlife analogous to the parable of the prodigal son. He claims that hell is not being cast out of "the party," (despite Jesus' parable about the marriage supper being like a party where people are cast out of) but being at the party but not enjoying it. "Hell is being at the party," Bell claims. The message to take from that is never go to one of Rob Bell's parties.
*Bell's book is filled with skipped lines and one word sentences sitting on their own lines. I suppose this is done for dramatic effect-- indicating places where Bell would pause if this were one of his Nooma videos. However, it tends to just look irritating and faux artsy. I mostly listened to the book on Kindle's text-to-speech feature, and I could still tell when he was doing it. Like,
You put a series of short sentences on their own lines to make a point?
Really?
You do that?
And it's repetitive?
Extremely?
And annoying?
Ryan Hill (152 KP) rated The Last Samurai (2003) in Movies
Jun 23, 2019
" I will tell you, how he lived"
The honour and code of the samurai has always been enticing to a Western civilisation that is far removed from such customs, which perhaps makes The Last Samurai such an enticing, enigmatic film. Edward Zwick crafts quite an epic adventure rich in mythology & thematic resonance that while traditionally Hollywood in its construction still manages to exist a cut above many such movies of its ilk, a touch of class surrounding how the story of Captain Nathan Algren is put together, based as it is on several real life legendary American figures who played key roles in the Satsuma Rebellion in Japan during the late 19th century. This isn't a direct re-telling of those events but serves as a leaping off point to construct a tale about a stranger in a strange land, of a man haunted by fighting an unjust war who rediscovers his honour & place in the world through a dying culture. Zwick's film is slick, sweeping, beautifully shot and frequently involving, backed up by a strong performance by Tom Cruise in one of those roles that remind you just what a good actor he can be.
In the role of Algren, Cruise begins a dejected man living out of a bottle, bereft of purpose & suffering post-Civil War nightmares of a man touted as a hero despite feeling the guilt of slaughtering Indians crushed under the might of a military machine; in that sense, The Last Samurai is very anti-war in its message, John Logan's story painting the Americans and specifically the Imperialist Japanese not in the greatest light. Cruise takes Algren on a traditional voyage of discovery, first pitted against the samurai code & eventually becoming consumed by it, consumed by the similarity of the way of the warrior between both cultures - and Ken Watanabe's dignified samurai 'rebel' Katsumoto learns from him, as well as the other way around, with Cruise remaining stoic & only getting flashes of a chance to display the usual Cruise charm, but that's OK - Algren isn't the kind of character to benefit from that, Cruise's natural magnetism is enough here. Wit is provided thankfully through, albeit briefly, Billy Connolly as a tough old Irish veteran & chiefly Timothy Spall as our portly 'narrator' of sorts, who serves to help mythologise Algren & the legend itself. Zwick is most concerned with that, you see, the idea of legends and how men become them, exploring that concept alongside digging into the cultural rituals and practises of a changing Japan.
Algren's story is placed at a time when the old ways of Japan were shifting, under the pressures of global politics & business; the Emperor here is a naive young man, sitting on an empty throne, looking to Watanabe for validation as his advisor's push to quash a rebellion fighting to preserve the old ways, preserve Japanese interests as America knocks on the door. That's why Cruise's role here is so interesting, his character learning of the samurai code & helping those around him remember their history, and Zwick explores well the concept of national identity alongside personal ideas of myth, legend & destiny. It all boils together in a careful script, never overblown, which neatly develops the relationships involved & helps you fully believe Algren's transformation into the eponymous 'last samurai'. Along the way, Zwick doesn't forget theatrics - staging plenty of well staged & intense fight scenes which utilise the strong Japanese production design, before building to a quite epic war climax with army pitted against army, with personal stakes cutting through it, backed up indeed by another superlative score by Hans Zimmer. It becomes more than just a historical swords & armour film, reaching deeper on several levels.
What could have been a slow paced, potentially ponderous movie is avoided well by Edward Zwick, who with The Last Samurai delivers one of the stronger historical adventure epics of recent years. Beautifully shot in many places, with some excellent cinematography & production standards, not to mention an impressive script well acted in particular by Tom Cruise & Ken Watanabe, Zwick creates a recognisably Hollywood picture but for once a movie that doesn't dumb down, doesn't pander and ultimately serves as an often involving, often damn well made story. Especially one to check out if you love the way of the samurai.
In the role of Algren, Cruise begins a dejected man living out of a bottle, bereft of purpose & suffering post-Civil War nightmares of a man touted as a hero despite feeling the guilt of slaughtering Indians crushed under the might of a military machine; in that sense, The Last Samurai is very anti-war in its message, John Logan's story painting the Americans and specifically the Imperialist Japanese not in the greatest light. Cruise takes Algren on a traditional voyage of discovery, first pitted against the samurai code & eventually becoming consumed by it, consumed by the similarity of the way of the warrior between both cultures - and Ken Watanabe's dignified samurai 'rebel' Katsumoto learns from him, as well as the other way around, with Cruise remaining stoic & only getting flashes of a chance to display the usual Cruise charm, but that's OK - Algren isn't the kind of character to benefit from that, Cruise's natural magnetism is enough here. Wit is provided thankfully through, albeit briefly, Billy Connolly as a tough old Irish veteran & chiefly Timothy Spall as our portly 'narrator' of sorts, who serves to help mythologise Algren & the legend itself. Zwick is most concerned with that, you see, the idea of legends and how men become them, exploring that concept alongside digging into the cultural rituals and practises of a changing Japan.
Algren's story is placed at a time when the old ways of Japan were shifting, under the pressures of global politics & business; the Emperor here is a naive young man, sitting on an empty throne, looking to Watanabe for validation as his advisor's push to quash a rebellion fighting to preserve the old ways, preserve Japanese interests as America knocks on the door. That's why Cruise's role here is so interesting, his character learning of the samurai code & helping those around him remember their history, and Zwick explores well the concept of national identity alongside personal ideas of myth, legend & destiny. It all boils together in a careful script, never overblown, which neatly develops the relationships involved & helps you fully believe Algren's transformation into the eponymous 'last samurai'. Along the way, Zwick doesn't forget theatrics - staging plenty of well staged & intense fight scenes which utilise the strong Japanese production design, before building to a quite epic war climax with army pitted against army, with personal stakes cutting through it, backed up indeed by another superlative score by Hans Zimmer. It becomes more than just a historical swords & armour film, reaching deeper on several levels.
What could have been a slow paced, potentially ponderous movie is avoided well by Edward Zwick, who with The Last Samurai delivers one of the stronger historical adventure epics of recent years. Beautifully shot in many places, with some excellent cinematography & production standards, not to mention an impressive script well acted in particular by Tom Cruise & Ken Watanabe, Zwick creates a recognisably Hollywood picture but for once a movie that doesn't dumb down, doesn't pander and ultimately serves as an often involving, often damn well made story. Especially one to check out if you love the way of the samurai.