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Christina Haynes (148 KP) rated Wonder Woman: Warbringer in Books
Feb 10, 2018
WONDER WOMAN - WARBRINGER by LEIGH BARDUGO
Contains spoilers, click to show
Wonder Woman also known as Diana Prince is an Amazon warrior destined to save to world and to later become a member of the Justice League.
But before that, like every story, she had a beginning and Leigh Bardugo gives her a just that.
The beginning of the book and the start of Diana’s story lies her home, Themyscira. Located in the Aegean Sea - Greece. Legend has it that the Amazons were given the island by the Gods after they freed themselves and fought Ares after being enslaved. But that’s just one version. Alike with most stories, there is more than one tale, as most myths and legends are like stories. Like the game we all played at school, Chinese whispers where we whispered something to the person next to us and they did the same till the last person said something like “I eat orange peel and make shoes out of it” when you actually said “I’m hungry and I want a cup of tea”
But back to the book, Princess Diana doesn’t feel she is an Amazon truly. Yes, she was born on the island (although she was actually made out of clay and blessed by the Gods to come to life) and is immortal like the other Amazons. She did not fight and die heroically in a battle like every other Amazon warrior did including her mother Queen Hippolyta.
Because of this Diana is teased daily by Amazon warrior Tek who is basically one of the strongest Amazon warriors and also the bravest. Diana believes that if she wins the race at the Nemeseian games that the Amazons compete in she will be able to show them she is both brave and strong. This would also impress her mother and obviously Tek and then she might just stop being so mean to Diana.
However whilst she is running in the race she sees a boat sinking and hears a stream, from a girl. Although the Amazons are used to seeing this sort of thing happen, along with plane crashes etc. Something stops Diana enough to turn around, run and jump into the sea below her and save the girl. Alia.
Themyscira, as we all know, is a secret island, a place where only the Gods and Amazons know about. Again we know about it from stories and legends, we don’t know exactly where it is. Say it’s like living in a snow globe, except you can’t see inside it. Basically when the ship started to sink the crew and passengers onboard had no idea what so ever that they were next to this mysterious paradise island.
Diana saves Alia and brings her to shore leaving her in a cave till she can come back and help take her back to land. Diana needs to head back to the race in case someone sees she is missing, and being the Princess she needs to be there by the Queen's side to congratulate the winner seeing as Diana clearly hasn’t won.
Back with her mother, they congratulate the winner and then enjoy the feast laid out in front of them. Not long after her best friend Mauve gets ill - which I might add, no-one ever does! The island also starts to move like there is an earthquake happening - which again does happen, ever!
The Amazons start to evacuate the island and head of to see the Oracle. Diana runs as fast as she can to get to see the Oracle before her mother and Tek get there first and find out that she has saved Alia.
Because the island is a mystery and they have no contact with the outside world, they aren’t allowed to save anyone and interfere with the mortal world. That means they can’t bring anyone to the island or the Amazon could be banished from Themyscira.
Once Diana reaches the Oracle and after she has got through the normal routine of giving something to the Oracle and listening to the riddle instead of answers, she soon learns that Aila is a Warbringer, a descendant of Helen of Troy. Being a Warbringer entails having war in your blood. All wars have been caused by a Warbringer and Alia is the next one.
“When a Warbringer is born, destruction is inevitable. One has been the catalyst for every great conflict in the World of Man. With the coming of the new moon, Alia’s powers will reach their apex, and war will come. Unless she dies before then.” - Oracle to Diana pg 43.
Diana then asks the Oracle three questions;
1. How do I save Themyscira?
2. How do I save Alia’s life?
3. How do I save everyone
To which the Oracle's answers;
1. Do nothing
2. You must not
3. “The Warbringer must reach the spring at Therapne before the sun sets on the first day of Hekatombaion. Where Helen rests, the Warbringer may be purified, purged of the taint of death that has stained her line from its beginning. There may her power be leashed and never passed to another.”
So from then Diana and Alia go in search for the spring, it takes a lot of convincing Alia but once convinced they begin their journey. Although it’s not that straightforward. They do encounter some enemies, friends and new places after all. This is where the wild journey that Leigh Bardugo creates.
You much like our hero Wonder Woman experience Diana Prince in a new world, still staying the same person only so much cooler than before. She soon learns that she has always had what it takes to be an Amazon and that man is not quite what her mother and the other Amazons taught her, not all are bad and wish for war. Some are exactly like Diana and soon become great friends and allies to her.
The first book in a series of four called DC Icons by Leigh Bardugo, Marie Lu, Sarah J Maas, and Matt de la Pena. This series is definitely going to be amazing.
⭐⭐⭐⭐⭐
Marie Lu: Batman - Nightwalker (Jan 18)
Sarah J Maas: Catwoman - Soulstealer (2018)
Matt de la Pena: Superman - ? (2019)
Love, Christina ?
But before that, like every story, she had a beginning and Leigh Bardugo gives her a just that.
The beginning of the book and the start of Diana’s story lies her home, Themyscira. Located in the Aegean Sea - Greece. Legend has it that the Amazons were given the island by the Gods after they freed themselves and fought Ares after being enslaved. But that’s just one version. Alike with most stories, there is more than one tale, as most myths and legends are like stories. Like the game we all played at school, Chinese whispers where we whispered something to the person next to us and they did the same till the last person said something like “I eat orange peel and make shoes out of it” when you actually said “I’m hungry and I want a cup of tea”
But back to the book, Princess Diana doesn’t feel she is an Amazon truly. Yes, she was born on the island (although she was actually made out of clay and blessed by the Gods to come to life) and is immortal like the other Amazons. She did not fight and die heroically in a battle like every other Amazon warrior did including her mother Queen Hippolyta.
Because of this Diana is teased daily by Amazon warrior Tek who is basically one of the strongest Amazon warriors and also the bravest. Diana believes that if she wins the race at the Nemeseian games that the Amazons compete in she will be able to show them she is both brave and strong. This would also impress her mother and obviously Tek and then she might just stop being so mean to Diana.
However whilst she is running in the race she sees a boat sinking and hears a stream, from a girl. Although the Amazons are used to seeing this sort of thing happen, along with plane crashes etc. Something stops Diana enough to turn around, run and jump into the sea below her and save the girl. Alia.
Themyscira, as we all know, is a secret island, a place where only the Gods and Amazons know about. Again we know about it from stories and legends, we don’t know exactly where it is. Say it’s like living in a snow globe, except you can’t see inside it. Basically when the ship started to sink the crew and passengers onboard had no idea what so ever that they were next to this mysterious paradise island.
Diana saves Alia and brings her to shore leaving her in a cave till she can come back and help take her back to land. Diana needs to head back to the race in case someone sees she is missing, and being the Princess she needs to be there by the Queen's side to congratulate the winner seeing as Diana clearly hasn’t won.
Back with her mother, they congratulate the winner and then enjoy the feast laid out in front of them. Not long after her best friend Mauve gets ill - which I might add, no-one ever does! The island also starts to move like there is an earthquake happening - which again does happen, ever!
The Amazons start to evacuate the island and head of to see the Oracle. Diana runs as fast as she can to get to see the Oracle before her mother and Tek get there first and find out that she has saved Alia.
Because the island is a mystery and they have no contact with the outside world, they aren’t allowed to save anyone and interfere with the mortal world. That means they can’t bring anyone to the island or the Amazon could be banished from Themyscira.
Once Diana reaches the Oracle and after she has got through the normal routine of giving something to the Oracle and listening to the riddle instead of answers, she soon learns that Aila is a Warbringer, a descendant of Helen of Troy. Being a Warbringer entails having war in your blood. All wars have been caused by a Warbringer and Alia is the next one.
“When a Warbringer is born, destruction is inevitable. One has been the catalyst for every great conflict in the World of Man. With the coming of the new moon, Alia’s powers will reach their apex, and war will come. Unless she dies before then.” - Oracle to Diana pg 43.
Diana then asks the Oracle three questions;
1. How do I save Themyscira?
2. How do I save Alia’s life?
3. How do I save everyone
To which the Oracle's answers;
1. Do nothing
2. You must not
3. “The Warbringer must reach the spring at Therapne before the sun sets on the first day of Hekatombaion. Where Helen rests, the Warbringer may be purified, purged of the taint of death that has stained her line from its beginning. There may her power be leashed and never passed to another.”
So from then Diana and Alia go in search for the spring, it takes a lot of convincing Alia but once convinced they begin their journey. Although it’s not that straightforward. They do encounter some enemies, friends and new places after all. This is where the wild journey that Leigh Bardugo creates.
You much like our hero Wonder Woman experience Diana Prince in a new world, still staying the same person only so much cooler than before. She soon learns that she has always had what it takes to be an Amazon and that man is not quite what her mother and the other Amazons taught her, not all are bad and wish for war. Some are exactly like Diana and soon become great friends and allies to her.
The first book in a series of four called DC Icons by Leigh Bardugo, Marie Lu, Sarah J Maas, and Matt de la Pena. This series is definitely going to be amazing.
⭐⭐⭐⭐⭐
Marie Lu: Batman - Nightwalker (Jan 18)
Sarah J Maas: Catwoman - Soulstealer (2018)
Matt de la Pena: Superman - ? (2019)
Love, Christina ?
Kara Skinner (332 KP) rated Claiming Her Highway in Books
Sep 10, 2019
Contains spoilers, click to show
Genre: Historical
Words: 17,970
Average Goodreads Rating: 3.8/5 stars
My rating: 2/5 stars
Cass runs one of the greatest band of highwaymen around. Despite being a woman, she’s respected by her crew, and every night they return to camp richer than they were and she can enjoy being in the arms of her second-in-command, Will Carpenter. But that all changes when Will accepts a position in the King’s Guard. Cass knows Will wants more than what she can give him. He wants marriage and kids, as well as honest work instead of thieving. But Cass doesn’t know if she can ever give him up.
Claiming Her Highwayman is free on Smashwords.
I found myself underwhelmed by this story. When it starts, Will and Cass are already a couple, and the chemistry between them already feels forced, as well as the heist they’re about to go on. It’s like a bad first draft that hasn’t developed into something greater yet. Cass and Will feel more like paper dolls than people and unfortunately, I never get that attached to them. They just don’t have the chemistry.
It doesn’t help that my suspension of disbelief took a huge beating when Will’s offered a job with the King’s Guard, as the princess’s personal guard. He’s a highwayman! Since when do they let criminals guard princesses? Um, never. Not only that, but he’s still in contact with his old gang, and he’s not even in training to be a soldier! He just is. Apparently the standards for becoming a member of the King’s Guard is really low.
It would make a hell of a lot more sense to me if there was a scarcity of guards for some reason, like the country was at war, and that’s why they’re turning to criminals to keep up with the demand of soldiers. That would flesh out the plot, too. But nope. Apparently we’re supposed to accept that a robber can become a princess’s bodyguard easily after mugging her with his gang of bandits. Oh, and he almost becomes her husband. Because every king wants his little girl to marry a common criminal.
Despite everything wrong with the story, I like Will’s and Cass’s characters. Even though Will only exists to be Cass’s lover, he’s got some pretty charming lines in the story. His need to protect her is incredibly sexy.
Cass’s character is a little more complex. She’s strong and independent, and she knows what she wants in life. She’s the type of girl who would be bored to death in most respectable professions for a woman, instead enjoying being a bandit. But I hated her when Bryce, one of her men, attacked her in her tent. All she did to defend herself was bide her time until she could scream for help
What. The. Fuck.
She’s a damn gang leader and she doesn’t know how to defend herself against one man who gets too handsy? Please. That’s fucking ludicrous, and all of my respect for her is just gone because of that one scene. How the hell did she become a leader in the first place if she needs to scream like a damn damsel whenever she gets attacked? Not cool.
This book really didn’t do much for me. While it’s all right, it’s not that good. The characters aren’t good, and neither is the writing. I suggest you look elsewhere for your historical romance bad boy.
Words: 17,970
Average Goodreads Rating: 3.8/5 stars
My rating: 2/5 stars
Cass runs one of the greatest band of highwaymen around. Despite being a woman, she’s respected by her crew, and every night they return to camp richer than they were and she can enjoy being in the arms of her second-in-command, Will Carpenter. But that all changes when Will accepts a position in the King’s Guard. Cass knows Will wants more than what she can give him. He wants marriage and kids, as well as honest work instead of thieving. But Cass doesn’t know if she can ever give him up.
Claiming Her Highwayman is free on Smashwords.
I found myself underwhelmed by this story. When it starts, Will and Cass are already a couple, and the chemistry between them already feels forced, as well as the heist they’re about to go on. It’s like a bad first draft that hasn’t developed into something greater yet. Cass and Will feel more like paper dolls than people and unfortunately, I never get that attached to them. They just don’t have the chemistry.
It doesn’t help that my suspension of disbelief took a huge beating when Will’s offered a job with the King’s Guard, as the princess’s personal guard. He’s a highwayman! Since when do they let criminals guard princesses? Um, never. Not only that, but he’s still in contact with his old gang, and he’s not even in training to be a soldier! He just is. Apparently the standards for becoming a member of the King’s Guard is really low.
It would make a hell of a lot more sense to me if there was a scarcity of guards for some reason, like the country was at war, and that’s why they’re turning to criminals to keep up with the demand of soldiers. That would flesh out the plot, too. But nope. Apparently we’re supposed to accept that a robber can become a princess’s bodyguard easily after mugging her with his gang of bandits. Oh, and he almost becomes her husband. Because every king wants his little girl to marry a common criminal.
Despite everything wrong with the story, I like Will’s and Cass’s characters. Even though Will only exists to be Cass’s lover, he’s got some pretty charming lines in the story. His need to protect her is incredibly sexy.
Cass’s character is a little more complex. She’s strong and independent, and she knows what she wants in life. She’s the type of girl who would be bored to death in most respectable professions for a woman, instead enjoying being a bandit. But I hated her when Bryce, one of her men, attacked her in her tent. All she did to defend herself was bide her time until she could scream for help
What. The. Fuck.
She’s a damn gang leader and she doesn’t know how to defend herself against one man who gets too handsy? Please. That’s fucking ludicrous, and all of my respect for her is just gone because of that one scene. How the hell did she become a leader in the first place if she needs to scream like a damn damsel whenever she gets attacked? Not cool.
This book really didn’t do much for me. While it’s all right, it’s not that good. The characters aren’t good, and neither is the writing. I suggest you look elsewhere for your historical romance bad boy.
Ross (3284 KP) rated Domino Strays in Books
Sep 3, 2020 (Updated Sep 3, 2020)
Great comic novel
I received an advance copy of this book from the publishers in exchange for an honest review.
I have to admit to being a little disappointed when I realised this was an actual novel rather than a graphic novel. It had been filed as a graphic novel on netgalley and I was looking forward to my first reading of a Domino comic. However, once I started this disappointment evaporated. This is a wonderfully told and thrilling, charming book.
The story switches from different times through Domino's life so is very much an origin story. We have when Domino was growing up in a variation of Wolverine's Weapon X programme, as Project Armageddon sought to create the perfect soldier. Domino was one output from that programme, as she developed the mutant ability to have luck on her side. Then we have her time in an orphanage, having escaped the programme. Then her mission to track down the person who might have been responsible for her upbringing and finally her present mission, to rescue two adolescents who have been brainwashed by a cult leader. These different time periods are covered throughout the book, layering up her back story as we follow her on her current mission. This is superbly woven together, and we have almost parallel storylines near the end, her infiltrating Project Armageddon and her sneaking into the cult's base. A few times this got a little muddled in my head, but served to wonderfully draw a parallel between her upbringing and that of the non-mutant, more traditional cult.
Domino is accompanied on her later mission by Black Widow amongst others (the characters' real names are generally used, so it was fun to try and track down which Marvel characters they actually were), but she is very much the leader of her merc crew.
The storyline is good, combining plenty of backstory and exciting missions, with excellently narrated action sequences. I don't tend to like first person books as much as third person, but this angle gave Domino a much more likable personality, having a fair chunk of her friend Deadpool's humour, mixed with Rogue's childhood trauma and Wolverine's anger at experimentation.
As noted in Deadpool 2, having luck on your side isn't a superpower, and it isn't very cinematic. Domino's power is not overly laboured in the book, and it isn't used to make her seen completely invulnerable to injury. She uses it sparingly because luck going her way in a fight (bullets being deflected etc) can have adverse consequences for those around her. It was used when absolutely needed, but she has so many capabilities that she barely did.
This is a really great book that gives so much more backstory to a lesser-known Marvel character than could have been achieved in a graphic novel. A very strong female cast of role models.
The only downside was the overuse of footnotes which didn't tend to add much to the story, other than witty asides, and are quite frustrating on a kindle.
I have to admit to being a little disappointed when I realised this was an actual novel rather than a graphic novel. It had been filed as a graphic novel on netgalley and I was looking forward to my first reading of a Domino comic. However, once I started this disappointment evaporated. This is a wonderfully told and thrilling, charming book.
The story switches from different times through Domino's life so is very much an origin story. We have when Domino was growing up in a variation of Wolverine's Weapon X programme, as Project Armageddon sought to create the perfect soldier. Domino was one output from that programme, as she developed the mutant ability to have luck on her side. Then we have her time in an orphanage, having escaped the programme. Then her mission to track down the person who might have been responsible for her upbringing and finally her present mission, to rescue two adolescents who have been brainwashed by a cult leader. These different time periods are covered throughout the book, layering up her back story as we follow her on her current mission. This is superbly woven together, and we have almost parallel storylines near the end, her infiltrating Project Armageddon and her sneaking into the cult's base. A few times this got a little muddled in my head, but served to wonderfully draw a parallel between her upbringing and that of the non-mutant, more traditional cult.
Domino is accompanied on her later mission by Black Widow amongst others (the characters' real names are generally used, so it was fun to try and track down which Marvel characters they actually were), but she is very much the leader of her merc crew.
The storyline is good, combining plenty of backstory and exciting missions, with excellently narrated action sequences. I don't tend to like first person books as much as third person, but this angle gave Domino a much more likable personality, having a fair chunk of her friend Deadpool's humour, mixed with Rogue's childhood trauma and Wolverine's anger at experimentation.
As noted in Deadpool 2, having luck on your side isn't a superpower, and it isn't very cinematic. Domino's power is not overly laboured in the book, and it isn't used to make her seen completely invulnerable to injury. She uses it sparingly because luck going her way in a fight (bullets being deflected etc) can have adverse consequences for those around her. It was used when absolutely needed, but she has so many capabilities that she barely did.
This is a really great book that gives so much more backstory to a lesser-known Marvel character than could have been achieved in a graphic novel. A very strong female cast of role models.
The only downside was the overuse of footnotes which didn't tend to add much to the story, other than witty asides, and are quite frustrating on a kindle.
Daniel Boyd (1066 KP) rated Mass Effect Trilogy in Video Games
Jul 25, 2017
An Example Of Why Dialogue Options In Video Games Are More Trouble Than They Are Worth
The first Mass Effect game was released 10 years ago this year and it pioneered many RPG mechanics that are still being used in RPG’s today. Like any pioneer, it spawned many clones that tried to emulate the cover based shooting mechanics that the game used, the romance situations that took place between the characters and the infamous dialogue options that the player could choose from during conversation cutscenes.
Mass Effect wasn’t the first game to do it, there are plenty of earlier examples of the mechanic being used before in games, such as the Fallout series. Bioware actually included the mechanic themselves in their earlier game in Knights Of The Old Republic, but its inclusion Mass Effect is what brought it to the mainstream and soon every developer was wanting a piece of the dialogue tree pie.
I never owned the original Mass Effect, the most exposure I got of it was through a few mates that owned the game at the time, but eventually the mechanic did end up creeping into games that I did own including; Alpha Protocall, Deus Ex, any Telltale game, The Amazing Spiderman 2, (for some reason,) and even in Uncharted 4.
As much as I enjoy a good ‘choose your own adventure,’ story and as much as I appreciate the trust that developers put in gamers to be able to tell their own story; whether that be through dialogue options, moral choices or customization options, I want you to tell me your story. I didn’t pay 50 quid to get given a setting and a bunch of characters to tell my own story. You guys get paid to craft amazingly immersive works of fiction, so do your job and suck me in. Whenever I’m playing a game with dialogue options and I am starting to get invested in the story and the characters, the inevitable dialogue tree pops up and takes me right out of the experience.
Sure, there are some movies that I watch and wonder why a writer or a director made a certain creative choice, but even if I don’t agree with the decision, it is the creator’s job to make those tough choices and that is what makes great art. One of my favorite movies of the last decade is Nicolas Winding Refn’s ‘Drive’ and that is purely because of the creative choices that the cast and crew made on that movie. I know people that hate Drive and I’m sure if given the option they would change it to be a less daring, more cookie cutter action thriller, but that wouldn’t have earned my respect like it has. Sometimes creators need to stop handholding the audience and make a tough call, even if it could potentially be a polarizing one.
In fact, when I think about it, all of my favorite stories are adored so much because of the definitive, drastic calls that they dare to make. I already spoke about Drive, Fight Club’s twist took some balls to pull off, the ambitious non linear storytelling of Pulp Fiction makes it iconic, Breaking Bad was consistently shocking and yet brilliant, MGS is insanely unconventional and I love it for it and The Last Of Us delivers a divisive finishing blow that we have no choice but to partake in.
That is how you tell a great story and that is how you stand out as a creator, by doing something that no one else could do, especially not your audience. When I come home after a long day at work, I don’t want to do much thinking. I want to relax and be told a story by the folks that are best at doing so. Personally, I think that you should believe in the story you are telling enough to make a definitive decision and if you don’t, is it really a story that’s worth telling?
Mass Effect wasn’t the first game to do it, there are plenty of earlier examples of the mechanic being used before in games, such as the Fallout series. Bioware actually included the mechanic themselves in their earlier game in Knights Of The Old Republic, but its inclusion Mass Effect is what brought it to the mainstream and soon every developer was wanting a piece of the dialogue tree pie.
I never owned the original Mass Effect, the most exposure I got of it was through a few mates that owned the game at the time, but eventually the mechanic did end up creeping into games that I did own including; Alpha Protocall, Deus Ex, any Telltale game, The Amazing Spiderman 2, (for some reason,) and even in Uncharted 4.
As much as I enjoy a good ‘choose your own adventure,’ story and as much as I appreciate the trust that developers put in gamers to be able to tell their own story; whether that be through dialogue options, moral choices or customization options, I want you to tell me your story. I didn’t pay 50 quid to get given a setting and a bunch of characters to tell my own story. You guys get paid to craft amazingly immersive works of fiction, so do your job and suck me in. Whenever I’m playing a game with dialogue options and I am starting to get invested in the story and the characters, the inevitable dialogue tree pops up and takes me right out of the experience.
Sure, there are some movies that I watch and wonder why a writer or a director made a certain creative choice, but even if I don’t agree with the decision, it is the creator’s job to make those tough choices and that is what makes great art. One of my favorite movies of the last decade is Nicolas Winding Refn’s ‘Drive’ and that is purely because of the creative choices that the cast and crew made on that movie. I know people that hate Drive and I’m sure if given the option they would change it to be a less daring, more cookie cutter action thriller, but that wouldn’t have earned my respect like it has. Sometimes creators need to stop handholding the audience and make a tough call, even if it could potentially be a polarizing one.
In fact, when I think about it, all of my favorite stories are adored so much because of the definitive, drastic calls that they dare to make. I already spoke about Drive, Fight Club’s twist took some balls to pull off, the ambitious non linear storytelling of Pulp Fiction makes it iconic, Breaking Bad was consistently shocking and yet brilliant, MGS is insanely unconventional and I love it for it and The Last Of Us delivers a divisive finishing blow that we have no choice but to partake in.
That is how you tell a great story and that is how you stand out as a creator, by doing something that no one else could do, especially not your audience. When I come home after a long day at work, I don’t want to do much thinking. I want to relax and be told a story by the folks that are best at doing so. Personally, I think that you should believe in the story you are telling enough to make a definitive decision and if you don’t, is it really a story that’s worth telling?
Construction Master Pro
Utilities and Productivity
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Two in one: the official Construction Master® Pro from Calculated Industries for your iPhone and...
Gareth von Kallenbach (980 KP) rated Magic Mike XXL (2015) in Movies
Aug 6, 2019
When we last saw Mike Lane (Channing Tatum) he was trading in his g-string and the adulation of grown women with lots of dollar bills to spare, for a custom furniture business of his own and a serious relationship with a girl named Brooke. He said goodbye to his band of magical, muscular men (and by magical, we mean in the art of making clothes disappear) and headed off into a better future.
Or so he thought.
Three years later, we find Mike has found a little success, his company has grown by one employee. The empty apartment with no sign of a roommate suggests his future no longer includes Brooke. A phone call from Tarzan (Kevin Nash) has Mike donning a suit to attend a “wake”. Cue the reunion with his old gang that is far from somber, and more of a ruse to see him. Apparently, his orphaned crew is set on one last hurrah before they follow in Mike’s footsteps and go after their own entrepreneurial dreams.
Does Mike want in on the swan song of stripteases at Myrtle Beach’s stripper convention? Of course not. He has a business to run, employees to pay, he postures. But considering this movie is a sequel entitled “Magic Mike XXL” you know he changes his mind. And, boy, how he changes his mind! With a little help from power tools and Genuwine’s “Pony”, natch.
Magic Mike XXL is a road trip of discovery for Mike, Tarzan, Tito (Adam Rodriguez), Ken (Matt Bomer), Tobias (Gabriel Iglesias) and Big Dick Richie (Joe Mangeniello). There were a few times I wondered where exactly this story was going, but as ensemble features go, the insightful peeks into the guys’ individual stories distracted from the meandering plot. Okay, why I was looking for a plot in a movie clearly made to titillate fans of sculpted male phsyiques, I don’t know. Sorry. Not sorry.
The road to Myrtle Beach is littered with conquests, old and new, and epiphanies fueled by pharmaceuticals inspire the Kings of Tampa to learn a few new tricks along the way. XXL actually achieves that rare feat of being better than the original. I know, that may not exactly be high praise, but it delivers more of what fans enjoyed in the original – the male entertainment.
XXL has the same awkward, but slightly improved banter between Mike and the females he encounters, but it also has new routines, a sexier emcee in Jada Pinkett-Smith (with all due respect to Matthew McConaughey) and it doesn’t require Kevin Nash to dance like a lost mannequin. There are some eyebrow-raising casting choices for a couple of new strippers. You may find yourself asking “Hey, is that who I think it is jumping all over that woman?” And “Okay…so he doesn’t actually strip. He just sings?” But don’t worry, that singer inspires Matt Bomer to do both. Very well. How did I not know Matt Bomer could sing?
The finale is one the screener audience, the majority of which were female, of course, did not want to end. I admit I could’ve stayed in my seat for more Channing Tatum and professional dancer, Stephen “tWitch” Boss, who could make his own Magic Malik movie. As my girlfriends and I left the theater, one commented that her face hurt from smiling the whole time. At the risk of sounding extremely shallow, we all agreed that the only way the movie could have been better is if it was shown on the IMAX screen in 3D. Maybe in Dbox seats.
Probably not a movie women will want to take their significant others to, but their girlfriends for a ladies night out? Hell to the yeah.
For story, acting and plot? Ummm 2 out of 5
For sheer, eye-candy entertainment? 4 stars.
Or so he thought.
Three years later, we find Mike has found a little success, his company has grown by one employee. The empty apartment with no sign of a roommate suggests his future no longer includes Brooke. A phone call from Tarzan (Kevin Nash) has Mike donning a suit to attend a “wake”. Cue the reunion with his old gang that is far from somber, and more of a ruse to see him. Apparently, his orphaned crew is set on one last hurrah before they follow in Mike’s footsteps and go after their own entrepreneurial dreams.
Does Mike want in on the swan song of stripteases at Myrtle Beach’s stripper convention? Of course not. He has a business to run, employees to pay, he postures. But considering this movie is a sequel entitled “Magic Mike XXL” you know he changes his mind. And, boy, how he changes his mind! With a little help from power tools and Genuwine’s “Pony”, natch.
Magic Mike XXL is a road trip of discovery for Mike, Tarzan, Tito (Adam Rodriguez), Ken (Matt Bomer), Tobias (Gabriel Iglesias) and Big Dick Richie (Joe Mangeniello). There were a few times I wondered where exactly this story was going, but as ensemble features go, the insightful peeks into the guys’ individual stories distracted from the meandering plot. Okay, why I was looking for a plot in a movie clearly made to titillate fans of sculpted male phsyiques, I don’t know. Sorry. Not sorry.
The road to Myrtle Beach is littered with conquests, old and new, and epiphanies fueled by pharmaceuticals inspire the Kings of Tampa to learn a few new tricks along the way. XXL actually achieves that rare feat of being better than the original. I know, that may not exactly be high praise, but it delivers more of what fans enjoyed in the original – the male entertainment.
XXL has the same awkward, but slightly improved banter between Mike and the females he encounters, but it also has new routines, a sexier emcee in Jada Pinkett-Smith (with all due respect to Matthew McConaughey) and it doesn’t require Kevin Nash to dance like a lost mannequin. There are some eyebrow-raising casting choices for a couple of new strippers. You may find yourself asking “Hey, is that who I think it is jumping all over that woman?” And “Okay…so he doesn’t actually strip. He just sings?” But don’t worry, that singer inspires Matt Bomer to do both. Very well. How did I not know Matt Bomer could sing?
The finale is one the screener audience, the majority of which were female, of course, did not want to end. I admit I could’ve stayed in my seat for more Channing Tatum and professional dancer, Stephen “tWitch” Boss, who could make his own Magic Malik movie. As my girlfriends and I left the theater, one commented that her face hurt from smiling the whole time. At the risk of sounding extremely shallow, we all agreed that the only way the movie could have been better is if it was shown on the IMAX screen in 3D. Maybe in Dbox seats.
Probably not a movie women will want to take their significant others to, but their girlfriends for a ladies night out? Hell to the yeah.
For story, acting and plot? Ummm 2 out of 5
For sheer, eye-candy entertainment? 4 stars.
LilyLovesIndie (123 KP) rated Reckoning (The Gates Legacy #4) in Books
Nov 5, 2018
Oh my gosh! The Gates Legacy is back with an almighty bang, and boy was it good to catch up with the gang! Picking straight back up where we left off, Rohnert is nursing some severe issues regarding his mate's passing, Cyrus is intent on revenge for his torture, Issy just wants to be loved and the rest of the gang are trying to hold it all together like some magical glue. Throw some ancient, and very freaky, enemies into the mix for power and you have your full set to play with, and play is what Lorenz Font does so well.
The pace in this book is much more reminiscent of the earlier parts of the series. It's got a pull that as soon as it's got you hooked, you can't put it down. I've spent many nights reading way past my bedtime because I just needed to know what the characters were going to do next. As I've already mentioned, this book picks back up where we left off and it was like slipping back into your favourite pair of jeans. It' was familiar, yet there was another threat to follow - how Font finds so many enemies for the little rag tag band of heroes is beyond me, but it makes for very compelling reading!
Told mainly from the perspective of Cyrus and Issy, it was, as always with Font's writing, a delight to see so many POV's being used in the writing. It's like a lesson for aspiring writers on how to change POV's in a way that gives the reader so much information yet doesn't confuse them in the process. I adore her writing style, and this latest offering is no different in that. In fact, I probably like this one best of all, if only because, despite there being some hairy moments, Font managed to keep all of my favourites alive for a whole book!
The character development over the course of this story was also superb. Every character feels like they continue to grow, but none more so that Isidora. She is really coming into her own and holds the role of the lead heroine with the poise you'd expect of such a bloodline. She was an absolute joy to read and has secured her place within my favourite characters. Her relationship with Cyrus is probably one of the best developed and well told romances I've read in a while. It's believable, understandable thanks to their own troubled pasts and a fabulous pairing to read. I just hope Font leaves these two to enjoy a little happily ever after time, but I won't hold my breath knowing her penchant for throwing things in the air when they get settled!
The many twists and turns of the story also need a mention. When writing a series of this length and complexity it is very hard to keep it fresh, but Font never fails to deliver another twist or turn that leaves the reader reeling and wondering when that 18 wheeler truck or 2 ton bus hit them. It really is edge of the seat reading that leaves you needing more from the gang of vampires. I'm already on tenterhooks wondering how some of the loose ends will be tied up in the next book and I love that Font has left me thinking of her characters, even hours after finishing the book, because, let's face it, who doesn't like it when a book gets under your skin like that?
And so, I suppose I should wrap up and end my waffle. If you are new to the series, go back and read the others first. If you're an old hand returning for your next fix, you're going to love it. It's awesome, amazing, phenomenal and Font is right back on form with another 5 star thriller from the Gates crew. Buy it, I can promise you that you will not be disappointed.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*
The pace in this book is much more reminiscent of the earlier parts of the series. It's got a pull that as soon as it's got you hooked, you can't put it down. I've spent many nights reading way past my bedtime because I just needed to know what the characters were going to do next. As I've already mentioned, this book picks back up where we left off and it was like slipping back into your favourite pair of jeans. It' was familiar, yet there was another threat to follow - how Font finds so many enemies for the little rag tag band of heroes is beyond me, but it makes for very compelling reading!
Told mainly from the perspective of Cyrus and Issy, it was, as always with Font's writing, a delight to see so many POV's being used in the writing. It's like a lesson for aspiring writers on how to change POV's in a way that gives the reader so much information yet doesn't confuse them in the process. I adore her writing style, and this latest offering is no different in that. In fact, I probably like this one best of all, if only because, despite there being some hairy moments, Font managed to keep all of my favourites alive for a whole book!
The character development over the course of this story was also superb. Every character feels like they continue to grow, but none more so that Isidora. She is really coming into her own and holds the role of the lead heroine with the poise you'd expect of such a bloodline. She was an absolute joy to read and has secured her place within my favourite characters. Her relationship with Cyrus is probably one of the best developed and well told romances I've read in a while. It's believable, understandable thanks to their own troubled pasts and a fabulous pairing to read. I just hope Font leaves these two to enjoy a little happily ever after time, but I won't hold my breath knowing her penchant for throwing things in the air when they get settled!
The many twists and turns of the story also need a mention. When writing a series of this length and complexity it is very hard to keep it fresh, but Font never fails to deliver another twist or turn that leaves the reader reeling and wondering when that 18 wheeler truck or 2 ton bus hit them. It really is edge of the seat reading that leaves you needing more from the gang of vampires. I'm already on tenterhooks wondering how some of the loose ends will be tied up in the next book and I love that Font has left me thinking of her characters, even hours after finishing the book, because, let's face it, who doesn't like it when a book gets under your skin like that?
And so, I suppose I should wrap up and end my waffle. If you are new to the series, go back and read the others first. If you're an old hand returning for your next fix, you're going to love it. It's awesome, amazing, phenomenal and Font is right back on form with another 5 star thriller from the Gates crew. Buy it, I can promise you that you will not be disappointed.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*
Purple Phoenix Games (2266 KP) rated Battlestar Galactica: The Board Game in Tabletop Games
Feb 23, 2021
Welcome aboard the Battlestar Galactica, a ship home to the remnants of the human race. After an uprising and near-annihilation by the Cylons (cyborg workers/soldiers created by the humans), the human survivors have taken to space to outrun their mechanical enemies and search for a new world to inhabit. Hardly a walk in the park, this journey through space is filled with many challenges – from fuel and food shortages to mutiny and battles for power. The biggest challenge of all, however, is that the Cylons have advanced to such a high level that they actually appear to be human. Are the Galactica’s misfortunes just bad luck, or are they being orchestrated by a Cylon who has infiltrated the ship and is yet to be discovered? Who can you trust? Which race will end up victorious?
Disclaimer: There are several expansions for Battlestar Galactica. This review will not take any expansions into account, and will focus solely on the base game. Also, I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the gameplay. – L
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. Each player selects a Character, and receives the corresponding Character sheet and tokens. Based on the Characters selected, one player will receive the President title and another the Admiral title. Depending on how many players there are, a Loyalty deck is created and each player is secretly dealt a Loyalty card – either “You are not a Cylon” or “You Are a Cylon.” The Loyalty cards determine how you will play the game: human players win if they complete their given objective, and Cylon players win if they prevent the humans from completing their objective (by depleting resources, successfully invading the Galactica, or destroying the Galactica itself). The game is now ready to begin!
Battlestar Galactica is played over a series of rounds in which players take turns moving, performing actions, playing/drawing cards, etc. until either the human players or Cylon players have won the game. A player’s turn consists of 4 main steps, carried out in the following order: Receive Skills, Movement, Action, and Crisis. To begin your turn, you will draw Skill cards according to the skills listed on your Character sheet. Skill cards can be used to address crises or can provide special abilities. In the next step, Movement, you may move your Character to a different location/ship (all provide special actions). After moving, you will then choose one Action to perform – either listed on your current location, Character sheet, by using a Skill card, or you may choose to perform no action at all. Once you have completed your action, draw the top card of the Crisis deck, and resolve it. Depending on the Crisis card drawn, you may need to then Activate Cylon Ships or Prepare for Jump (more on this in a bit). If neither of those are listed on the Crisis card, then your turn ends and play moves to the next player.
I know that seems like a lot, but each turn of Battlestar Galactica can essentially be broken down into 2 phases: Player Actions and Space Combat. The first phase, Player Actions, is what is detailed above – drawing Skills, Movement, Actions, and drawing Crisis cards. This phase is where players make progress towards their objectives. Certain Actions or Skill cards earn specific rewards necessary to move forward in the game. Crisis cards can consist of Cylon attacks (activating and adding new Cylon ships to the board), Skill checks (all players secretly contribute Skill cards to either aid or sabotage the Skill check), or Events (resolved immediately). The second phase of play, Space Combat, takes place after the Crisis card has been drawn on each turn. Certain Crisis cards will show icons of Cylon ships, indicating that they are to be activated for combat, launched into play, or moved around the Galactica. Cylon ships will act based upon an action hierarchy, detailed in the rulebook. If the drawn Crisis card has the “Prepare for Jump” icon, move the fleet token forward on the Jump Preparation track, jumping the fleet if necessary (and moving the humans closer to their game-end objective). I have purposefully left out some elements of play, for you to discover on your own, or because they just provide intricate detail for the steps and actions described above. When the game-end objective is met by either the human players or the Cylons, the game is over and that respective race wins the game!
To say that there is a lot going on in Battlestar Galactica is quite an understatement. There are several rules and game elements that I did not touch upon, just because if I did then this review would be too long. With so many elements in play and of which to keep track, this game is not exactly for the faint of heart. The gameplay is very involved and requires a good amount of strategy – this is definitely a game that could take up most of a game night to play. That being said, I love this game. There is a lot going on, but that just provides players with so many different strategies to complete their objectives. Maybe you want to focus on dealing with Skill checks or Crisis cards, but maybe you’d rather think offensively and be prepared for any potential Space Combat. Can you help the crew efficiently manage its resources, or position its fleet to protect the Galactica itself? Your strategy must be adaptable at a moment’s notice to help you complete your objective….whatever it may be.
Speaking of which, the fact that there may or may not be secret Cylon players attempting to disrupt your plans really takes a hidden identity game to the next level. Cylons want to sabotage the humans, but in subtle ways as to not be found out – because once a Cylon is revealed, the humans can target and hinder their turns. Can you convince the humans that your previous actions were honest mistakes, or will they catch on that you are trying to undermine their efforts? The elements of deception and bluffing in this regard make the game much more immersive and make it feel realistic – there is a traitor among us and we have to find them, while also completing our own objectives. You really start to question who to trust and how your own actions can be perceived by your fellow players. There have been times, when playing this game, that we have taken breaks for dinner or snacks, and all players pocketed their cards rather than leave them on the table, vulnerable to sneaky opponents. Battlestar Galactica is definitely engaging for all players, and for such an involved and lengthy game, that is something to be applauded.
Let’s touch on components for a minute. The production quality of this game is great. The cardboard elements, including resource dials, are thick and sturdy. The cards and Character sheets are quality, colorful, and feel good in hand. And the plastic ships are well made too. The artwork consists mainly of screen caps from the TV show (which I admittedly have not yet seen…) but the theme and cohesiveness of the components makes for an immersive and engaging game overall.
In general, I am not a person who enjoys hidden identity games – simply because I am a bad liar and get found out almost immediately. However, the way this mechanic is incorporated into Battlestar Galactica makes it more a game of strategy than simple deception. And games of strategy are what I truly love. Managing your hand of Skill cards to best overcome Crisis cards, thinking tactically about how to deploy your fleet and battle Cylon ships, and having to determine who among the crew can actually be trusted keeps all players engaged across the board. Nobody can just sit back and relax, every single turn can drastically affect the outcome of the game. Everyone is in it, and that is what I love about this game. Purple Phoenix Games gives it a 11 / 12. This game has been out of print for a while now, but if you ever get a chance to play – jump on it! You don’t have to know the show to enjoy the game. Trust me, I haven’t seen a single episode yet.
Disclaimer: There are several expansions for Battlestar Galactica. This review will not take any expansions into account, and will focus solely on the base game. Also, I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the gameplay. – L
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. Each player selects a Character, and receives the corresponding Character sheet and tokens. Based on the Characters selected, one player will receive the President title and another the Admiral title. Depending on how many players there are, a Loyalty deck is created and each player is secretly dealt a Loyalty card – either “You are not a Cylon” or “You Are a Cylon.” The Loyalty cards determine how you will play the game: human players win if they complete their given objective, and Cylon players win if they prevent the humans from completing their objective (by depleting resources, successfully invading the Galactica, or destroying the Galactica itself). The game is now ready to begin!
Battlestar Galactica is played over a series of rounds in which players take turns moving, performing actions, playing/drawing cards, etc. until either the human players or Cylon players have won the game. A player’s turn consists of 4 main steps, carried out in the following order: Receive Skills, Movement, Action, and Crisis. To begin your turn, you will draw Skill cards according to the skills listed on your Character sheet. Skill cards can be used to address crises or can provide special abilities. In the next step, Movement, you may move your Character to a different location/ship (all provide special actions). After moving, you will then choose one Action to perform – either listed on your current location, Character sheet, by using a Skill card, or you may choose to perform no action at all. Once you have completed your action, draw the top card of the Crisis deck, and resolve it. Depending on the Crisis card drawn, you may need to then Activate Cylon Ships or Prepare for Jump (more on this in a bit). If neither of those are listed on the Crisis card, then your turn ends and play moves to the next player.
I know that seems like a lot, but each turn of Battlestar Galactica can essentially be broken down into 2 phases: Player Actions and Space Combat. The first phase, Player Actions, is what is detailed above – drawing Skills, Movement, Actions, and drawing Crisis cards. This phase is where players make progress towards their objectives. Certain Actions or Skill cards earn specific rewards necessary to move forward in the game. Crisis cards can consist of Cylon attacks (activating and adding new Cylon ships to the board), Skill checks (all players secretly contribute Skill cards to either aid or sabotage the Skill check), or Events (resolved immediately). The second phase of play, Space Combat, takes place after the Crisis card has been drawn on each turn. Certain Crisis cards will show icons of Cylon ships, indicating that they are to be activated for combat, launched into play, or moved around the Galactica. Cylon ships will act based upon an action hierarchy, detailed in the rulebook. If the drawn Crisis card has the “Prepare for Jump” icon, move the fleet token forward on the Jump Preparation track, jumping the fleet if necessary (and moving the humans closer to their game-end objective). I have purposefully left out some elements of play, for you to discover on your own, or because they just provide intricate detail for the steps and actions described above. When the game-end objective is met by either the human players or the Cylons, the game is over and that respective race wins the game!
To say that there is a lot going on in Battlestar Galactica is quite an understatement. There are several rules and game elements that I did not touch upon, just because if I did then this review would be too long. With so many elements in play and of which to keep track, this game is not exactly for the faint of heart. The gameplay is very involved and requires a good amount of strategy – this is definitely a game that could take up most of a game night to play. That being said, I love this game. There is a lot going on, but that just provides players with so many different strategies to complete their objectives. Maybe you want to focus on dealing with Skill checks or Crisis cards, but maybe you’d rather think offensively and be prepared for any potential Space Combat. Can you help the crew efficiently manage its resources, or position its fleet to protect the Galactica itself? Your strategy must be adaptable at a moment’s notice to help you complete your objective….whatever it may be.
Speaking of which, the fact that there may or may not be secret Cylon players attempting to disrupt your plans really takes a hidden identity game to the next level. Cylons want to sabotage the humans, but in subtle ways as to not be found out – because once a Cylon is revealed, the humans can target and hinder their turns. Can you convince the humans that your previous actions were honest mistakes, or will they catch on that you are trying to undermine their efforts? The elements of deception and bluffing in this regard make the game much more immersive and make it feel realistic – there is a traitor among us and we have to find them, while also completing our own objectives. You really start to question who to trust and how your own actions can be perceived by your fellow players. There have been times, when playing this game, that we have taken breaks for dinner or snacks, and all players pocketed their cards rather than leave them on the table, vulnerable to sneaky opponents. Battlestar Galactica is definitely engaging for all players, and for such an involved and lengthy game, that is something to be applauded.
Let’s touch on components for a minute. The production quality of this game is great. The cardboard elements, including resource dials, are thick and sturdy. The cards and Character sheets are quality, colorful, and feel good in hand. And the plastic ships are well made too. The artwork consists mainly of screen caps from the TV show (which I admittedly have not yet seen…) but the theme and cohesiveness of the components makes for an immersive and engaging game overall.
In general, I am not a person who enjoys hidden identity games – simply because I am a bad liar and get found out almost immediately. However, the way this mechanic is incorporated into Battlestar Galactica makes it more a game of strategy than simple deception. And games of strategy are what I truly love. Managing your hand of Skill cards to best overcome Crisis cards, thinking tactically about how to deploy your fleet and battle Cylon ships, and having to determine who among the crew can actually be trusted keeps all players engaged across the board. Nobody can just sit back and relax, every single turn can drastically affect the outcome of the game. Everyone is in it, and that is what I love about this game. Purple Phoenix Games gives it a 11 / 12. This game has been out of print for a while now, but if you ever get a chance to play – jump on it! You don’t have to know the show to enjoy the game. Trust me, I haven’t seen a single episode yet.