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Kristy H (1252 KP) rated The Perfect Girl in Books
Feb 13, 2018
Zoe Maisey is a genius: a piano prodigy with an amazingly high IQ. She is also a killer. When she was fourteen, Zoe was responsible for the death of three fellow teens. Now, she and her mother have started over (their "Second Chance Life") and Zoe is playing her first concert in her new life, along with her stepbrother, Lucas. But her performance is disrupted and Zoe flees the concert hall. And, by the end of the night, Zoe's mother is dead. Zoe is alone, forced to confront a new world without her protector. Plus, who is responsible for her mother's death?
This book grabbed me immediately; it sucks you in from the start and doesn't let you go until it finishes, when you're exhilarated and exhausted. It's a fascinating, easy-to-read thriller with short chapters that tell us about the events surrounding the timeframe after Zoe's concert, but also going back into the past via flashbacks from the characters. We hear from Zoe, her aunt, Tessa, Tessa's husband, Richard, and Sam, Zoe's lawyer from her "previous" life. Their narratives weave flawlessly into a tense and sometimes psychologically creepy tale that has you sitting spellbound, turning pages frantically, wanting to know what happens.
In theory, the action happens over a very short period of time, as Maria's killer is unveiled, but the ability to go into the past with the characters extends the time and makes you tensely await each action. Macmillan's characters are nuanced and deep--each with their own quirks, flaws, and motivations. Beyond the actual plotline of murder, there is a deep thread of discord and familial drama and angst running among our characters, who are certainly a flawed bunch. The book makes you question and ponder many things, including the topics of forgiveness, loyalty, marriage, and what really makes a family. I won't forget either the exciting story or the characters themselves for some time.
Overall, while there were certainly a few things to quibble with with this one, I thoroughly enjoyed it. It was a tense but enjoyable thriller to escape into and certainly well worth the thread.
I received a copy of this book from the publisher and Librarything (thank you)!
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>
This book grabbed me immediately; it sucks you in from the start and doesn't let you go until it finishes, when you're exhilarated and exhausted. It's a fascinating, easy-to-read thriller with short chapters that tell us about the events surrounding the timeframe after Zoe's concert, but also going back into the past via flashbacks from the characters. We hear from Zoe, her aunt, Tessa, Tessa's husband, Richard, and Sam, Zoe's lawyer from her "previous" life. Their narratives weave flawlessly into a tense and sometimes psychologically creepy tale that has you sitting spellbound, turning pages frantically, wanting to know what happens.
In theory, the action happens over a very short period of time, as Maria's killer is unveiled, but the ability to go into the past with the characters extends the time and makes you tensely await each action. Macmillan's characters are nuanced and deep--each with their own quirks, flaws, and motivations. Beyond the actual plotline of murder, there is a deep thread of discord and familial drama and angst running among our characters, who are certainly a flawed bunch. The book makes you question and ponder many things, including the topics of forgiveness, loyalty, marriage, and what really makes a family. I won't forget either the exciting story or the characters themselves for some time.
Overall, while there were certainly a few things to quibble with with this one, I thoroughly enjoyed it. It was a tense but enjoyable thriller to escape into and certainly well worth the thread.
I received a copy of this book from the publisher and Librarything (thank you)!
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>

Pan Book 4: Capitol Rising
Book, Education and Stickers
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Purple Phoenix Games (2266 KP) rated The Kringle Caper in Tabletop Games
Dec 18, 2021
Ahh, Christmas. Most people’s favorite holiday (at least in the U.S.), and one that I am learning to like more and more every year, but only because of my wife and children. I was not really much of a Christmas kind of guy – Halloween is my jam – but seeing little faces light up with excitement while in their tiny pajamas just makes the heart swell. I don’t want to ruin too much for you all, but something has happened at the North Pole and I know my children would appreciate it so much if you could help Santa out. Thanks!
The Kringle Caper is a Christmas-themed escape room type card game. It consists of 18 cards and I found it much more difficult than its sibling, The Independence Incident, which I reviewed in July.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook (as there is none), but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about the Christmas holiday will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
I know reviews like these could be considered a cash grab normally, but we don’t accept payment for any of our reviews, so I will use this section to lay out what I like and what I do not like about this installment. I just love the idea of these types of games: small decks that provide so many decisions to be made, or puzzles to solve, and riddles to mull over. Personally, I prefer The Independence Incident, but not because I think this version is weaker, but rather because I was much more successful solving the cards by myself. It is difficult to recruit some of the gamers in my life to play these types of games, so if it can be played solo, that’s the option I will take. That said, I’m sure most people enjoy things more if they are inherently good at them, and such is the case for my preference between the two. That said, Purple Phoenix Games gives this one a festive, but sneaky, 4 / 6. I am glad to have played it, and look forward to passing it along to someone else who has yet to enjoy it.
I will say that I believe all gamers should try both versions, and I am excited to find and try the Halloween and Valentine’s Day versions as well. If you also enjoy these quick escape-room-style card games, give this one a shot, but please promise me you will also try the others as well. Now get out there and solve this mystery, little elf!
The Kringle Caper is a Christmas-themed escape room type card game. It consists of 18 cards and I found it much more difficult than its sibling, The Independence Incident, which I reviewed in July.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook (as there is none), but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about the Christmas holiday will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
I know reviews like these could be considered a cash grab normally, but we don’t accept payment for any of our reviews, so I will use this section to lay out what I like and what I do not like about this installment. I just love the idea of these types of games: small decks that provide so many decisions to be made, or puzzles to solve, and riddles to mull over. Personally, I prefer The Independence Incident, but not because I think this version is weaker, but rather because I was much more successful solving the cards by myself. It is difficult to recruit some of the gamers in my life to play these types of games, so if it can be played solo, that’s the option I will take. That said, I’m sure most people enjoy things more if they are inherently good at them, and such is the case for my preference between the two. That said, Purple Phoenix Games gives this one a festive, but sneaky, 4 / 6. I am glad to have played it, and look forward to passing it along to someone else who has yet to enjoy it.
I will say that I believe all gamers should try both versions, and I am excited to find and try the Halloween and Valentine’s Day versions as well. If you also enjoy these quick escape-room-style card games, give this one a shot, but please promise me you will also try the others as well. Now get out there and solve this mystery, little elf!

Matthew Krueger (10051 KP) rated 13 Dead End Drive in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
The Traps (3 more)
Its like Clue
Excellent Bluff Game
High replayablity
Dont know who has who (2 more)
Its easy to hit and knock off the traps.
The set up is long
Excellent Murder Mystery Bluff Deduction Game
13 Dead End Drive- is a excellent bluff deduction murder mystery board game. I learned about it through the Funhaus channel. Its like clue but so much different. Let me explain.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.

Darren (1599 KP) rated Seoul Station (2016) in Movies
Jun 21, 2019
Story: Seoul Station starts as we see a homeless man injured and ignored around the station, we move off to see Hye-Sun who along with her boyfriend Ki-woong have been struggling for rent, forcing him into attempting to pimp her out, when her father Suk-gyu discovers this, he heads to Seoul to save his daughter.
Soon the homeless dies, but he doesn’t stay dead, turning into a zombie, it isn’t long before the zombie plague hits Seoul and Suk-gyu must work with Ki-woong to locate his missing daughter and escape the city before it is too late.
Thoughts on Seoul Station
Characters – Suk-gyu is the father searching for his lost daughter, he knew she ran away and now he gets the chance to come and save her from the seedy underworld her boyfriend wants to put her in, only to become the real saviour against the zombies. Hye-Sun is the runaway daughter, she struggles to keep the rent coming and after her argument with her boyfriend wanders the streets alone just as the zombie outbreak starts. Ki-woong is the boyfriend who seems to be a slacker spending more time in the internet cafes over supporting his girlfriend, he is forced to work with Suk-gyu to find Hye-Sun.
Story – The story here follows three main characters who are trying to survive a zombie outbreak in the big city of Seoul, this is a prequel to Train to Busan and shows us how the outbreak started to spread. The story keeps the attempts of a father trying to save his daughter the focal point in this film, this gives us two main characters to support and hope see get reconnected after she had run away from home at a young age. We also get to see a father and new boyfriend interact with the tension you would expect from this. This isn’t anything ground breaking for the zombie genre and by being animated we get to increase the scale of everything which does help show how a big city would cope with the panic of a sudden outbreak.
Horror – The horror in the film comes from the zombie outbreak, the zombie behaviour will always work for horror and the idea that nowhere is as safe as it should be only adds to the horror in the film.
Settings – The film is set in Seoul which is one of the locations the train goes through in Train to Busan, the scale of the city shows us just how a big population would react to an outbreak.
Animation – The animation used in the film is great to see, we get to see each bloody wound suffered through the outbreak.
Scene of the Movie – Third act twist is shocking.
That Moment That Annoyed Me – Shut the bloody doors.
Final Thoughts – This is a great prequel to put us in the world of Train to Busan, we get to see just how conflicted people can become and just follow one small story in the bigger picture makes us interested to learn more.
Overall: Great fun animation.
https://moviesreview101.com/2019/06/19/abc-film-challenge-world-cinema-s-seoul-station-2016/
Soon the homeless dies, but he doesn’t stay dead, turning into a zombie, it isn’t long before the zombie plague hits Seoul and Suk-gyu must work with Ki-woong to locate his missing daughter and escape the city before it is too late.
Thoughts on Seoul Station
Characters – Suk-gyu is the father searching for his lost daughter, he knew she ran away and now he gets the chance to come and save her from the seedy underworld her boyfriend wants to put her in, only to become the real saviour against the zombies. Hye-Sun is the runaway daughter, she struggles to keep the rent coming and after her argument with her boyfriend wanders the streets alone just as the zombie outbreak starts. Ki-woong is the boyfriend who seems to be a slacker spending more time in the internet cafes over supporting his girlfriend, he is forced to work with Suk-gyu to find Hye-Sun.
Story – The story here follows three main characters who are trying to survive a zombie outbreak in the big city of Seoul, this is a prequel to Train to Busan and shows us how the outbreak started to spread. The story keeps the attempts of a father trying to save his daughter the focal point in this film, this gives us two main characters to support and hope see get reconnected after she had run away from home at a young age. We also get to see a father and new boyfriend interact with the tension you would expect from this. This isn’t anything ground breaking for the zombie genre and by being animated we get to increase the scale of everything which does help show how a big city would cope with the panic of a sudden outbreak.
Horror – The horror in the film comes from the zombie outbreak, the zombie behaviour will always work for horror and the idea that nowhere is as safe as it should be only adds to the horror in the film.
Settings – The film is set in Seoul which is one of the locations the train goes through in Train to Busan, the scale of the city shows us just how a big population would react to an outbreak.
Animation – The animation used in the film is great to see, we get to see each bloody wound suffered through the outbreak.
Scene of the Movie – Third act twist is shocking.
That Moment That Annoyed Me – Shut the bloody doors.
Final Thoughts – This is a great prequel to put us in the world of Train to Busan, we get to see just how conflicted people can become and just follow one small story in the bigger picture makes us interested to learn more.
Overall: Great fun animation.
https://moviesreview101.com/2019/06/19/abc-film-challenge-world-cinema-s-seoul-station-2016/

Emma @ The Movies (1786 KP) rated The Limehouse Golem (2016) in Movies
Sep 25, 2019
The community of Limehouse in Victorian London have been rocked by a series of murders. They have called the mudered the Golem, as only such a creature could have done these heinous acts.
Elizabeth Cree, the music hall star, has been arrested for the poisoning of her husband John Cree on the same night as the last Golem murder. But when evidence is found by Inspector John Kildare that links John Cree to the murders, he sets about trying to solve both cases so that he might save Elizabeth from hanging for her crime.
Their investigation leads them to an exclusive reading room at the library, and a book on the art of murder. Within its pages are hand written notes chronicling the Golem murders to date. Only four men entered the reading room when the last entry was made; Dan Leno, Karl Marx, George Gissing and John Cree. Can the inspector eliminate the other three men and prove Cree is the Golem in order to save Elizabeth?
I was looking forward to this one. Some top actors were involved, and I love a bit of Victorian era murder. The film itself was good throughout, I can't fault it for the scenery and acting.
But...
Those of you that know me, know that I don't think about films. I'm sure I keep saying this. I watch them to have some fun, to escape reality, so what's the point in picking apart something that's made as a fiction to entertain you?
Even with me suspending my brain function for the duration of the film, I paused and thought... oh, this is what's going to happen... and it did. It felt a bit cliche, like the twist had been overused in every film like this that I'd seen. I don't think it was designed that way though. There was a clear moment in the film where they want you to know what is happening, but the realisation of the ending cam much earlier than this. And it was disappointing. I was enjoying the film a lot until I realised what was coming. Talking to my movie buddy I discovered that I wasn't the only one who had this feeling. It's such a shame, but the twist felt so obvious to me that I was suddenly very disappointed.
I have taken to looking at Rotten Tomatoes after seeing a film, and this one is currently sitting at 77% with critics and 61% with the audience. I'd say that's about right. I've left the major spoiler out of here, but if you're familiar with this sort of story then I don't think you'd be hard pressed to work it out. It is an excellent film in it's genre, but it was let down, for me, by the obvious direction it went in.
Elizabeth Cree, the music hall star, has been arrested for the poisoning of her husband John Cree on the same night as the last Golem murder. But when evidence is found by Inspector John Kildare that links John Cree to the murders, he sets about trying to solve both cases so that he might save Elizabeth from hanging for her crime.
Their investigation leads them to an exclusive reading room at the library, and a book on the art of murder. Within its pages are hand written notes chronicling the Golem murders to date. Only four men entered the reading room when the last entry was made; Dan Leno, Karl Marx, George Gissing and John Cree. Can the inspector eliminate the other three men and prove Cree is the Golem in order to save Elizabeth?
I was looking forward to this one. Some top actors were involved, and I love a bit of Victorian era murder. The film itself was good throughout, I can't fault it for the scenery and acting.
But...
Those of you that know me, know that I don't think about films. I'm sure I keep saying this. I watch them to have some fun, to escape reality, so what's the point in picking apart something that's made as a fiction to entertain you?
Even with me suspending my brain function for the duration of the film, I paused and thought... oh, this is what's going to happen... and it did. It felt a bit cliche, like the twist had been overused in every film like this that I'd seen. I don't think it was designed that way though. There was a clear moment in the film where they want you to know what is happening, but the realisation of the ending cam much earlier than this. And it was disappointing. I was enjoying the film a lot until I realised what was coming. Talking to my movie buddy I discovered that I wasn't the only one who had this feeling. It's such a shame, but the twist felt so obvious to me that I was suddenly very disappointed.
I have taken to looking at Rotten Tomatoes after seeing a film, and this one is currently sitting at 77% with critics and 61% with the audience. I'd say that's about right. I've left the major spoiler out of here, but if you're familiar with this sort of story then I don't think you'd be hard pressed to work it out. It is an excellent film in it's genre, but it was let down, for me, by the obvious direction it went in.

In the Garden of Dandelions
Games and Book
App
Do you sometimes get that feeling of wanting to escape everyday life for a bit? “In the Garden of...

Gareth von Kallenbach (980 KP) rated Ready Player One (2018) in Movies
Jul 8, 2019
Directed by Steven Spielberg, Ready Player One is a fast paced action film full of fun pop culture nostalgia. Set in a dystopian 2045, the world’s number one resource is the Oasis. A virtual reality world where everyone either works or uses to escape the doldrums of everyday slum/trailer park life of Columbus Ohio.
When the creator of the Oasis, James Holiday (Mark Rylance) passes away, he leaves a Willy Wonka like challenge in the Oasis, where whoever is the first to find Holiday’s “Easter egg,” will inherit control of the Oasis and the fortune that comes with it. Naturally, we go on a “Goonies” like adventure where we follow the hunt for the egg through our hero Wade Watts/Parzival (Tye Sheridan) and his crew of friends Aech (Lena Waithe) and Art3mis (Olivia Cooke). They hope to keep the Oasis free for everyone and make it so no one will have to slave away working to pay off debt in the Oasis. Meanwhile, the wicked corporation, led by Nolan Sorrento (Ben Mendelsohn) that will do anything to win control of the Oasis as a way to make money and enslave people. Got that? Good. Because the film pretty much explains this in the first fifteen minutes or so. After that, the film becomes a fast paced adventure race to find each of the three key’s needed to find Holiday’s egg and win the challenge.
Since the majority of the film takes place in the Oasis, we find ourselves mostly watching animation and voice acting. The cast does an excellent job delivering their lines combined with top tier animation. These two things are melded so well, at times you barley even realize you are watching animation. Additionally, the Oasis is packed full with visual pop culture references and gags. Whether its video game or comic characters, a reference to a scene from a movie, soundtrack, or even certain famous sound cues, you will find yourself constantly looking at everything on screen and smiling with amusement. Even if you do not know the references very well, the film moves at a fast enough pace through each part of the adventure, you never feel alienated or as if you are out of the loop.
For those who are wondering, then film differs greatly from the hit 2011 novel by the same name, in that it is able to create a version of this story that is entirely its own. Thus it leaves the “book is better” conversations to the side. Instead, the book could be seen as a complement to the movie, for those looking for more depth in character, the real world of 2045 and the Oasis. I was surprised how much I enjoyed the changes from the book in the film, and yet, I want to re-read the novel to get more out of this rich environment.
In the end, I’d have to say that Ready Player One is worth the full price of admission. There is something for everyone to enjoy in this fun, fast paced, action film.
When the creator of the Oasis, James Holiday (Mark Rylance) passes away, he leaves a Willy Wonka like challenge in the Oasis, where whoever is the first to find Holiday’s “Easter egg,” will inherit control of the Oasis and the fortune that comes with it. Naturally, we go on a “Goonies” like adventure where we follow the hunt for the egg through our hero Wade Watts/Parzival (Tye Sheridan) and his crew of friends Aech (Lena Waithe) and Art3mis (Olivia Cooke). They hope to keep the Oasis free for everyone and make it so no one will have to slave away working to pay off debt in the Oasis. Meanwhile, the wicked corporation, led by Nolan Sorrento (Ben Mendelsohn) that will do anything to win control of the Oasis as a way to make money and enslave people. Got that? Good. Because the film pretty much explains this in the first fifteen minutes or so. After that, the film becomes a fast paced adventure race to find each of the three key’s needed to find Holiday’s egg and win the challenge.
Since the majority of the film takes place in the Oasis, we find ourselves mostly watching animation and voice acting. The cast does an excellent job delivering their lines combined with top tier animation. These two things are melded so well, at times you barley even realize you are watching animation. Additionally, the Oasis is packed full with visual pop culture references and gags. Whether its video game or comic characters, a reference to a scene from a movie, soundtrack, or even certain famous sound cues, you will find yourself constantly looking at everything on screen and smiling with amusement. Even if you do not know the references very well, the film moves at a fast enough pace through each part of the adventure, you never feel alienated or as if you are out of the loop.
For those who are wondering, then film differs greatly from the hit 2011 novel by the same name, in that it is able to create a version of this story that is entirely its own. Thus it leaves the “book is better” conversations to the side. Instead, the book could be seen as a complement to the movie, for those looking for more depth in character, the real world of 2045 and the Oasis. I was surprised how much I enjoyed the changes from the book in the film, and yet, I want to re-read the novel to get more out of this rich environment.
In the end, I’d have to say that Ready Player One is worth the full price of admission. There is something for everyone to enjoy in this fun, fast paced, action film.

Night Reader Reviews (683 KP) rated Paper Snow in Books
Jan 9, 2020
Paper Snow by Azarius Boreaus was not what I expected at all. In fact, it was one of the few books that completely surprised me. The description on the back of the book is vague yet considering the book is fairly short it is understandable. It was hard to write a summary without giving too much away. That being said there is a lot packed into a short book but amazingly it did not feel rushed as the author was able to effectively get the point across.
23 year old Noah wakes up with no idea as to exactly where he is or what happened to him. Everything is all white except for the garden that his bedroom opens up to. In the center of this garden is a giant baobab tree. At first, the only other person Noah sees is Coal, his doctor, but in the garden, he meets the people living in the other rooms surrounding the garden. It is by taking with the other people that Noah comes to know that all is not as it seems and why Coal is so interested in his dreams.
Noah learns that he possesses a special form of empathy, as does the others living in this facility, and that it allows him to communicate with plants. The others also teach him about the sleepers and how they are all prisoners in the facility. The people running the facility believes that Noah and the other prisoners have the ability to save humanity. Noah receives memories from the baobab trees broken branches and tells the tree he is listening by creating origami symbols to represent each memory. With the help of the tree, Noah is able to find strength in himself and help others to escape.
What I liked best is that the author highlights the deep connection the humans once had with nature wonderfully. The connection that the characters had with plants, animal, and each other were well explained. The first fifty pages were slow yet they promised interesting developments later on. It was difficult to stick with the book early on and I almost gave up on it. The jumping from Noahs present to his memories, and then to the Arctic was rough at first but I was able to get used to it.
The target readers for this book would probably be around high school and older. The content is fine for younger audiences I just dont think that it would be able to be understood very well. This book requires a reader to have an open mind as it deals with empaths, communicating with nature, reincarnation, and the ability that our beliefs can shape our physical world if strong enough. I rate this book 4 out of 4. Originally I was going to give it a lower rating but the further I got the more I saw the book for what it really is. I am not even sure if the author knows what they created of if this was just meant as a story. It was an amazing experience to read and something I was able to connect with.
23 year old Noah wakes up with no idea as to exactly where he is or what happened to him. Everything is all white except for the garden that his bedroom opens up to. In the center of this garden is a giant baobab tree. At first, the only other person Noah sees is Coal, his doctor, but in the garden, he meets the people living in the other rooms surrounding the garden. It is by taking with the other people that Noah comes to know that all is not as it seems and why Coal is so interested in his dreams.
Noah learns that he possesses a special form of empathy, as does the others living in this facility, and that it allows him to communicate with plants. The others also teach him about the sleepers and how they are all prisoners in the facility. The people running the facility believes that Noah and the other prisoners have the ability to save humanity. Noah receives memories from the baobab trees broken branches and tells the tree he is listening by creating origami symbols to represent each memory. With the help of the tree, Noah is able to find strength in himself and help others to escape.
What I liked best is that the author highlights the deep connection the humans once had with nature wonderfully. The connection that the characters had with plants, animal, and each other were well explained. The first fifty pages were slow yet they promised interesting developments later on. It was difficult to stick with the book early on and I almost gave up on it. The jumping from Noahs present to his memories, and then to the Arctic was rough at first but I was able to get used to it.
The target readers for this book would probably be around high school and older. The content is fine for younger audiences I just dont think that it would be able to be understood very well. This book requires a reader to have an open mind as it deals with empaths, communicating with nature, reincarnation, and the ability that our beliefs can shape our physical world if strong enough. I rate this book 4 out of 4. Originally I was going to give it a lower rating but the further I got the more I saw the book for what it really is. I am not even sure if the author knows what they created of if this was just meant as a story. It was an amazing experience to read and something I was able to connect with.

Gareth von Kallenbach (980 KP) rated As Above So Below (2014) in Movies
Aug 6, 2019
The film “As above so below” is part horror, part treasure adventure, and
all shaky cam. This found-footage film could also be more aptly titled as
“Lara Croft goes to hell.” The story centers around an excitable young
adventurer with a British accent named Scarlett on a search for the
mythological Philosopher’s Stone. A self-professed scholar of alchemy, she
hopes proving that the stone exists will fulfill her father’s legacy and
prove to the world that he wasn’t crazy. This search leads her and her
partners through the secret areas of the haunted catacombs of Pairs, France
into what could be hell itself. The movie starts with her traveling to Iran
for clues on the location of the Philosopher’s Stone.
The action opens without introductions which I enjoyed, as it gets right
into the action and sets the a good pace for the rest of the film. After
retrieving clues to the location of the stone and narrowly avoiding
security and a cave-in in Iran, our heroine sets off to Paris, France to
gather the rest of the crew for her adventure (the rest of our films
characters). These characters include her old friend Benji, a translator, a
group of French miscreants: Papillion (the leader), Zed and Souxie (the
Banshee, no kidding) all of whom are experts on the secret underground
catacombs. Her loyal documentarian George rounds out the crew who has
followed her around since the film’s opening shot.
Up until this point, the horror element of this film is non-existent. Once
the crew journey into the secret catacombs is when things begin to get
eerie. Plot and circumstance is good and all, but it’s a horror movie, is
it scary? Well, I wasn’t scared at all, neither was my wife whom I saw the
movie with. I’d call it more of a psychological thriller, a slight one at
that. Lots of supernatural happenings occur in the caverns akin to what
you’d find in a haunted house movie. Things like phone’s ringing
inexplicably in an area devoid of electricity and hundreds of feet below
the ground, spooky ghost like figures chanting occult hymns, and dead
drowned children. There isn’t much gore in this film, the little found is
reserved for the last 3rd of the movie. Some fear and wince inducing
moments are supplied via claustrophobia as the group squeezes themselves
through tight corridors and underwater channels. They did a pretty good job
of getting your heart racing. These scenes were reminiscent of a greater
horror entry “The Descent.” If you’ve seen that film, then you know what to
expect when it comes to the 1st person moments of claustrophobia.
Once in the catacombs what follows is a maze of twists and turns and
strange occurrences as the crew tries to solve the mystery of the hidden
Philosopher’s Stone as one by one the crew members get killed off in their
attempt to escape the demonic maze of underground tunnels. As for the
ending? Well prepare to be underwhelmed. The definitive worst part of the
film is its ending. It is so mundane and handled extremely poorly as to
come to an abrupt and seemingly rushed finish without any sense of
accomplishment or endearment to any of the characters or what they have
been through. Although they don’t all make it out alive (naturally this is
a horror film) those that do give off the impression of a group that has
just passed out of the end of a haunted house maze similar to those at the
upcoming Halloween Horror Nights at Universal Studios.
all shaky cam. This found-footage film could also be more aptly titled as
“Lara Croft goes to hell.” The story centers around an excitable young
adventurer with a British accent named Scarlett on a search for the
mythological Philosopher’s Stone. A self-professed scholar of alchemy, she
hopes proving that the stone exists will fulfill her father’s legacy and
prove to the world that he wasn’t crazy. This search leads her and her
partners through the secret areas of the haunted catacombs of Pairs, France
into what could be hell itself. The movie starts with her traveling to Iran
for clues on the location of the Philosopher’s Stone.
The action opens without introductions which I enjoyed, as it gets right
into the action and sets the a good pace for the rest of the film. After
retrieving clues to the location of the stone and narrowly avoiding
security and a cave-in in Iran, our heroine sets off to Paris, France to
gather the rest of the crew for her adventure (the rest of our films
characters). These characters include her old friend Benji, a translator, a
group of French miscreants: Papillion (the leader), Zed and Souxie (the
Banshee, no kidding) all of whom are experts on the secret underground
catacombs. Her loyal documentarian George rounds out the crew who has
followed her around since the film’s opening shot.
Up until this point, the horror element of this film is non-existent. Once
the crew journey into the secret catacombs is when things begin to get
eerie. Plot and circumstance is good and all, but it’s a horror movie, is
it scary? Well, I wasn’t scared at all, neither was my wife whom I saw the
movie with. I’d call it more of a psychological thriller, a slight one at
that. Lots of supernatural happenings occur in the caverns akin to what
you’d find in a haunted house movie. Things like phone’s ringing
inexplicably in an area devoid of electricity and hundreds of feet below
the ground, spooky ghost like figures chanting occult hymns, and dead
drowned children. There isn’t much gore in this film, the little found is
reserved for the last 3rd of the movie. Some fear and wince inducing
moments are supplied via claustrophobia as the group squeezes themselves
through tight corridors and underwater channels. They did a pretty good job
of getting your heart racing. These scenes were reminiscent of a greater
horror entry “The Descent.” If you’ve seen that film, then you know what to
expect when it comes to the 1st person moments of claustrophobia.
Once in the catacombs what follows is a maze of twists and turns and
strange occurrences as the crew tries to solve the mystery of the hidden
Philosopher’s Stone as one by one the crew members get killed off in their
attempt to escape the demonic maze of underground tunnels. As for the
ending? Well prepare to be underwhelmed. The definitive worst part of the
film is its ending. It is so mundane and handled extremely poorly as to
come to an abrupt and seemingly rushed finish without any sense of
accomplishment or endearment to any of the characters or what they have
been through. Although they don’t all make it out alive (naturally this is
a horror film) those that do give off the impression of a group that has
just passed out of the end of a haunted house maze similar to those at the
upcoming Halloween Horror Nights at Universal Studios.