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Hadley (567 KP) rated The Turn of the Screw in Books
Mar 24, 2020 (Updated Mar 24, 2020)
Well written (1 more)
Ahead of its time
Overly descriptive (1 more)
Vague
The ghost stories of the Victorian era are full of scares and mysteries- - - from the karma-ridden future, past and present ghosts of Charles Dickens' "A Christmas Carol" to the comedic ghost story by Oscar Wilde called 'the Canterville Ghost." But among all of them, Henry James found another subject to add to the pot in the novella 'the Turn of the Screw.'
With only 93 pages and the viewpoint of a governess, the story is one that has been up for debate as to its meaning for over a century, a story that blends child abuse and ghostly possession way ahead of its time. But even with its great plot, the story falls short and becomes bland throughout most of its short pages.
So why is the meaning of the Turn of the Screw still being debated? There's only one thing that has caused that --- it's in the way that James wrote the story, nothing is explained and everything is vague, these being very important parts that can keep this book from being enjoyable to many readers. Here's a summary of the story: a woman becomes governess of two children, one of which is sent home from school (technically expelled, in today's terms), the entire book has this woman trying to figure out why the child was sent home, but with ghosts thrown into the mix.
The story starts off with a man telling this ghost story from letters he received from a woman (the governess). But, even at the end of the book, the story never turns back to the man finishing the letters, yet this was done so masterfully that when you are done with the book, you completely forget about the man at the beginning, something that isn't easily done today in most writing. The man is reading these letters to a small audience that is also never revealed why, something that will seem completely irrelevant for the reader.
Readers finally get their paranormal fix when our main character, the governess, sees her first ghost in the Turn of the Screw. Our governess goes on an isolated walk when she spots an older man staring at her from a tower on the estate. But not until after a second encounter with this man, she decides to tell a housemaid about it, who quickly knows whom she speaks of. The maid is very certain that the man the governess has spotted twice is a deceased man that used to work for the family, but the maid is terrified by this because this man seems to have been abusive towards the son of the family and now seems to be continuing to torment him even after death.
Our governess seems to go down a path of paranoia as she seems to believe that the children are seeing the ghosts, too, but refusing to tell her so, and she becomes convinced that the key to getting them to confess is to finding out why the boy was sent home from school in the first place. She tries many times to get him to tell her why, but lets him take control of the conversations where he is able to divert the attention to something else. When things seem to be too much for the governess and housemaid to handle, they decide to try to write the childrens' uncle, and ask him to visit - - - this being the uncle that hired the governess and asked to never be bothered by her again, and that he wants nothing to do with his niece and nephew ever again, and especially don't write to him about any problems.
James is considered one of the greatest authors of the English language, but although this novella did very well, he wasn't known for ghost stories. His most popular book is 'the Portrait of a Lady,' which is about a young woman who comes into a large amount of money only to have it stolen by two con-men. Being that he is a Victorian-era writer, you can expect the overly long paragraphs and descriptions that the time was known for in 'the Turn of the Screw.' I personally felt the story had too many interludes of the governess' thoughts and ideas, which border on rambling. There seemed no point in the governess obsessing over why the boy was sent home from school when there are ghosts tormenting them at home- - - how this mode was suppose to work has left me clueless.
It's a usual horror trope to have children being possessed as the core of a book because it's something that can shake adults to their core at the thought that their own children could be that vulnerable. But James was way ahead of his time in the Turn of the Screw. He was able to put together psychological standpoints that weren't even discussed in his time, bouncing between child abuse with those children acting out to the power that abusers can still hold over their victims, even after death.
I'm giving the story a high rating, although I really didn't enjoy it. Why? Because it was a great idea and it was well written. If James hadn't been so vague on key parts, and hadn't left readers with a shocking unexplained ending, then maybe I would have liked it more. I can only recommend this book to people who like Victorian ghost stories, but for paranormal lovers, I think it falls short.
With only 93 pages and the viewpoint of a governess, the story is one that has been up for debate as to its meaning for over a century, a story that blends child abuse and ghostly possession way ahead of its time. But even with its great plot, the story falls short and becomes bland throughout most of its short pages.
So why is the meaning of the Turn of the Screw still being debated? There's only one thing that has caused that --- it's in the way that James wrote the story, nothing is explained and everything is vague, these being very important parts that can keep this book from being enjoyable to many readers. Here's a summary of the story: a woman becomes governess of two children, one of which is sent home from school (technically expelled, in today's terms), the entire book has this woman trying to figure out why the child was sent home, but with ghosts thrown into the mix.
The story starts off with a man telling this ghost story from letters he received from a woman (the governess). But, even at the end of the book, the story never turns back to the man finishing the letters, yet this was done so masterfully that when you are done with the book, you completely forget about the man at the beginning, something that isn't easily done today in most writing. The man is reading these letters to a small audience that is also never revealed why, something that will seem completely irrelevant for the reader.
Readers finally get their paranormal fix when our main character, the governess, sees her first ghost in the Turn of the Screw. Our governess goes on an isolated walk when she spots an older man staring at her from a tower on the estate. But not until after a second encounter with this man, she decides to tell a housemaid about it, who quickly knows whom she speaks of. The maid is very certain that the man the governess has spotted twice is a deceased man that used to work for the family, but the maid is terrified by this because this man seems to have been abusive towards the son of the family and now seems to be continuing to torment him even after death.
Our governess seems to go down a path of paranoia as she seems to believe that the children are seeing the ghosts, too, but refusing to tell her so, and she becomes convinced that the key to getting them to confess is to finding out why the boy was sent home from school in the first place. She tries many times to get him to tell her why, but lets him take control of the conversations where he is able to divert the attention to something else. When things seem to be too much for the governess and housemaid to handle, they decide to try to write the childrens' uncle, and ask him to visit - - - this being the uncle that hired the governess and asked to never be bothered by her again, and that he wants nothing to do with his niece and nephew ever again, and especially don't write to him about any problems.
James is considered one of the greatest authors of the English language, but although this novella did very well, he wasn't known for ghost stories. His most popular book is 'the Portrait of a Lady,' which is about a young woman who comes into a large amount of money only to have it stolen by two con-men. Being that he is a Victorian-era writer, you can expect the overly long paragraphs and descriptions that the time was known for in 'the Turn of the Screw.' I personally felt the story had too many interludes of the governess' thoughts and ideas, which border on rambling. There seemed no point in the governess obsessing over why the boy was sent home from school when there are ghosts tormenting them at home- - - how this mode was suppose to work has left me clueless.
It's a usual horror trope to have children being possessed as the core of a book because it's something that can shake adults to their core at the thought that their own children could be that vulnerable. But James was way ahead of his time in the Turn of the Screw. He was able to put together psychological standpoints that weren't even discussed in his time, bouncing between child abuse with those children acting out to the power that abusers can still hold over their victims, even after death.
I'm giving the story a high rating, although I really didn't enjoy it. Why? Because it was a great idea and it was well written. If James hadn't been so vague on key parts, and hadn't left readers with a shocking unexplained ending, then maybe I would have liked it more. I can only recommend this book to people who like Victorian ghost stories, but for paranormal lovers, I think it falls short.
Jamie Towell Cook (13 KP) rated the PlayStation 4 version of Resident Evil 2 (Remake) in Video Games
Apr 6, 2020
September 29th 1998
Raccoon City, home to the worlds leading pharmaceutical company, the Umbrella Corporation. This is the day that the city and its inhabitants would never forget.
It's been 21 years since the original release of the second installment of the Resident Evil franchise and I can honestly say time (and Capcom) have been incredibly kind to this game. Using the new RE engine that we saw in Resident Evil 7, this remake of what was already a legend of a game, gets a complete modern makeover. Now it's not just the graphics that have been pushed into the modern era: Capcom are a company who grows and learns and they have obviously listened to a lot of fan feedback. The controls are very similar to early installments of the game such as RE4, RE5 and RE6, giving you the over the shoulder perspective and the ability to aim freely, unlike RE5 and 6 though they have managed to amp up the scare tactics, taking Resident evil all they way back to its roots of being a survival horror game and not an action game (*cough, cough* RE4, 5 & 6).
The game story, if you don't already know, or are just too young to have been around for its original release, centres on two characters who by chance both meet at a gas station on that fateful night just outside the city limits. There is the rookie cop, Leon S. Kennedy, who, unluckily for him has decided to enroll into the RPD (Raccoon Police Department) or you can choose College student, motorcyclist and all round badass Claire Redfield, who has gone to Raccon City to find her brother, Chris. Who fans are bound to know if they have played basically any of the other titles out there.
Soon after Leon and Claire arrive this gas station (separately), both soon realize that there is something very strange happening. Upon investigating, they soon find out what that is.
Yep, zombies!
Now any normal people out there at this point would be running as far away as possible leaving a trail of wee behind them as they did so, that is if you aren't eaten first. However Leon and Claire hop in a car a decide heading into the city is the best course of action (SERIOUSLY??) Anyways, that's how the story sets its pace and trust me when I say, wear clean underwear when you start this game and maybe change them a few times because Capcom have learnt how to use those scare tactics quite effectively now. So fasten your seat belts, kids, it's going to be a bumpy night!
The story remains essentially the same as the original from 1998: things have been moved around slightly and some cut scenes extended but it does stay true to the masterpiece that it was for its day and age. Obviously now though, the graphics are just a beauty to behold; both Claire and Leon look amazing in their HD splendour, and the police station entrance, which has got to be the most iconic moment of the game, will take your breath away.
Although why Raccoon City has the world's most fancy police station is beyond me...
Not only have our protagonists and surroundings had the HD makeover but so have all the enemies too. Zombies, zombie dogs (Why just dogs though) and other abominable creatures that are lurking in the shadows also look truly amazing as well.
Now back in the day when Resident Evil 2 first came out it was spread out over two discs. One disc solely focused on Leon's series of events and the other on Claire's. The game's story was split into two different versions: you had Scenario A and Scenario B. Basically if you played A as either character then B would be what the other character was doing at that same time. The remake follows the same principle, allowing you to play through two different sequences of events. Completing all scenarios will give you access to the true ending and the fourth survivor mini story. The fourth survivor follows the story of an Umbrella secret service agent known as HUNK. The fourth survivors tale begins in the sewers of the forsaken city and is essentially a mini mission to escape to an extraction point and flee the city.
In addition to the main game and fourth survivor mode, there is also another mode called Ghost Survivors. Ghost survivors tells the story of different characters that are encountered in one way or another throughout the main games story and is a `what if` telling of events from their perspectives. The game play itself follows the same principles as fourth survivor mode in that timed, get from point A to point B kind of style. By playing through these modes you can unlock some extremely random accessories to make the modes more interesting.
For me, Resident Evil 2 was one of the first survival horror games i had ever played back on the PS1. I have some very fond memories of playing this game and of teaching my little brother how to play this game as well. I had my doubts when a remake was announced but i can honestly say without a shadow of a doubt that this remake is a work of art. Doing more than justice to its original and even surpassing it.
This is a title that should most definatley be in any gamers arsenal.
Raccoon City, home to the worlds leading pharmaceutical company, the Umbrella Corporation. This is the day that the city and its inhabitants would never forget.
It's been 21 years since the original release of the second installment of the Resident Evil franchise and I can honestly say time (and Capcom) have been incredibly kind to this game. Using the new RE engine that we saw in Resident Evil 7, this remake of what was already a legend of a game, gets a complete modern makeover. Now it's not just the graphics that have been pushed into the modern era: Capcom are a company who grows and learns and they have obviously listened to a lot of fan feedback. The controls are very similar to early installments of the game such as RE4, RE5 and RE6, giving you the over the shoulder perspective and the ability to aim freely, unlike RE5 and 6 though they have managed to amp up the scare tactics, taking Resident evil all they way back to its roots of being a survival horror game and not an action game (*cough, cough* RE4, 5 & 6).
The game story, if you don't already know, or are just too young to have been around for its original release, centres on two characters who by chance both meet at a gas station on that fateful night just outside the city limits. There is the rookie cop, Leon S. Kennedy, who, unluckily for him has decided to enroll into the RPD (Raccoon Police Department) or you can choose College student, motorcyclist and all round badass Claire Redfield, who has gone to Raccon City to find her brother, Chris. Who fans are bound to know if they have played basically any of the other titles out there.
Soon after Leon and Claire arrive this gas station (separately), both soon realize that there is something very strange happening. Upon investigating, they soon find out what that is.
Yep, zombies!
Now any normal people out there at this point would be running as far away as possible leaving a trail of wee behind them as they did so, that is if you aren't eaten first. However Leon and Claire hop in a car a decide heading into the city is the best course of action (SERIOUSLY??) Anyways, that's how the story sets its pace and trust me when I say, wear clean underwear when you start this game and maybe change them a few times because Capcom have learnt how to use those scare tactics quite effectively now. So fasten your seat belts, kids, it's going to be a bumpy night!
The story remains essentially the same as the original from 1998: things have been moved around slightly and some cut scenes extended but it does stay true to the masterpiece that it was for its day and age. Obviously now though, the graphics are just a beauty to behold; both Claire and Leon look amazing in their HD splendour, and the police station entrance, which has got to be the most iconic moment of the game, will take your breath away.
Although why Raccoon City has the world's most fancy police station is beyond me...
Not only have our protagonists and surroundings had the HD makeover but so have all the enemies too. Zombies, zombie dogs (Why just dogs though) and other abominable creatures that are lurking in the shadows also look truly amazing as well.
Now back in the day when Resident Evil 2 first came out it was spread out over two discs. One disc solely focused on Leon's series of events and the other on Claire's. The game's story was split into two different versions: you had Scenario A and Scenario B. Basically if you played A as either character then B would be what the other character was doing at that same time. The remake follows the same principle, allowing you to play through two different sequences of events. Completing all scenarios will give you access to the true ending and the fourth survivor mini story. The fourth survivor follows the story of an Umbrella secret service agent known as HUNK. The fourth survivors tale begins in the sewers of the forsaken city and is essentially a mini mission to escape to an extraction point and flee the city.
In addition to the main game and fourth survivor mode, there is also another mode called Ghost Survivors. Ghost survivors tells the story of different characters that are encountered in one way or another throughout the main games story and is a `what if` telling of events from their perspectives. The game play itself follows the same principles as fourth survivor mode in that timed, get from point A to point B kind of style. By playing through these modes you can unlock some extremely random accessories to make the modes more interesting.
For me, Resident Evil 2 was one of the first survival horror games i had ever played back on the PS1. I have some very fond memories of playing this game and of teaching my little brother how to play this game as well. I had my doubts when a remake was announced but i can honestly say without a shadow of a doubt that this remake is a work of art. Doing more than justice to its original and even surpassing it.
This is a title that should most definatley be in any gamers arsenal.
Purple Phoenix Games (2266 KP) rated Tetris: The Card Game in Tabletop Games
Jul 2, 2020
One of the first video games I can remember playing is Tetris. The colorful Tetrominoes, the catchy theme music, the excitement (and anxiety!) as the speed gradually increases – what isn’t there to love? Tetris is an addicting game that has withstood the test of time, so I was extremely excited when I was gifted Tetris: The Card Game. Does the card version have a foothold in the Tetris fandom? Or does it fail to complete any rows in the matrix? (Haha, see what I did there?)
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.
Charlie Cobra Reviews (1840 KP) rated Hellboy (2019) in Movies
Jul 7, 2020
Entertaining Hell Yes, Great Hell No
Hellboy is a 2019 supernatural superhero movie based on the Dark Horse Comics character created by Mike Mignola. It is the third film in the franchise and is also a reboot of the series. It is directed by Neil Marshall with screenplay by Andrew Cosby and distributed by Lionsgate. The film stars David Harbour, Millar Jovovich, Ian McShane and Daniel Dae Kim.
In the Dark Ages, Nimue, the Blood Queen, nearly destroyed humanity with a deadly plague. Immortal, she was only defeated by King Arthur with the help of Merlin and the magical blade Excalibur. She was beheaded, dismembered, and her remains scattered over Europe. In present day Tijuana, Hellboy (David Harbour), searches for a missing B.P.R.D. agent, Ruiz. Hellboy discovers Ruiz has been turned into a vampire and while trying to reason with him, Hellboy is forced into a confrontation which ultimately leads to the death of the agent. Meanwhile a mysterious person speaks with Baba Yaga, a witch-like creature, seeking revenge on Hellboy, and is told to locate the remains of Nimue and resurrect her.
This has been a really hard movie for me to review. I genuinely enjoyed it while watching it in theaters. That being said, this movie is a train wreck and I can't recommend for people to spend money to see it unless you wait for it to be at the dollar movies or Redbox. There were just so many things that I guess I was blind to while watching it, that i just shrugged off or didn't pay much attention to. Like all my reviews this will be as spoiler free as possible but i have to acknowledge major flaws that other critics and reviewers brought up. And there were a lot, I mean right now the critics are tearing this movie a new one. First, I thought David Harbour did as good a job as anyone could do replacing Ron Pearlman as Hellboy in this film. But replacing such a beloved and likeable character with a funny and charismatic personality which Pearlman made his own, he had his work cut out for him. I don't think he's ever acted with all the makeup and prosthetics and it showed because I don't think he was as expressive as he could have been. Plus this movie was also made with a different director and not Guillermo Del Toro, so it was already going to have a way different feel to it. To me though, those weren't the things that contributed the most to the failure of this movie, it's more of the other things I'm still getting to. This was a reboot of the series and they decided to go with a different group of supporting characters, and to also make the plot or story more closely related or similar to the comics (the source material). Now usually sticking with what the comics have for the story is always better than changing it in my opinion but it seems for this film that they chose to incorporate several different storylines and characters and felt like it was too much crammed into too little. Also this movie was all over the place, story wise and literally. It seemed the characters kept having to travel unnecessarily. It felt like the supporting characters were just thrown into the story and it didn't bother to introduce them to the audience correctly. Everyone just got a flashback and or had themselves or their origin "expositioned" into the movie. I liked a lot of the character designs and thought a lot of the CGI was well done, in places, however it seems like they had different animators or studios work on different scenes or characters and some of it was horrible. The dialogue was really bad too. There were a lot of jokes and one liners that just fell flat and nobody laughed, plus like i said way too much exposition. There was a character who wears a headdress that was so big it looked ridiculous, which I wonder if it was done on purpose. And there was a character whose clothes tear when they transform and they automatically have pants when they transform back, which makes no sense. The plot too was not very sound and full of plot holes and things that didn't make sense, were just added in, or were part of scenes that got cut along the way. It hurts me to give this movie a score so low but I give this movie a 5/10.
Now I'm not saying don't watch it. I just can't recommend you drop as much cash as you usually do to see it in theaters. I personally still really enjoyed it and was genuinely entertained. It was awesome to see the blood and gore in a darker Hellboy movie and the action was great even if the CGI always wasn't. The music even if it didn't fit the tone or every scene was great. If your expecting the Hellboy from the Guillermo Del Toro films you might just hate this movie. But if you're just looking for "Big Red" to beat up on some baddies then I think you might get a kick out of this movie. Hey, some critics are saying that it's so bad it's good.
In the Dark Ages, Nimue, the Blood Queen, nearly destroyed humanity with a deadly plague. Immortal, she was only defeated by King Arthur with the help of Merlin and the magical blade Excalibur. She was beheaded, dismembered, and her remains scattered over Europe. In present day Tijuana, Hellboy (David Harbour), searches for a missing B.P.R.D. agent, Ruiz. Hellboy discovers Ruiz has been turned into a vampire and while trying to reason with him, Hellboy is forced into a confrontation which ultimately leads to the death of the agent. Meanwhile a mysterious person speaks with Baba Yaga, a witch-like creature, seeking revenge on Hellboy, and is told to locate the remains of Nimue and resurrect her.
This has been a really hard movie for me to review. I genuinely enjoyed it while watching it in theaters. That being said, this movie is a train wreck and I can't recommend for people to spend money to see it unless you wait for it to be at the dollar movies or Redbox. There were just so many things that I guess I was blind to while watching it, that i just shrugged off or didn't pay much attention to. Like all my reviews this will be as spoiler free as possible but i have to acknowledge major flaws that other critics and reviewers brought up. And there were a lot, I mean right now the critics are tearing this movie a new one. First, I thought David Harbour did as good a job as anyone could do replacing Ron Pearlman as Hellboy in this film. But replacing such a beloved and likeable character with a funny and charismatic personality which Pearlman made his own, he had his work cut out for him. I don't think he's ever acted with all the makeup and prosthetics and it showed because I don't think he was as expressive as he could have been. Plus this movie was also made with a different director and not Guillermo Del Toro, so it was already going to have a way different feel to it. To me though, those weren't the things that contributed the most to the failure of this movie, it's more of the other things I'm still getting to. This was a reboot of the series and they decided to go with a different group of supporting characters, and to also make the plot or story more closely related or similar to the comics (the source material). Now usually sticking with what the comics have for the story is always better than changing it in my opinion but it seems for this film that they chose to incorporate several different storylines and characters and felt like it was too much crammed into too little. Also this movie was all over the place, story wise and literally. It seemed the characters kept having to travel unnecessarily. It felt like the supporting characters were just thrown into the story and it didn't bother to introduce them to the audience correctly. Everyone just got a flashback and or had themselves or their origin "expositioned" into the movie. I liked a lot of the character designs and thought a lot of the CGI was well done, in places, however it seems like they had different animators or studios work on different scenes or characters and some of it was horrible. The dialogue was really bad too. There were a lot of jokes and one liners that just fell flat and nobody laughed, plus like i said way too much exposition. There was a character who wears a headdress that was so big it looked ridiculous, which I wonder if it was done on purpose. And there was a character whose clothes tear when they transform and they automatically have pants when they transform back, which makes no sense. The plot too was not very sound and full of plot holes and things that didn't make sense, were just added in, or were part of scenes that got cut along the way. It hurts me to give this movie a score so low but I give this movie a 5/10.
Now I'm not saying don't watch it. I just can't recommend you drop as much cash as you usually do to see it in theaters. I personally still really enjoyed it and was genuinely entertained. It was awesome to see the blood and gore in a darker Hellboy movie and the action was great even if the CGI always wasn't. The music even if it didn't fit the tone or every scene was great. If your expecting the Hellboy from the Guillermo Del Toro films you might just hate this movie. But if you're just looking for "Big Red" to beat up on some baddies then I think you might get a kick out of this movie. Hey, some critics are saying that it's so bad it's good.
Kirk Bage (1775 KP) rated BlacKkKlansman (2018) in Movies
Jan 22, 2021
I have had my issues with Spike Lee as a filmmaker over the years. It always seemed like his next film was the most “important” one, and that he didn’t make a film if it didn’t have something to say about race and the oppression of African Americans. Which in itself is not a problem, as long as that point isn’t laboured to the detriment of all other aspects of the film. My problem wasn’t the message, it was that a lot of the films were dull or just not that great.
I like Malcolm X to a point, but it is overlong and uneven. I think Do the Right Thing is a fine example of indie bravura, but also has faults. Of the rest, I really only rate 25th Hour and Inside Man, both of which are entertaining movies that move tentatively away from full on politics and therefore avoid the trap of being bombastic. In short, I’ve always wanted to like him as a director a lot more than I do.
The thing that drew me to BlacKkKlansman more than Lee, or the yet little known John David Washington, was the 100% dependable Adam Driver. I have yet to see a performance of his I didn’t like, and I’d heard that he was the standout of this film too, so it went on my list of must sees. And, yes, he is excellent, of course he is – there’s something about how easy and relaxed he can be within a character that is very rare. I’d suggest he is one of the very best male actors of that age group working today.
Now, obviously, it is entirely intentional that the two leads and eventual partners in the film are black and white… but the idea that this is a problem, or a thing at all, is not addressed as the only issue; in BlacKkKlansman it isn’t being black or white or anything else that defines you, it is what you do, what you say and what you stand for. And that idea is so crystal clear and well achieved that as an entertainment the film can then go anywhere it wants around that framework. Which it revels in doing.
It is both a good looking film and an exciting one; funny when it wants to be, smart all the time, and razor serious when it needs to be. A balancing act not to be sniffed at! And one that Lee has struggled with in the past. Here he nails the tone so well that it feels like his entire back catalogue was just a training exercise to get him to this point. I wouldn’t say it’s a masterpiece, but it is a damn fine work of art on many levels.
Washington as the focus of the tale, which also functions perfectly as an undercover cop movie of basic intent, i.e. infiltrate the bad guys and take them down, is perfectly cast and believable from minute one. His chemistry with the insanely gorgeous and talented Laura Harrier is a highlight, especially watching them dance and move with absolute cool in those 70s clothes and hairstyles. This movie has serious style that leaves you in no doubt that the black sub-culture is where it’s at, and the stupid bigoted klansmen are shown up as ridiculous as much as dangerous.
Every trope and icon of the Blacksploitation era is referenced and reclaimed as cool. Perhaps to a degree I am not aware of, as I’ve only seen one or two obvious examples in my time. We are given the tease to follow the notion that racism of this kind was a thing of the past, specifically related to the 70s and now it’s better in many ways. Before we are hit with the hammer blow of realisation at the very end of the film, where a juxtaposition of fantasy and horrific reality collide to magnificently shocking and depressing effect.
I felt after seeing it that I had been cleverly schooled. As in, I’m glad you enjoyed this, now go away and really think about it… and it worked, because I have tried to think about it more than I have before. And feel just that little bit more educated to a problem that is worldwide, but has never really felt directly part of my world.
Discussing anything related to the BLM movement in 2020 feels important and complicated in so many ways. It is an emotive subject that I’d feel I mostly want to avoid for fear of saying the wrong thing. Even though the basic idea of human rights and basic rights for all people has always been a no brainer; prejudice and hate crimes and fear are wrong, and we collectively must do whatever we can to educate ourselves and others not to make the mistakes of the past. Can a movie do that? No of course not, but it can open the door to dialogue that might not have happened otherwise.
Lee isn’t scared of what you think of this film, or any argument you may have against it. He knows his subject, and you feel that confidence in every scene. He doesn’t want to lecture you, or scream at you in despair, he wants to tell you an entertaining story that comes with a whole side discussion if you want it. Which is so much more powerful than any tactic he has tried before. And I think it works. I’d recommend anyone watch this, without hesitation.
I like Malcolm X to a point, but it is overlong and uneven. I think Do the Right Thing is a fine example of indie bravura, but also has faults. Of the rest, I really only rate 25th Hour and Inside Man, both of which are entertaining movies that move tentatively away from full on politics and therefore avoid the trap of being bombastic. In short, I’ve always wanted to like him as a director a lot more than I do.
The thing that drew me to BlacKkKlansman more than Lee, or the yet little known John David Washington, was the 100% dependable Adam Driver. I have yet to see a performance of his I didn’t like, and I’d heard that he was the standout of this film too, so it went on my list of must sees. And, yes, he is excellent, of course he is – there’s something about how easy and relaxed he can be within a character that is very rare. I’d suggest he is one of the very best male actors of that age group working today.
Now, obviously, it is entirely intentional that the two leads and eventual partners in the film are black and white… but the idea that this is a problem, or a thing at all, is not addressed as the only issue; in BlacKkKlansman it isn’t being black or white or anything else that defines you, it is what you do, what you say and what you stand for. And that idea is so crystal clear and well achieved that as an entertainment the film can then go anywhere it wants around that framework. Which it revels in doing.
It is both a good looking film and an exciting one; funny when it wants to be, smart all the time, and razor serious when it needs to be. A balancing act not to be sniffed at! And one that Lee has struggled with in the past. Here he nails the tone so well that it feels like his entire back catalogue was just a training exercise to get him to this point. I wouldn’t say it’s a masterpiece, but it is a damn fine work of art on many levels.
Washington as the focus of the tale, which also functions perfectly as an undercover cop movie of basic intent, i.e. infiltrate the bad guys and take them down, is perfectly cast and believable from minute one. His chemistry with the insanely gorgeous and talented Laura Harrier is a highlight, especially watching them dance and move with absolute cool in those 70s clothes and hairstyles. This movie has serious style that leaves you in no doubt that the black sub-culture is where it’s at, and the stupid bigoted klansmen are shown up as ridiculous as much as dangerous.
Every trope and icon of the Blacksploitation era is referenced and reclaimed as cool. Perhaps to a degree I am not aware of, as I’ve only seen one or two obvious examples in my time. We are given the tease to follow the notion that racism of this kind was a thing of the past, specifically related to the 70s and now it’s better in many ways. Before we are hit with the hammer blow of realisation at the very end of the film, where a juxtaposition of fantasy and horrific reality collide to magnificently shocking and depressing effect.
I felt after seeing it that I had been cleverly schooled. As in, I’m glad you enjoyed this, now go away and really think about it… and it worked, because I have tried to think about it more than I have before. And feel just that little bit more educated to a problem that is worldwide, but has never really felt directly part of my world.
Discussing anything related to the BLM movement in 2020 feels important and complicated in so many ways. It is an emotive subject that I’d feel I mostly want to avoid for fear of saying the wrong thing. Even though the basic idea of human rights and basic rights for all people has always been a no brainer; prejudice and hate crimes and fear are wrong, and we collectively must do whatever we can to educate ourselves and others not to make the mistakes of the past. Can a movie do that? No of course not, but it can open the door to dialogue that might not have happened otherwise.
Lee isn’t scared of what you think of this film, or any argument you may have against it. He knows his subject, and you feel that confidence in every scene. He doesn’t want to lecture you, or scream at you in despair, he wants to tell you an entertaining story that comes with a whole side discussion if you want it. Which is so much more powerful than any tactic he has tried before. And I think it works. I’d recommend anyone watch this, without hesitation.
Emma @ The Movies (1786 KP) rated Aquaman (2018) in Movies
Sep 25, 2019
Straight out of the blocks I want to say that there's excellent fluffy in the shape of a golden retriever puppy, and we also get some brilliant chompers in the form of an army of sharks... and you know how I feel about sharks.
The other thing I want to say, and I'm sorry in advance for the fact that it might annoy you if you haven't been to see it yet, but every wistful shot of the sky over the ocean seems to look like the Free Willy poster shot. Not even kidding. It was the first thing I thought when I saw it. Right there >>> they might have just photoshopped it in, I really don't know.
But I'm getting away from the reason I'm doing this... Aquaman.
I'm please to say that (as you can see from my rating) I thoroughly enjoyed this film. DC have really managed to pull it back. I was a firm believer that it was DC TV and Marvel films that were the winners, when they went off and tried the other side it wasn't such a success for either of them. DC seem to have found the magic formula though and hot on the trail of Wonder Woman and Justice League this feels like a real winner.
Yes I enjoyed Justice League, we're not going to argue about it now!
The attention to detail in the effects is impressive. You just have to look at all the minute details in the reflections on the glass to see that. We're also treated to a lot of ocean scenery that I'm sure you could comb over for hours and still not spot everything hidden in there.
There are moments where the effects become a little iffy though. The tremendous scene where Aquaman and Mera are being chased over roof tops for example. We get wide shots that leave little room to scrimp on the effort and they look visually stunning. At the same time though one of the bad guys is chasing Mera by running through the buildings below her and the graphics on him just don't hold the same impact at all.
Aquaman's underwater scenes actually didn't look a lot different than any normal film apart from the fact that everyone tends to be hovering in mid air/water with ballet pose toes. But just for a minute let us talk about the hair and the capes. Both floaty things in water. Both awful to look at on screen. It's bizarrely unnatural and really sticks out like a sore thumb from the first time you see it. At least it's not something that all the characters had, some of them had their hair tied back, and then they've got some kind of underwater hair gel (they could market that really well on land), both of those options gave scenes a little less distraction.
The first action sequence we get with Aquaman in the sub has some amazing camera work in it. We turn and flip with the characters following the motion of the body as it's being tossed around by our hero. It makes for an exciting scene, it's honestly not something I remember seeing in other films. This sequence also had a rather impressive use of a doorway as a lethal weapon.
While Aquaman is definitely a light-hearted superhero movie it does have it's deep moments. (And I'm not just talking about the ocean... no? Fine! No ridiculous jokes.) Manta and his father have a particularly moving moment that I wasn't expecting at all, Yahya Abdul-Mateen II and Michael Beach work so well together in that scene that it was a real shame it was over so quickly. Jason Momoa also gets some great speeches throughout the film, but in his case they are taken away from him at the last moment. I get it, he's an edgy no nonsense kind of a character that says it like it is. But let him just have one speech where he doesn't ruin it at the end by calling someone a dick.
Now I'll admit that it didn't hurt that this movie had some very attractive people in it that were wet a lot of the time... you know you were thinking it too! I do however want to call them out on their Bond-esque emerging from the water scene... it didn't work, find your own niche.
I'm honestly amazed at how many notes I wrote, I've got so many thing I want to talk about but honestly we'd be here all day so I'm just going to highlight the rest for your free interpretation: superhero landings, power slides, "little baby oceans", drumming octopus, killer narwhals?, bar montage, Ant-Man And The Wasp rip off credits, rip off Bifrost, stop pollution the oceans it's pissing off the Atlantians. Oh, and Julie Andrews was in it!
What you should do
This is a very good superhero movie. There's love, there's action, there's friendship, and more importantly they have a cute dog. You should definitely see it.
Movie thing you wish you could take home
I do love the water, so some Atlantian superpowers wouldn't go amiss. There's no way I currently look that graceful in the water.
The other thing I want to say, and I'm sorry in advance for the fact that it might annoy you if you haven't been to see it yet, but every wistful shot of the sky over the ocean seems to look like the Free Willy poster shot. Not even kidding. It was the first thing I thought when I saw it. Right there >>> they might have just photoshopped it in, I really don't know.
But I'm getting away from the reason I'm doing this... Aquaman.
I'm please to say that (as you can see from my rating) I thoroughly enjoyed this film. DC have really managed to pull it back. I was a firm believer that it was DC TV and Marvel films that were the winners, when they went off and tried the other side it wasn't such a success for either of them. DC seem to have found the magic formula though and hot on the trail of Wonder Woman and Justice League this feels like a real winner.
Yes I enjoyed Justice League, we're not going to argue about it now!
The attention to detail in the effects is impressive. You just have to look at all the minute details in the reflections on the glass to see that. We're also treated to a lot of ocean scenery that I'm sure you could comb over for hours and still not spot everything hidden in there.
There are moments where the effects become a little iffy though. The tremendous scene where Aquaman and Mera are being chased over roof tops for example. We get wide shots that leave little room to scrimp on the effort and they look visually stunning. At the same time though one of the bad guys is chasing Mera by running through the buildings below her and the graphics on him just don't hold the same impact at all.
Aquaman's underwater scenes actually didn't look a lot different than any normal film apart from the fact that everyone tends to be hovering in mid air/water with ballet pose toes. But just for a minute let us talk about the hair and the capes. Both floaty things in water. Both awful to look at on screen. It's bizarrely unnatural and really sticks out like a sore thumb from the first time you see it. At least it's not something that all the characters had, some of them had their hair tied back, and then they've got some kind of underwater hair gel (they could market that really well on land), both of those options gave scenes a little less distraction.
The first action sequence we get with Aquaman in the sub has some amazing camera work in it. We turn and flip with the characters following the motion of the body as it's being tossed around by our hero. It makes for an exciting scene, it's honestly not something I remember seeing in other films. This sequence also had a rather impressive use of a doorway as a lethal weapon.
While Aquaman is definitely a light-hearted superhero movie it does have it's deep moments. (And I'm not just talking about the ocean... no? Fine! No ridiculous jokes.) Manta and his father have a particularly moving moment that I wasn't expecting at all, Yahya Abdul-Mateen II and Michael Beach work so well together in that scene that it was a real shame it was over so quickly. Jason Momoa also gets some great speeches throughout the film, but in his case they are taken away from him at the last moment. I get it, he's an edgy no nonsense kind of a character that says it like it is. But let him just have one speech where he doesn't ruin it at the end by calling someone a dick.
Now I'll admit that it didn't hurt that this movie had some very attractive people in it that were wet a lot of the time... you know you were thinking it too! I do however want to call them out on their Bond-esque emerging from the water scene... it didn't work, find your own niche.
I'm honestly amazed at how many notes I wrote, I've got so many thing I want to talk about but honestly we'd be here all day so I'm just going to highlight the rest for your free interpretation: superhero landings, power slides, "little baby oceans", drumming octopus, killer narwhals?, bar montage, Ant-Man And The Wasp rip off credits, rip off Bifrost, stop pollution the oceans it's pissing off the Atlantians. Oh, and Julie Andrews was in it!
What you should do
This is a very good superhero movie. There's love, there's action, there's friendship, and more importantly they have a cute dog. You should definitely see it.
Movie thing you wish you could take home
I do love the water, so some Atlantian superpowers wouldn't go amiss. There's no way I currently look that graceful in the water.
Kara Skinner (332 KP) rated Her Wicked Ways in Books
Sep 10, 2019
Contains spoilers, click to show
Genre: Historical
Word Count: 101, 790
Average Goodreads Rating: 3.62/ 5 stars
My rating: 4/ 5 stars
This book has a slightly shaky start, like most romance novels do, but it pulls me in pretty quickly. It starts off with Montgomery “Fox” Foxcroft committing highway robbery to save an orphanage. Yeah, starts off like your run-of-the-mill soap opera.
The job is supposed to be simple for Fox. Rob a corrupt MP to support the orphanage he runs. Unbeknownst to him, this MP is carrying something even more precious than money. He’s transporting a disgraced heiress named Miranda Sinclair. Miranda’s a beautiful woman who distracts Fox so much that he forgets he’s committing a crime to save some kids and ends up making out with her. Not his finest moment. But it does give him an idea. To seduce Miranda and marry her for her money. But when she starts volunteering at his orphanage, he realizes that she’s not just a spoiled heiress, but also likeable, capable, and someone that he might even grown to love.
This story is fantastic! I re-read it when I realized I hadn’t written a review for it, and it was good even the second time around. Both Miranda and Fox are excellent and the chemistry between them is spot-on.
Miranda comes off as entitled at first, and she is, but she grows out of that pretty quickly. In truth, she’s a very strong person who regularly rebels against the restricting rules of London Society, because come on, why would anyone want to live by those rules? Despite everyone calling her incompetent and useless, she’s smart and very capable. She steals a kiss out of Fox the first time she meets him, and she raises more money for the orphanage in one night than Fox managed to raise in an entire year.
Where I shall stay when we get there. Is this Stratham’s house adequate?” (Her brother asked)
“Yes, more than. You’ll be quite comfortable. Are you sure you’re allowed to stay there?”
“Ah, sweet sister, when will you realize the rules are not the same for you and me?”
But Miranda knew all too well. Perhaps that was why she always broke them.
The only irritating thing about Miranda is that she bends easily to her parents’ will. And while I get that they are her parents, it frustrates me to no end that she complied so quickly, even when it hurt Fox and she didn’t agree with them to begin with. I also hate that she didn’t figure out that Fox was the highwayman. Sure, she might not associate a random, masked stranger with the impoverished owner of an orphanage right away. But then she meets the highwayman again… and then sees Fox again…. she knows she feels the same lust with both of them, and she still doesn’t figure it out? Oh please, she’s smarter than that.
Fox is incredibly lovable, despite his ridiculous jealousy over just about every man that Miranda comes in contact with. He gets jealous over Miranda’s former lover who’s so unimportant he doesn’t even turn up, and he gets jealous over Stratham. He even gets jealous over one of his charges when Miranda compliments the boy’s new haircut. Possessive much?
However, I do like how wonderfully insecure Fox is. Despite being confident in most areas of his life, and refusing to think people in higher class were better than him, Fox is constantly unsure around Miranda. He thinks she’s totally out of his league, even at the end.
“That you would give yourself to me is incredibly humbling.”
A twinge of embarrassment heated her face. “Why?”
He smiled. “Because you’re Miranda. A goddess to my mere mortality. I am a beast beside you.”
Damn. Montgomery Foxcroft sure knows how to woo a woman.
And he is so hopelessly in love with her. Even when he was desperate for money, he wasn’t willing to force Miranda to marry him by compromising her because he didn’t want her to hate him. And even though his original intention in courting her was to get her money, he started appreciating her for much more. Unlike her parents, he saw her for the brilliant woman she was and was quick to defend her to anyone who said otherwise.
Love.
The word drove a knife clean through his heart. Did he love her? He didn’t know, but he wanted her for more than money. More than desire. He wanted her here. With him. With all of them. He’d never seen the children so happy. So light. He’d never felt so happy or light—and that said a lot given his cursed financial woes.
He also doesn’t ever want her change. Unlike everyone else in this story, including her brother, the only immediate family member she has who is remotely nice to her, Fox doesn’t think she has to change, and doesn’t even want her to.
“You’re staring at me like I’m food again.” His words heightened her arousal and further emboldened her.
She feasted on his male beauty. “I’ve never seen anything as delicious as you.”
“Christ, Miranda. Ladies don’t talk like that.”
She traced her fingers around his nipples and watched them tighten. Her own hardened in response. “You don’t like it?”
He swallowed audibly. “I like it fine.”
Word Count: 101, 790
Average Goodreads Rating: 3.62/ 5 stars
My rating: 4/ 5 stars
This book has a slightly shaky start, like most romance novels do, but it pulls me in pretty quickly. It starts off with Montgomery “Fox” Foxcroft committing highway robbery to save an orphanage. Yeah, starts off like your run-of-the-mill soap opera.
The job is supposed to be simple for Fox. Rob a corrupt MP to support the orphanage he runs. Unbeknownst to him, this MP is carrying something even more precious than money. He’s transporting a disgraced heiress named Miranda Sinclair. Miranda’s a beautiful woman who distracts Fox so much that he forgets he’s committing a crime to save some kids and ends up making out with her. Not his finest moment. But it does give him an idea. To seduce Miranda and marry her for her money. But when she starts volunteering at his orphanage, he realizes that she’s not just a spoiled heiress, but also likeable, capable, and someone that he might even grown to love.
This story is fantastic! I re-read it when I realized I hadn’t written a review for it, and it was good even the second time around. Both Miranda and Fox are excellent and the chemistry between them is spot-on.
Miranda comes off as entitled at first, and she is, but she grows out of that pretty quickly. In truth, she’s a very strong person who regularly rebels against the restricting rules of London Society, because come on, why would anyone want to live by those rules? Despite everyone calling her incompetent and useless, she’s smart and very capable. She steals a kiss out of Fox the first time she meets him, and she raises more money for the orphanage in one night than Fox managed to raise in an entire year.
Where I shall stay when we get there. Is this Stratham’s house adequate?” (Her brother asked)
“Yes, more than. You’ll be quite comfortable. Are you sure you’re allowed to stay there?”
“Ah, sweet sister, when will you realize the rules are not the same for you and me?”
But Miranda knew all too well. Perhaps that was why she always broke them.
The only irritating thing about Miranda is that she bends easily to her parents’ will. And while I get that they are her parents, it frustrates me to no end that she complied so quickly, even when it hurt Fox and she didn’t agree with them to begin with. I also hate that she didn’t figure out that Fox was the highwayman. Sure, she might not associate a random, masked stranger with the impoverished owner of an orphanage right away. But then she meets the highwayman again… and then sees Fox again…. she knows she feels the same lust with both of them, and she still doesn’t figure it out? Oh please, she’s smarter than that.
Fox is incredibly lovable, despite his ridiculous jealousy over just about every man that Miranda comes in contact with. He gets jealous over Miranda’s former lover who’s so unimportant he doesn’t even turn up, and he gets jealous over Stratham. He even gets jealous over one of his charges when Miranda compliments the boy’s new haircut. Possessive much?
However, I do like how wonderfully insecure Fox is. Despite being confident in most areas of his life, and refusing to think people in higher class were better than him, Fox is constantly unsure around Miranda. He thinks she’s totally out of his league, even at the end.
“That you would give yourself to me is incredibly humbling.”
A twinge of embarrassment heated her face. “Why?”
He smiled. “Because you’re Miranda. A goddess to my mere mortality. I am a beast beside you.”
Damn. Montgomery Foxcroft sure knows how to woo a woman.
And he is so hopelessly in love with her. Even when he was desperate for money, he wasn’t willing to force Miranda to marry him by compromising her because he didn’t want her to hate him. And even though his original intention in courting her was to get her money, he started appreciating her for much more. Unlike her parents, he saw her for the brilliant woman she was and was quick to defend her to anyone who said otherwise.
Love.
The word drove a knife clean through his heart. Did he love her? He didn’t know, but he wanted her for more than money. More than desire. He wanted her here. With him. With all of them. He’d never seen the children so happy. So light. He’d never felt so happy or light—and that said a lot given his cursed financial woes.
He also doesn’t ever want her change. Unlike everyone else in this story, including her brother, the only immediate family member she has who is remotely nice to her, Fox doesn’t think she has to change, and doesn’t even want her to.
“You’re staring at me like I’m food again.” His words heightened her arousal and further emboldened her.
She feasted on his male beauty. “I’ve never seen anything as delicious as you.”
“Christ, Miranda. Ladies don’t talk like that.”
She traced her fingers around his nipples and watched them tighten. Her own hardened in response. “You don’t like it?”
He swallowed audibly. “I like it fine.”
Ari Augustine (10 KP) rated Crave (Crave, #1) in Books
May 4, 2020
I am super torn about CRAVE by Tracy Wolff.
First off, the world is kind of amazing. I did love the Hogwarts-Vampire Academy-Narnia-in-Alaska vibes I was getting from the setting. It was beautiful, secluded, and totally magical. Grace is hilarious most of the time, filled with snark and near corny knock knock jokes, but I also enjoyed how she called characters out on their crap. She wasn't always a reckless mess, which was nice, and I readily felt for her grief over the death of her parents. From the beginning, I was there for her pain, her panic attacks, her bravery, her wit, and this new adventure before her. Second to Grace is Jaxon, who I adored in so many ways. Perfection and arrogance aside, he's totally a broody vampire, but this isn't the ONLY side to his character we get, and unlike so many other characters we could compare him to, he does change throughout the course of the book. In fact, I'd go as far as saying that maybe Jaxon, not Grace, is the main lead of this story. They had amazing chemistry, sexy banter, and I deeply enjoyed the tug o' war between them.
Okay. Now for the....not so great. For one, while the setting is so magical and new, we don't really get to explore it much. Yes, we get the AMAZING library filled with witches, unusual tomes, and gargoyles, but I would have loved to hear more about the classes, the different cliques, the way this new place functioned. Unfortunately, because Grace was left out of the loop for pretty much the whole book, we were, too. So we end up not really getting to explore this new place much and that really sucked. This brings us to a second thing I struggled with: Grace.
While I absolutely adored her character, I also kind of wanted to smack her and scream "OPEN YOUR EYES". Even with Macy (her cousin) half spelling it out and with all the impossibilities going on (like students standing outside in below 0 weather without jackets), Grace just sort of files it away as odd, but shrugs. Meh. So that guy wanted to murder me? Meh. So these beads shock everyone but me? Meh. So I fell from a tree and somehow this hot guy caught me midair? Double meh. The list goes on. This went on for the ENTIRE BOOK. And while it was all painfully obvious to us, it sailed over her head like an invisible wind. This really bothered me. Just like the instalove with Jaxon bothered me. Look, I believe in instant attraction. I know a hottie when I see one and, yeah, there's always that little phase of infatuation and attraction, but this started intense and just sort of ended with love bombs. The chemistry, as I said before, was amazing, but I wished we could have had more to go on. It bothered me that Grace was constantly throwing herself at Jaxon, forcing herself on him and forcing him to open on. She also made so many assumptions about Jaxon and I was waiting for her rationale, which never really came. It's like meeting a feral dog in the tundra and believing it wont harm you because it's one of God's creatures or something. She totally idolized him, and I think that, more than anything, kept preventing me from fully loving her as a character.
Odd things I don't know how to feel about: I can totally see where people here are comparing it to Twilight. It pretty much follows the same Vampire Romance formula. Human girl meets broody vampire boy who has a dark past, a set of fangs, and, of course, many enemies. The girl almost always sacrifices herself for love and that happens here, too. I will argue that these characters had WAY MORE personality than Bella and Edward, though. In fact, I FUCKING LOVES all the scenes where Grace handed Jaxon his ass. In fact, this is pretty much why I was unable to put the book down despite all the issues I had with it later. What struck me, though, was I couldn't shake the feeling that the book was either laughing at Twilight (by being a better version of it) or if it was laughing at itself....as if Twilight were the inside joke. This was actually the most entertaining part of the book, and I was unable to figure out if this was meant to be comedic or if I was just reading it that way. Does this make sense? There were so many Twilight references and at one point, Grace event comments to herself about how she wasn't going to be like those female heroines in YA fantasy novels. I don't know. I read this alongside a friend who also felt like the book wasn't taking itself seriously, but neither of us could tell if this was deliberate or not.
Overall, it was a light and entertaining read. Was it perfect? No. Is it funny? Hell yes. Lots of delicious fangy hotness? Um...YEAH. And despite all the problems I had with it, it was still a fun book to setting into during midterms week.
First off, the world is kind of amazing. I did love the Hogwarts-Vampire Academy-Narnia-in-Alaska vibes I was getting from the setting. It was beautiful, secluded, and totally magical. Grace is hilarious most of the time, filled with snark and near corny knock knock jokes, but I also enjoyed how she called characters out on their crap. She wasn't always a reckless mess, which was nice, and I readily felt for her grief over the death of her parents. From the beginning, I was there for her pain, her panic attacks, her bravery, her wit, and this new adventure before her. Second to Grace is Jaxon, who I adored in so many ways. Perfection and arrogance aside, he's totally a broody vampire, but this isn't the ONLY side to his character we get, and unlike so many other characters we could compare him to, he does change throughout the course of the book. In fact, I'd go as far as saying that maybe Jaxon, not Grace, is the main lead of this story. They had amazing chemistry, sexy banter, and I deeply enjoyed the tug o' war between them.
Okay. Now for the....not so great. For one, while the setting is so magical and new, we don't really get to explore it much. Yes, we get the AMAZING library filled with witches, unusual tomes, and gargoyles, but I would have loved to hear more about the classes, the different cliques, the way this new place functioned. Unfortunately, because Grace was left out of the loop for pretty much the whole book, we were, too. So we end up not really getting to explore this new place much and that really sucked. This brings us to a second thing I struggled with: Grace.
While I absolutely adored her character, I also kind of wanted to smack her and scream "OPEN YOUR EYES". Even with Macy (her cousin) half spelling it out and with all the impossibilities going on (like students standing outside in below 0 weather without jackets), Grace just sort of files it away as odd, but shrugs. Meh. So that guy wanted to murder me? Meh. So these beads shock everyone but me? Meh. So I fell from a tree and somehow this hot guy caught me midair? Double meh. The list goes on. This went on for the ENTIRE BOOK. And while it was all painfully obvious to us, it sailed over her head like an invisible wind. This really bothered me. Just like the instalove with Jaxon bothered me. Look, I believe in instant attraction. I know a hottie when I see one and, yeah, there's always that little phase of infatuation and attraction, but this started intense and just sort of ended with love bombs. The chemistry, as I said before, was amazing, but I wished we could have had more to go on. It bothered me that Grace was constantly throwing herself at Jaxon, forcing herself on him and forcing him to open on. She also made so many assumptions about Jaxon and I was waiting for her rationale, which never really came. It's like meeting a feral dog in the tundra and believing it wont harm you because it's one of God's creatures or something. She totally idolized him, and I think that, more than anything, kept preventing me from fully loving her as a character.
Odd things I don't know how to feel about: I can totally see where people here are comparing it to Twilight. It pretty much follows the same Vampire Romance formula. Human girl meets broody vampire boy who has a dark past, a set of fangs, and, of course, many enemies. The girl almost always sacrifices herself for love and that happens here, too. I will argue that these characters had WAY MORE personality than Bella and Edward, though. In fact, I FUCKING LOVES all the scenes where Grace handed Jaxon his ass. In fact, this is pretty much why I was unable to put the book down despite all the issues I had with it later. What struck me, though, was I couldn't shake the feeling that the book was either laughing at Twilight (by being a better version of it) or if it was laughing at itself....as if Twilight were the inside joke. This was actually the most entertaining part of the book, and I was unable to figure out if this was meant to be comedic or if I was just reading it that way. Does this make sense? There were so many Twilight references and at one point, Grace event comments to herself about how she wasn't going to be like those female heroines in YA fantasy novels. I don't know. I read this alongside a friend who also felt like the book wasn't taking itself seriously, but neither of us could tell if this was deliberate or not.
Overall, it was a light and entertaining read. Was it perfect? No. Is it funny? Hell yes. Lots of delicious fangy hotness? Um...YEAH. And despite all the problems I had with it, it was still a fun book to setting into during midterms week.
The Boy Who Drew Monsters
Book
From the New York Times bestselling author of The Stolen Child comes a hypnotic literary horror...
Purple Phoenix Games (2266 KP) rated Seasons in Tabletop Games
Jul 6, 2019 (Updated Nov 4, 2021)
I have mentioned before that I have a bad habit. Well several, but this one pertains to board games. You see, I once had a collection of games that I loved, but was pulled into the BGG Auctions and would engage in auctioning off many of games that I deemed of good return value. But then I would start to miss them. And then I would start to reacquire them. Then my wife stepped in and made me see how foolish I was to rid myself of them in the first place. Well, next up in this line is a game I recently reacquired and never should have let go in the first place – Seasons!
Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!
To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.
Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.
Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.
Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!
Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.
Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!
Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!
To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.
Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.
Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.
Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!
Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.
Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!