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Christopher Robin (2018)
Christopher Robin (2018)
2018 | Adventure, Animation, Comedy
Winnie the Pooh, the much love bear created by A.A. Milne and E.H. Shepard, has been brought by Disney in enchantingly live action in Christopher Robin. The story begins in the hundred acre woods where little Christopher Robin is spending his last day having a picnic with his dear friends: Eeyore(Brad Garrett), Owl(Toby Jones), Rabbit(Peter Capaldi), Kanga(Sophie Okonedo) and Roo(Sara Sheen), Piglet(Nick Mohammed) Tigger and Pooh(Both beautifully voiced by Jim Cummings). The voice actor cast was rather surprising, but quite spot on for each character. I was absolutely drawn into Christopher Robin’s world.

We are transported through Christopher Robin’s journey from boarding school as a child, his teenage years through secondary education, to becoming an adult, meeting Evelyn(Hayley Atwell) who becomes his wife, leaving for World War II, returning from war to his wife and young daughter Madeline(Bronte Carmichael). Christopher Robin(Ewan McGregor) is now a grown man, working for Winslow, making luggage for the travelling set. He has been tasked to find ways to reduce waste for efficiency. Times are tough after the war and not many people are spending money on travel, therefore no one is buying luggage for their trips. His boss, Giles Winslow(Mark Gatiss, who seems to enjoy playing this feckless git) expects him to work through the weekend to come up with ideas to meet an overall 20% reduction or else Winslow will cut the workforce.

The plan was to spend his weekend with his family down at the cottage. The order from his boss has once again upended his plans. Christopher Robin is a grown man indeed and he has not smiled or had any fun for the longest time. He has become so serious even his wife was looking for his smile. While he works through the weekend. Evelyn decides that Madelyn needs to play and proceeds with the visit to the cottage.

While we follow Christopher Robin as he walks through life, we also see Winnie the Pooh at the tree to the hundred acre woods waiting every day for Christopher Robin’s return. One day, Pooh wakes to an empty woods where he cannot find any of his friends. He goes through the door in the tree hoping to find Christopher Robin and get help because he fears that his friends have been taken by the Heffalumps and Woozles.

Ewan McGregor plays Christopher Robin as an adult with such sincerity and honesty, that we all believe that Pooh and his friends truly exist in the film. The hundred acre woods magically come alive in the movie, capturing the colors of autumn and the warmth of the sunshine on the meadows. The score includes favorites that are the signature of the characters. It will have you quietly singing the words to the well known tunes.

For those that love Winnie the Pooh as I do and have fond memories of your own childhood or of your children’s, this movie was so enjoyable, heartwarmingly satisfying. Go as an adult, go with the kids (grown and little) its not a summer action film, but it is such a lovely movie by Disney with such a well told tale of old friends.
  
Aware (The Corporeal Pull #2)
Aware (The Corporeal Pull #2)
Sara B. Gauldin | 2014 | Paranormal, Romance, Young Adult (YA)
7
7.0 (1 Ratings)
Book Rating
Aware is the second book in the Corporeal Pull series. It concerns Terra, an entity known as a guide who looks after a number of charges in the mortal world. In the first book she realises that one of these, Liam, is her soul mate and despite it being against everything that is taught, travels from the Tweens, where the entities live, to Earth to be with him. Here she discovers that not all is as it appears from the Tweens and that evil entities known as the Scourge are corrupting souls and taking over bodies in an attempt to get to the Tweens.

In this second book Terra continues her fight on Earth against the Scourge, intending to find and confront their master. She also sends a message to the Tweens for help. But as everyone from her former existence believes she is dead (as doctrine states that guides cannot travel to Earth) will the message be believed? Will she be able to protect Liam from the Scourge?

I'd not read the first book for the series so it took a while to get to grips with what was going on as the first scene is a battle between Terra and the Scourge over Liam. But it is soon clear what is going on.

Terra makes a good protagonist; she is determined but at the same time has a lot of doubts and is reluctant to put others in danger despite the disadvantage this often puts her at. Her feelings for Liam are both a strength, giving her a will to carry on the fight almost single handed, and a weakness as she tries to protect him.

The plot moves at a rapid pace, as the book goes on alternating between events on Earth and those in the Tweens where the blissful and rather blinkered existence for the guides and other entities is not willing to accept the reality of the Scourge. As the story progresses there is real sense of Terra's desperation at facing the Scourge alone. The inertia at reacting in the Tweens is well worked out and really helps to build the tension, and it was good to see that what were supposed to be omniscient and powerful beings could be as prejudiced and indecisive as us mortals.

For my taste I felt Terra went over a lot of the same ground in her thoughts again, and although this was in keeping with her character as a reader I already recognised the points being made and didn't need to read them again. But this is minor in the scheme of things.

The writing is good and fluid and the ideas here, although not new, are used in interesting ways. I suspect that the framework of the story doesn't bear too close an examination but this is about being along for the ride with Terra, not an actual representation of what may exist on the other side of mortality.

Overall I enjoyed reading this immensely. Would I recommend this to others looking for something a bit different? Yes, definitely. Would I buy the next book? I would definitely like to find out what happens to Terra and Liam and how the Scourge is defeated.
  
The Suicide Tree
The Suicide Tree
Shayla Raquel | 2018 | Mystery, Science Fiction/Fantasy
8
8.5 (2 Ratings)
Book Rating
What I liked most about this book was the interwoven stories of Knox, Arlo, and the mysterious person who harmed Arlo (0 more)
After thinking about it I would say that the reasoning behind Arlo’s childhood assault (for lack of a better term) was a bit on the anti-climatic side (0 more)
Honest Review for Free Copy of Book
The Suicide Tree by Shayla Raquel was a surprisingly good book. It was not quite what I expected but after reading it I am honestly not sure what I was expecting. Early on it talks about the Suicide Tree being a real tree and I could not help but look it up. What I found is that the Suicide Tree is actually a tree called Cerbera Odollam and is found in Asia and India. I find it interesting Knox uses this tree’s nickname for his tag because of the specific properties this tree has. I will leave it up to the interested reader to look up those properties for themselves. The story was so good that I am afraid to say too much without the risk of spoilers.

 Trigger Warning: Although I don’t usually feel like I need to add these to my reviews I feel this may be an exception. The death of Knox’s parents is a tragedy and a large part of the story and is brought up very frequently.

 Knox Kevel’s parents died in an explosion three years before the story begins. Knox, being almost a computer genius becomes a hacker known as The Suicide Tree while his parents are still alive. After their death, he works for people on the black market and attracts the attention of the FBI. The FBI gets ahold of him twice and he is facing prison time when Arlo Jenson pops in. Arlo wants Knox to work for him and if Knox agrees Arlo will call in a favor with the DA and have Knox’s charges dropped.

 Knox ends up flying to Italy with Arlo, in hopes of finding the person who hurt Arlo as a child. Knox and Arlo stay with Norah, Arlo’s sister, and her daughter Jessa. The four of them team up and travel to many well-known cities in Italy trying to discover the truth. The truth about what? Well, you will just have to read The Suicide Tree to find out for yourself.

What I liked most about this book was the interwoven stories of Knox, Arlo, and the mysterious person who harmed Arlo. It was actually hard to find something that I didn’t really like about this book. After thinking about it I would say that the reasoning behind Arlo’s childhood assault (for lack of a better term) was a bit on the anti-climatic side. I was hoping for something a little more in-depth than what was offered.

 In all honesty, I believe just about anyone could read this book. There is little in the lines on inappropriate material in this book. The book is also relatively short and does not require a lot of dedication making it perfect for the occasional reader. I would rate this book 4 out of 5 because the plot line was well thought out and there was very little that I questioned after finishing the book. The story was strong and extremely entertaining. I would recommend it to anyone who wants a quick read.
  
Vanished
Vanished
Gillian Alice Lock | 2018 | Mystery, Science Fiction/Fantasy
9
9.0 (1 Ratings)
Book Rating
I enjoyed how both positive and negative aspects of the 17th century are addressed. (0 more)
There was inconsistency with the names of the characters in a few places. (0 more)
Honest Review for Free Copy of Book
In Vanished by Gillian Alice Lock time travel is not a scientific discovery but a natural phenomenon. This book also falls in a gray area between science fiction, historical fiction, and romance.

 Andrea lives with her little dog, Muff, out in the country. She tries to live a structured life but since she works from home she finds herself giving in to cravings more often. Luckily Muff is extremely high energy for a little dog and requires Andrea to take her for long walks. One day Andrea makes plans with the neighbor guy for a date after Muff’s walk. The neighbor waits for her but she doesn't show up, for years.

 During their walk Andrea and Muff finds themselves pulled into a dense yellow mist and when it dissipates things have changed. The area they are in looks familiar yet it is not the home they are used to, but instead, it looks more like pictures from a history book. Andrea draws a lot of attention to herself from the way she talks and dresses and soon finds herself with Father Jones. Through the Father, Andrea learns of Robert who also seems to have come from the future. Andrea manages to secure work along with room and board for herself and Robert at the home of William Farthing, a Lord. Sadly Andrea knows of the fate that is going to befall William and wars with herself about intervening. She also must come up with a decision if she wishes to return to her old life in the 21st century or try to keep her new one int the 17th.

 I enjoyed how both positive and negative aspects of the 17th century are addressed. The dirty and poor living conditions are clearly depicted, as are the differences in food compared to what we are used to today. The lifestyle of those in the 17th century is very different from modern times but slower and calmer as well. There was inconsistency with the names of the characters in a few places. At times it was as if the reader is expected to recognize the name of a character that is only mentioned once. I can only guess that this is in error. The back of the book also says that it takes place in 2015 but in the actual story it is (to start out with) 2019. Without going into a lot of details as to why the wedding is also in the wrong year.

 There is nothing in this book the I noticed that would make it inappropriate in any way. The topic and writing style might make it quite a bit boring for even middle school-aged readers. Those who like historical fiction and romance will probably enjoy this book. I rate this book 2 out of 4. Besides the inconsistencies and other issues, I mentioned earlier the book also had multiple typos and grammar errors. While I myself am not good in that area of writing the errors in this book were glaringly obvious even to me. The book needs to be closely edited and this seriously lowered the score.

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Strange Weather in Tokyo
Strange Weather in Tokyo
Hiromi Kawakami, Allison Markin Powell | 2016 | Fiction & Poetry
8
8.0 (1 Ratings)
Book Rating
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Being born in Macedonia, I grew up reading books that were mostly translated. Because of that, I always appreciate the amazing job that translators do and have always cherished translated copies of my books. Strange Weather in Tokyo is no different, and Allison Markin Powell did an amazing job translating this book. 

I read this book in August as part of the Tandem and Granta Books Instagram readalong - to celebrate #Kawakamimonth as well as Women in Translation month - and I am so glad I was able to join.

<b><i>Synopsis:</i></b>

One night when she is drinking alone in a local bar, Tsukiko finds herself sitting next to her former high school teacher. Over the coming months they share food and drink sake, and as seasons pass - from spring cherry blossom to autumnal mushrooms - Tsukiko and her teacher develop a hesitant intimacy that tilts awkwardly and poignantly towards love.

<b><i>My Thoughts:</i></b>

From the very first chapter, we travel to Japan and the whole mood changes. I could grasp the culture, taste the food and feel the weather changing through the seasons. The writing is brief and concise, yet full of emotion and wisdom. Both the characters and the scene had something very special about their description - they appeared so close, so real, as if you could just reach out your hand and touch them, feel them, taste them. This feeling stayed with me and I will cling on to it, because it happens so rarely these days. 

Even though I am not a fan of student-teacher relationships, this relationship in particular kept me intrigued, simply because it was so much different than anything I have encountered before.

Tsukiko is young and tries to live in the modern world, while Sensei is much older and very traditional. They meet in the bar and talk. There are no dates, nor arranged meetings. They may see each other, and they may not. Sometimes it could be months before they bump into each other again. And that’s the beauty of their relationship. They live their own lives independently, and having each other as company is an added bonus. 

A few plot twists lingered in the way of their love. Tsukiko’s potential boyfriend, who is the same age as her, Sensei’s old age and what that might mean, and the numerous arguments that seem bizarre, but test their relationship on deeper levels. It was very refreshing to see the brutally honest issue that is age between couples. Sensei knows he doesn’t have too long to live, and he is honest with Tsukiko, as he wants her to truly understand what this means, and once she understands it, he wants to ensure she is okay to proceed the relationship, given those circumstances. 

<b><i>I have mixed feelings about the ending of Strange Weather in Tokyo.</i></b>

I was surprised at how it ended, but then I understood why. Perhaps I wanted a complete closure, but I learned that life doesn’t do closures. There is no perfect or right time to do something. We only have the “now” and we should enjoy every moment while we can.
  
Festival!
Festival!
2020 | Medieval
Remember music festivals, or concerts of any kind? I most certainly do. I used to perform almost every weekend with my band pre-COVID. Well, I haven’t performed in over eight months as of this writing. I miss it so much. So when I heard that a designer was working on a game about musicians putting on music festivals I just had to check it out.

Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.

As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.

After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.


Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).

But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.

Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.

Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.

So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.
  
Poison Study (Study, #1)
Poison Study (Study, #1)
Maria V. Snyder | 2005 | Fiction & Poetry
9
9.0 (13 Ratings)
Book Rating
world-building, characters, romance (0 more)
Shelf Life – The Chronicles of Ixia merits closer study
Contains spoilers, click to show
This review is for the entire Chronicles of Ixia series.

The first trilogy, comprised of Poison Study, Fire Study, and Magic Study, follows Yelena Zaltana. The second series, also called the Glass series, follows her friend Opal Cowan in Storm Glass, Sea Glass, and Spy Glass. The final trilogy, Shadow Study, Night Study, and Dawn Study, is where things get a bit odd. Maria V. Snyder had thrown in a few short stories/novellas throughout from different characters’ points of view. Perhaps she got bored of just sticking to one POV, or maybe fans wanted more from the other characters, so the third trilogy is from Yelena’s POV in first person and the POV’s of multiple characters (mainly Valek, Leif, and Janco, with a few others popping in from time to time) in third person.

I’m not sure which editor thought it would be a good idea to have POV switch from first person to third person in the same novel, but—yikes—is it jarring. Even with the wonky POV stuff in the third trilogy, these books are amazing and absolutely worth your time to read. Snyder’s world-building is compelling, detailed, and original. The books take place mostly between two pre-industrial countries: Ixia and Sitia. Ixia is a post-revolution country ruled by Commander Ambrose. His personal body guard and assassin is Valek. In the first novel Yelena is in prison for murder and is offered the choice to be the Commander’s food taster in exchange for her life. She agrees, and throughout the first book she and Valek begin to fall in love.

Ixia reminded me a lot of Communist Russia or China. In its attempts to throw away the corrupt government and society that came before, it has also thrown out all culture in the process. The country has been re-divided into districts with numbers instead of names, everyone is forced to wear a uniform, all art and extravagance has been destroyed, people have to have passes to travel between districts, and magic is forbidden. Anyone born with it is killed (or so the reader is led to believe). But Maria V. Snyder does a wonderful job of showing the good with the bad in this totalitarian dictatorship. Everyone has a job and nobody goes hungry, women are now equal to men, and violence and sexual assault are intolerable. This is why Yelena ends up in prison in the first place: she murdered the man that raped her. Now, this is probably my first major gripe with the series. We learn that Commander Ambrose loathes sexual assault and will execute anyone found guilty of it, but apparently killing a rapist in self-defense is also an executable offense. And all of that being said, Ambrose still has his own personal assassin. It all feels a bit contradictory, but again, that’s what I like about this series: it does an excellent job of peeling back the layers of her fictional societies and pointing out that governments and people in power tend to be hypocritical.

Now, the series name (or rather one of them) is Chronicles of Ixia, but honestly, it should have been called Chronicles of Sitia, because that is where most of the story takes place and is by far the more interesting and vibrant country. Sitia is part jungle, part desert, and full of magic. The peoples are divided into multiple clans or tribes that are all unique and compelling. In the second book, Yelena flees to Sitia after the Commander learns she has magic, and there she finds the family she was kidnapped from as a small child. They are part of the Zaltana clan, a group of people that live high in the trees in the jungle. Whenever I read about them, I would have to remind myself that they were not wood elves or dryads, because while there is magic in these books, there are no fantastical creatures: all characters are human or animal.

Another fascinating tribe is the Sandseeds, a group of nomads in the desert known for two major things: breeding super smart horses and having Storyweavers. The Storyweavers are people who have the magical ability to see the future and guide others, but who have to do it really cryptically because reasons (I appreciate that this gets pointed out by an annoyed Yelena multiple times). And of course, the Sandseed horses are fantastic; they choose their rider and able to mentally communicate with magical people. They even have their own horse names for people that they like.

Besides the different clans throughout Sitia, there is also the capitol, the Citadel, which is home to the magic school and the Sitian Council. While very different from Ixia, Sitia is by no means perfect. Its Council epitomizes everything annoying and dysfunctional about a bureaucracy. While the council members are elected and come from every clan in Sitia, they are at best useless and at worst actively impede the main characters.

The magic school is interesting, though the story doesn’t actually spend much time there. I like how magic was done in this series: it usually runs in families, most people with it have control over one or two things (ie. fire, mind-control, telepathy, etc.), but those who have the ability to master more can become Master Magicians after enduring a daunting trial. Magic is bound in people’s blood, so blood magic is a thing and is obviously bad, and magic (and a person’s soul) can be stolen using an intricate and gruesome blood ritual that involves prolonged torture, rape, and then murder.

The power blanket is another interesting concept used in this series. Essentially is resides over the entire world and is the essence of magic, so magicians can pull from it to augment their own magic. However, if they pull too much and lose control, they can flame out, killing themselves and temporarily damaging the blanket in the process. I thought this was a good literary tool to prevent magical characters from being too OP (at least most of the time).

I especially like the romantic relationships in this series. Valek and Yelena are of course the main couple. In the first book they fall in love, in the second book they get separated, and throughout the series they regularly cross paths and save one another. Yelena and Valek are heartmates, and as the series progresses they both have to mature and learn how to trust one another. My biggest complaint about the romance is that all sex scenes are just fade to black, which I personally find a bit boring.

The other major romantic relationship is between Opal and Devlen. This one was a bit awkward. Opal actually goes through a couple of guys first: a stormdancer named Kade and another glassmaker named Ulrick. And I really liked that the author included this. Many people have multiple partners before finding their soulmate, and a woman who does is not a slut. Her relationship with Devlen, however . . . Well, she’s a more forgiving person than me.

You see, it turns out that Devlen is the man who kidnapped Opal a few years earlier and tortured her because he was trying to steal her magic. But he didn’t actually enjoy torturing her and never raped her, which I guess makes it better? Well, he manages to switch bodies with Ulrick and, as Ulrick, tricks Opal into dating him, then, when he’s discovered, kidnaps and tortures her (again) to gain more power. But then she steals his magic, he spends some time in prison, and the combination of the two miraculously turn him into a good guy, claiming that magic is what made him evil in the first place.

I’m going to be honest, I didn’t completely buy his redemption arc even at the end of the third book in the Glass series, but by the ninth book they’re still together and he’s on the good guys’ side, so I guess it was real. And I have definitely watched/read much worse evil asshole to boyfriend stories. At least Devlen genuinely feels guilty for the horrible things he did in the past and attempts to make up for them, and in her defense, Opal has to do a lot of soul-searching before she can find it in her to forgive and trust him, and even more before she can develop romantic feelings for him (that aren’t based on deception, anyway). Also, Ulrick becomes a huge jerk because of his newfound magical abilities, tries to kill Opal, and later gets assassinated by Valek. I appreciate what Maria V. Snyder is trying to do here, which is to teach through her storytelling how good people can become evil, and evil people can redeem themselves and be good. Their romance was uncomfortable to read, but it was supposed to be uncomfortable, because that’s how all parties involved felt.

Now, let’s talk about Commander Ambrose. Towards the end of the first book, Yelena discovers that Ambrose is a female to male trans person. This is revealed to be why Ambrose hates magicians so much: he is afraid that one of them will read his mind and then reveal his secret (which is how Yelena discovers it). After I read the first book, I was really pleased that Snyder did such a good job of depicting a trans person, as that’s really only a small part of his character, and those who know (mainly Valek and Yelena) don’t make a big deal out of it.

And then . . . I really wish that the author would have just left the issue of the Commander being trans alone. Yelena discovers it in the first book, she keeps it to herself because it’s nobody else’s business, the end. But by creating this weird intricate background to explain why Ambrose is trans, Snyder just kind of shoots herself in the foot.

Throughout the rest of the series, I kept hoping for some other LGBTQ+ characters to show up to redeem the blunder with Ambrose. I actually believed that Ari and Janco were a gay couple for the longest time, what with their banter and often being referred to as partners. However, if this was the author’s intention, it was never really explicitly stated, and the partner thing just seems to refer to them being partners in combat and nothing else.
  
The Hobbit: An Unexpected Journey (2012)
The Hobbit: An Unexpected Journey (2012)
2012 | Action, Sci-Fi
8
7.4 (31 Ratings)
Movie Rating
Following the Lord of the Rings Trilogy was going to be no easy feat. The series not only made incredible amounts of cash at the box office worldwide, but also garnered an Academy award for best picture for the final film in the series. In the years since the trilogy, writer-director-producer Peter Jackson has not overwhelmed at the box office. His big-budget remake of “King Kong” performed below expectations and the high-profile collapse of the “Halo” movie to which he was attached, as well as the underwhelming box office of “The Lovely Bones” made many people question if Jackson had peaked and was better suited for the lower budgeted independent films that first gave him his start.

When it was announced that a film version of “The Hobbit” was in the works and that director Guillermo del Toro would direct the film as well as help write the screenplay and that Jackson would produce, the fans’ interest level was definitely piqued. But after a long state of pre-production, del Torro decided not to direct the film as he was unwilling to commit the next six years to living and working in New Zealand. Jackson then took over the film and soon after it was announced that it would be stretched into three movies to form a new trilogy.

For those unfamiliar with the story it was actually the first book written by J.R.R. Tolkien, which sets the stage for what was to follow in the Lord of the Rings even though it was originally conceived as a standalone story. The film opens with an older Bilbo Baggins (Martin Freeman), writing a memoir while preparations for a party are underway. Bilbo discusses how there was one story that he had not disclosed and sets pen to paper in order to chronicle his legendary journey 60 years prior.

Gandolf Wizard (Sir Ian McKellen) visits the younger Bilbo and suggests he go on an adventure. Bilbo immediately declines, as being a Hobbit, he has no desire to leave the creature comforts and serenity of The Shire, much less face the dangers that exist in the world beyond. A group of dwarves arrive’ that evening and despite their gluttonous appetites and loud behavior, Bilbo has a change of heart the following morning and accompanies them on their quest.

The group’s goal is to travel to the dwarves’ kingdom of Erebor to reclaim their stronghold which was lost many years earlier to a vicious Dragon named Smaug. In the decades since, the dwarves existed as people without a home, forced to live as nomads taking work wherever they can find it. Along the way the group deals with all manner of threats and dangers ranging from trolls, goblins, orcs, and other supernatural elements. Of course there were some internal tensions and conflicts within the group as it marched towards a finale that sets the stage for the next film.

The movie has a runtime of nearly 3 hours and there were times that I caught a couple members in press row dozing briefly. While I enjoyed the film more than I did any of the Lord of the Rings movies, it was clearly obvious that things were being stretched out in order to justify a third film in the series. There were countless scenes of the band walking over hills and across the countryside so much so that at times I felt that I was watching the longest commercial for New Zealand tourism ever created. We get it. It’s a long journey. They travel near and far. I got it. I don’t need to see it every 10 minutes.

There were also several scenes that were done almost as if in aside that truthfully did not add much to the story but seem to exist as nothing more than time fillers. In the subsequent films it is learned that characters and scenes that did not appear in the book will be inserted into the film. Once again I have to question this as I do believe they could have easily cut an hour out of this movie and not lose much of the necessary narrative.

There’s been a lot of talk about the higher frame rate 3-D that was used to create the film. There have been claims that it was distracting, jerky, and detracted from the movie. I on the other hand found it absolutely captivating because it did not have that movie look to it, and it felt like I was watching an HD television. Even during the CGI heavy sequences, it did appear as if the performers were literally right there in front of me and I got the impression more of watching a play than of watching a movie.

The visual effects in the film were quite stunning. The live-action and computer-generated elements were absolutely amazing, especially during the latter part of the film when we meet Gollum (Andy Serkis), and during the battle and the goblin stronghold. Although the book is considered a children’s novel, I would really have to think twice about bringing young children to see this film as there is a lot of action and violence in the film as well as potential scares in the form of the monsters that abound.

The film could have definitely used some star power to it. While the cast does a solid job, they are fairly generic and almost interchangeable during certain segments of the film. That being said, the film works because despite its issues, it’s a visually spectacular masterpiece that, if you can endure the long periods of inaction, pays off especially well during the film’s battle sequences.
  
Talisman: Kingdom Hearts
Talisman: Kingdom Hearts
2019 | Adventure, Exploration, Fantasy, Fighting, Video Game Theme
I do not play video games much anymore. There was a time that I would spend most of my waking hours on my computer trying to LFG in Jeuno or the Valkurm Dunes as a DRG/THF to get those dang 10-20s. I completely understand if you have no idea what I am talking about, but if you did, hello from Limber on Ramuh! The last two sentences refer to my 3 and a half years playing Final Fantasy XI online. It was a glorious game and I made really great friends playing it. This version of Final Fantasy released within months of the very first Kingdom Hearts game. If you are also unfamiliar with the Kingdom Hearts IP, it is a mashup of Final Fantasy and Disney characters. That’s right, medieval style hack ‘n slash with magic fighting fantastical beasts meets Mickey Mouse. I don’t know why, but it worked and it still does. Obviously, combining two universes that I happen to love will automatically endear a high level of affinity from me, but is this implementation of an older board game going to satisfy my need for nostalgia or will it simply be a strange skin over a bad game?

In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.

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, 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 a copy online or from your FLGS. -T


To setup, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.

Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.

Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.


Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.

I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.

That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.

I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
  
Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.

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, 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 a copy online or from your FLGS. -T

Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.

Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.

To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.

All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.

Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.

Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.

Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.