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Bob Mann (459 KP) rated The Wife (2017) in Movies
Sep 28, 2021 (Updated Sep 28, 2021)
Glenn Close … #robbed.
I missed “The Wife” when it came out in September, but finally caught it a few weeks ago. (Been a busy time at work so have a bit of a backlog of reviews!).
The Plot.
Joan Castleman (Glenn Close) is the doting wife of internationally renowned writer Joe Castleman (Jonathan Pryce). As we start the film, Joe has just received a call from Stockholm. No, it’s not an “amusing story about a goat” (for any MM2 fans out there). It’s notification that he is to receive the Nobel prize for literature. As Joan listens to the news on the extension, there is something in her eyes that betrays mixed emotions.
They travel to Sweden (on Concorde, obviously) with their son Max (Max Irons) – a writer at the start of his career. Max and Joe have a strained relationship.
Also in Stockholm is Nathanial Bone (Christian Slater) – the bane of Joe’s life, since he seems insistent on writing the biography of the great man. As Nathanial picks through the history of the couple, things start to unravel in unexpected ways.
What a performance!
The heart of this film, and the main reason for watching what is really a bit of a pot-boiler, is the performance by Glenn Close. It’s a remarkable demonstration of the acting craft and 110% Oscar worthy.
Don’t get me wrong…. as I watched the Oscars live in the wee-hours of Monday morning I let out a WHOOP of joy when our own national treasure Olivia Colman picked up the award. But I have to say that I think Glenn Close was rather robbed. Close can act brilliantly without saying a single word. In fact most of her best scenes are reaction shots to what she is listening to.
In comparison I found Jonathan Pryce to be a soupçon over-the-top as the feted writer, and I didn’t find the portrayal of Bone by Slater to be terribly convincing. So it’s a very mixed acting bag in my view.
Utterly gorgeous in a way that only Swedish women can be is Karin Franz Körlof as the personal photographer Linnea. She can also act!
A perfectly pleasant movie
Directed by Swedish director Björn Runge and with a screenplay by Jane Anderson, it’s a perfectly pleasant way to spend a couple of hours. The story is intriguing enough to keep your interest, although it plays its hand so early that the simmering suspense element ebbs out of the film. A final “Sixth Sense” style of reveal might have been much more effective.
But this is above all a film to relish the performance of Close: the facial acting during the speech at the awards ceremony is something that should be studied at acting schools for years to come.
The Plot.
Joan Castleman (Glenn Close) is the doting wife of internationally renowned writer Joe Castleman (Jonathan Pryce). As we start the film, Joe has just received a call from Stockholm. No, it’s not an “amusing story about a goat” (for any MM2 fans out there). It’s notification that he is to receive the Nobel prize for literature. As Joan listens to the news on the extension, there is something in her eyes that betrays mixed emotions.
They travel to Sweden (on Concorde, obviously) with their son Max (Max Irons) – a writer at the start of his career. Max and Joe have a strained relationship.
Also in Stockholm is Nathanial Bone (Christian Slater) – the bane of Joe’s life, since he seems insistent on writing the biography of the great man. As Nathanial picks through the history of the couple, things start to unravel in unexpected ways.
What a performance!
The heart of this film, and the main reason for watching what is really a bit of a pot-boiler, is the performance by Glenn Close. It’s a remarkable demonstration of the acting craft and 110% Oscar worthy.
Don’t get me wrong…. as I watched the Oscars live in the wee-hours of Monday morning I let out a WHOOP of joy when our own national treasure Olivia Colman picked up the award. But I have to say that I think Glenn Close was rather robbed. Close can act brilliantly without saying a single word. In fact most of her best scenes are reaction shots to what she is listening to.
In comparison I found Jonathan Pryce to be a soupçon over-the-top as the feted writer, and I didn’t find the portrayal of Bone by Slater to be terribly convincing. So it’s a very mixed acting bag in my view.
Utterly gorgeous in a way that only Swedish women can be is Karin Franz Körlof as the personal photographer Linnea. She can also act!
A perfectly pleasant movie
Directed by Swedish director Björn Runge and with a screenplay by Jane Anderson, it’s a perfectly pleasant way to spend a couple of hours. The story is intriguing enough to keep your interest, although it plays its hand so early that the simmering suspense element ebbs out of the film. A final “Sixth Sense” style of reveal might have been much more effective.
But this is above all a film to relish the performance of Close: the facial acting during the speech at the awards ceremony is something that should be studied at acting schools for years to come.
KalJ95 (25 KP) rated Marvel's Spider-Man in Video Games
Jun 19, 2020
All Round Performances Are Fantastic. (4 more)
Combat Is Arkham-esque.
New York Sandbox Is The Definition Of Fun.
Story Feels Fresh And Thrilling.
The Webswinging.
Frame Rate Issues. (1 more)
Few Missed Opportunities With The Story.
The Best Superhero Game Ever?
When I was nine years old, I fell thirty feet out of a tree on a British summers day. Coincidently, because of damp moss on a branch. I spent seven days in a hospital, recovering from a punctured lung, caused by impact on my ribs. In that week, I spent most of my time playing Spider-Man 2, a tie in with the Sam Raimi film, on a hospital owned PlayStation 2. Why am I telling you this story? Well, I spent quite a substantial amount of time playing that game, and it slowly made me realise the mechanics and skill that go into making a video game. Spider-Man wouldn't just shoot his web up in the sky and start swinging, like the Spider-Man game previous. Spider-Man would have to attach his webs to buildings he flew by, and this blew my mind and kept me occupied for hours and hours. For me, it encapsulated a feeling of being so immersed within a medium, you forget everything around you, and in my case it just so happened to be bed ridden in a hospital with a punctured lung. Spider-Man games have come and gone since that 2004 classic, but none have ever been as fun to play.
Marvel’s Spider-Man is the best Spider-Man game ever made, and an even bolder statement, it just might be the best superhero game ever made. Insomniac have crafted an original experience, whilst keeping the spirit and tone of Spidey the same of that from the comics. You can tell right from the opening cinematic, Insomniac have done their research extensively, from the witty dialogue of Peter Parker’s banter, to the wise cracks he makes as his alter ego when punching the pulp out of thugs and villains. The fundamental idea of what this game strives to be is fun, and this is the very definition.
The story is follows Peter, as he juggles the responsibility of being a superhero, with the very normal aspects of everyday life, like holding down an apartment, or retaining a relationship with his Aunt May and Mary Jane Watson. While this remains the core of the narrative, villainy is taking shape in the background, as multiple antagonists are preparing to take down the web-slinger, once and for all. Included in the story comes a variety of side missions, activities to complete, collectables to find, and costumes to unlock. The sheer amount of things to do in this game is unbelievable. The costumes alone ranks up to thirty eight (with DLC included), all in ridiculously beautiful detail. I specifically remember a moment when the rising sun over the Big Apple shone over the windows of a skyscraper, bouncing onto the red of Spider-Man’s suit. I was in awe. In fact, I was in awe over the entire map of New York City, which feels alive, even a character within itself. The major monuments all bring such authenticity to the overall feel of a city you can fully explore. Its a massive playground for Spider-Man, and I never felt the need to fast travel at all.
The characters make the story worth playing multiple times. Certain characters can’t be mentioned due to spoiling aspects of the narrative, but stand-out performances happen time and time again. This also brings a dynamic between characters that shines over the entire experience. Peter and MJ are partners, yet their relationship seems distanced from past troubles. We never find out specifically, but the seeds are planted from dialogue that we can only guess from an audiences’ perspective. It brings so much back story to the characters, making them seem so fleshed out and real. No Uncle Ben death scenes either, so that is a plus in my book.
The combat, at first, felt all to familiar with Rocksteady’s Arkham Series, which isn't a problem, but instead I wanted something a little new to engage with. Then a collection of gadgets are introduced, and this mixes everything up. Everything feels so fluid and silky smooth, from webbing thugs against a wall, or sending out a spiderdrone to fire rounds of electric bullets to incapacitate an opponent. Again, this never feels stale, even when I had collected every collectable and finished all activities, I spent hours just waiting for police calls so I could attend crimes an battle enemies. This is perhaps where Insomniac need to be commended most. Games are all too disposable at times, once its done you're done with it, but Marvel’s Spider-Man is so damn fun, even when everything is done. You feel the need to explore, the need to finish the side missions and activities, because every aspect is so well produced.
I do however have minor issues to mention. I did experience tiny pauses in gameplay whilst the city loaded more buildings, I don't know if this was down to playing on a standard PS4 rather than a Pro. The story does sometimes cut a few beats short in areas, and the DLC feels like it could of been included within the game, which ultimately feels like it was, and was decided to be DLC for an extra cost. But, these are little gripes for an overall fantastic package. I can’t wait to see what happens next.
Marvel’s Spider-Man is the best Spider-Man game ever made, and an even bolder statement, it just might be the best superhero game ever made. Insomniac have crafted an original experience, whilst keeping the spirit and tone of Spidey the same of that from the comics. You can tell right from the opening cinematic, Insomniac have done their research extensively, from the witty dialogue of Peter Parker’s banter, to the wise cracks he makes as his alter ego when punching the pulp out of thugs and villains. The fundamental idea of what this game strives to be is fun, and this is the very definition.
The story is follows Peter, as he juggles the responsibility of being a superhero, with the very normal aspects of everyday life, like holding down an apartment, or retaining a relationship with his Aunt May and Mary Jane Watson. While this remains the core of the narrative, villainy is taking shape in the background, as multiple antagonists are preparing to take down the web-slinger, once and for all. Included in the story comes a variety of side missions, activities to complete, collectables to find, and costumes to unlock. The sheer amount of things to do in this game is unbelievable. The costumes alone ranks up to thirty eight (with DLC included), all in ridiculously beautiful detail. I specifically remember a moment when the rising sun over the Big Apple shone over the windows of a skyscraper, bouncing onto the red of Spider-Man’s suit. I was in awe. In fact, I was in awe over the entire map of New York City, which feels alive, even a character within itself. The major monuments all bring such authenticity to the overall feel of a city you can fully explore. Its a massive playground for Spider-Man, and I never felt the need to fast travel at all.
The characters make the story worth playing multiple times. Certain characters can’t be mentioned due to spoiling aspects of the narrative, but stand-out performances happen time and time again. This also brings a dynamic between characters that shines over the entire experience. Peter and MJ are partners, yet their relationship seems distanced from past troubles. We never find out specifically, but the seeds are planted from dialogue that we can only guess from an audiences’ perspective. It brings so much back story to the characters, making them seem so fleshed out and real. No Uncle Ben death scenes either, so that is a plus in my book.
The combat, at first, felt all to familiar with Rocksteady’s Arkham Series, which isn't a problem, but instead I wanted something a little new to engage with. Then a collection of gadgets are introduced, and this mixes everything up. Everything feels so fluid and silky smooth, from webbing thugs against a wall, or sending out a spiderdrone to fire rounds of electric bullets to incapacitate an opponent. Again, this never feels stale, even when I had collected every collectable and finished all activities, I spent hours just waiting for police calls so I could attend crimes an battle enemies. This is perhaps where Insomniac need to be commended most. Games are all too disposable at times, once its done you're done with it, but Marvel’s Spider-Man is so damn fun, even when everything is done. You feel the need to explore, the need to finish the side missions and activities, because every aspect is so well produced.
I do however have minor issues to mention. I did experience tiny pauses in gameplay whilst the city loaded more buildings, I don't know if this was down to playing on a standard PS4 rather than a Pro. The story does sometimes cut a few beats short in areas, and the DLC feels like it could of been included within the game, which ultimately feels like it was, and was decided to be DLC for an extra cost. But, these are little gripes for an overall fantastic package. I can’t wait to see what happens next.
Kyera (8 KP) rated Clockwork Angel in Books
Jan 31, 2018
Clockwork Angel is the first book in the Infernal Devices trilogy by Cassandra Clare. It is set in Victorian London and has an air of steampunk – although it is not explicitly that genre. There are clockwork creations and automatons, a Shadowhunter inventor that tinkers with gears and wires, but the overall setting is not one of steam powered air machines and gear-covered outfits. As a fan of the steampunk genre and aesthetic, I quite enjoyed the subtle notes of it in this series.
The clockwork automatons are intriguing, as they are made from neither Heaven nor Hell and thus the Shadowhunters have no experience dealing with them. They create a unique foe to fight against and are a greater mystery – as our heroes do not know who truly created them, or their nefarious purpose.
Each chapter is headed with an excerpt from a poem that Tessa might have found herself reading over the years. Each is not only a wonderful addition to the story but if you enjoy them, perhaps it will lead you to seek them out in their original forms. I personally do not find myself frequently reading poetry, but the first time I read this book I fell in love with the poems selected. It caused me to go in search of them and read poetry. Perhaps you too will find yourself inspired.
As with the Mortal Instruments, our main character is a female who is unfamiliar with the Shadow World at the beginning of the novel. Before long, she is completely embroiled in the world, the politics and must learn as she goes. In this novel, our heroine is given the Shadowhunter Codex to read which allows her to quickly understand the roles of the Shadowhunter and the world she didn’t even know existed. I have always liked Tessa and felt a kinship to her, as we are very similar.
Tessa is quite tall, especially for a woman in the Victorian era, brunette and loves books more than anything else (other than perhaps her family.) Her Aunt was a very learned woman, so Tessa received a decent education and fostered a love of reading. She is able to quote from books that she loves and does not discriminate between books considered high-brow and those considered for the lower class of society. Tessa is very intelligent and not afraid to voice her opinions, even though it was not widely accepted at that time for women to be sharp of tongue. She also does not like chocolate, which endeared her to me immediately as I also am one of the few people it seems who does not like chocolate.
Our two male leads are Jem and Will, who are parabatai but quite dissimilar from one another. Jem was originally from the Shanghai Institute but found himself in the London Institute when his parents were murdered by demons. He is quiet, kind, intelligent and loves Will like a brother. Will is a Herondale, with all of the charm that comes with it. He is more reckless, boasts about frequenting brothels and dens of vice, and despite his outward attempts to appear cheerful is prone to melancholy.
The Institute is filled with other Shadowhunters and servants with vastly different personalities who bring a lot of interesting storylines with them. Charlotte and Henry are the heads of the Institute, despite their young age. Henry is a brilliant inventor, although a bit scatterbrained. Jessamine was forced to live in the Institute after the death of her parents, but she has never desired to be a Shadowhunter.
The first book introduces us to the Shadow World of London, as Tessa is invited to travel from New York to London to live with her brother. Her plans do not turn out as she had expected and it leads her on an adventure with the Nephilim. It is fascinating to see how different the Shadowhunters of this era are, and yet utterly the same. It was also interesting to see how the Shadowhunters view the Downworld. While it was not entirely equal to the time of the Mortal Instruments series, you realize that is has improved in the century since the Infernal Devices and must be leagues above the treatment in the earliest years of the Nephilim.
Whether Clockwork Angel is your first foray into the Shadow World, or not, it is a highly entertaining and well-written novel that I could not recommend more. Many people feel that this series is the best of the three, so if you’ve been considering reading any of the Shadowhunter Chronicles but were not quite sure – perhaps this is a good place to start. I personally would recommend reading a number of the Mortal Instruments before beginning this series, but that is just my opinion. Either way, if you have not yet read this book – please go do so now! It is one of my favourites and I hope that it will be yours as well.
The clockwork automatons are intriguing, as they are made from neither Heaven nor Hell and thus the Shadowhunters have no experience dealing with them. They create a unique foe to fight against and are a greater mystery – as our heroes do not know who truly created them, or their nefarious purpose.
Each chapter is headed with an excerpt from a poem that Tessa might have found herself reading over the years. Each is not only a wonderful addition to the story but if you enjoy them, perhaps it will lead you to seek them out in their original forms. I personally do not find myself frequently reading poetry, but the first time I read this book I fell in love with the poems selected. It caused me to go in search of them and read poetry. Perhaps you too will find yourself inspired.
As with the Mortal Instruments, our main character is a female who is unfamiliar with the Shadow World at the beginning of the novel. Before long, she is completely embroiled in the world, the politics and must learn as she goes. In this novel, our heroine is given the Shadowhunter Codex to read which allows her to quickly understand the roles of the Shadowhunter and the world she didn’t even know existed. I have always liked Tessa and felt a kinship to her, as we are very similar.
Tessa is quite tall, especially for a woman in the Victorian era, brunette and loves books more than anything else (other than perhaps her family.) Her Aunt was a very learned woman, so Tessa received a decent education and fostered a love of reading. She is able to quote from books that she loves and does not discriminate between books considered high-brow and those considered for the lower class of society. Tessa is very intelligent and not afraid to voice her opinions, even though it was not widely accepted at that time for women to be sharp of tongue. She also does not like chocolate, which endeared her to me immediately as I also am one of the few people it seems who does not like chocolate.
Our two male leads are Jem and Will, who are parabatai but quite dissimilar from one another. Jem was originally from the Shanghai Institute but found himself in the London Institute when his parents were murdered by demons. He is quiet, kind, intelligent and loves Will like a brother. Will is a Herondale, with all of the charm that comes with it. He is more reckless, boasts about frequenting brothels and dens of vice, and despite his outward attempts to appear cheerful is prone to melancholy.
The Institute is filled with other Shadowhunters and servants with vastly different personalities who bring a lot of interesting storylines with them. Charlotte and Henry are the heads of the Institute, despite their young age. Henry is a brilliant inventor, although a bit scatterbrained. Jessamine was forced to live in the Institute after the death of her parents, but she has never desired to be a Shadowhunter.
The first book introduces us to the Shadow World of London, as Tessa is invited to travel from New York to London to live with her brother. Her plans do not turn out as she had expected and it leads her on an adventure with the Nephilim. It is fascinating to see how different the Shadowhunters of this era are, and yet utterly the same. It was also interesting to see how the Shadowhunters view the Downworld. While it was not entirely equal to the time of the Mortal Instruments series, you realize that is has improved in the century since the Infernal Devices and must be leagues above the treatment in the earliest years of the Nephilim.
Whether Clockwork Angel is your first foray into the Shadow World, or not, it is a highly entertaining and well-written novel that I could not recommend more. Many people feel that this series is the best of the three, so if you’ve been considering reading any of the Shadowhunter Chronicles but were not quite sure – perhaps this is a good place to start. I personally would recommend reading a number of the Mortal Instruments before beginning this series, but that is just my opinion. Either way, if you have not yet read this book – please go do so now! It is one of my favourites and I hope that it will be yours as well.
Gareth von Kallenbach (980 KP) rated the PC version of The Bureau: XCOM Declassified in Video Games
Jun 19, 2019
Following a path to release that contained delays, revisions, and fan concerns, The Bureau: XCom Declassified has arrived.
As a fan of the first two games in the series which were icons of the 386 and 486 CPU age, I had been horrified about how badly the series had eroded with subsequent released which moved away from the turned based strategy play in favor of all things, flight simulations and run and gun shooters.
When I heard that 2K was taking over the franchise I was excited but to be honest the first look I had at the game during the 2012 E3 Expo had me wondering if I would ever see a return of the classic game series as the new version seemed to be more of a tactical team based game.
Many fans shared this concern and others and XCom: Enemy Unknown appeased many of the fans concerns by giving fans the updated turn based game that they had hoped for.
The Bureau is set in 1962 and is a nice mix of noire meets the X-Files as it explains the early days of the XCom organization in a solid prequel to the events of the subsequent games.
In 1962 Agent William Carter is tasked with delivering a case to his superiors. Ambushed en route and left for dead, Carter awakens to an alien assault and must battle for his life as he attempts to escape the carnage around him.
Armed with his pistol and in time a rifle, Carter meets up with other survivors and is able to escape and soon finds himself recruited in the new and secret organization known as XCom. The new organization is tasked with stopping the alien threat by any means necessary and despite Carter’s past difficulties, his superior Faulke, is convinced that he is the right man for the job.
Carter is able to command three man teams and prior to each mission selects which agents as well as their equipment will accompany him on his missions. Players will also be able to assign power ups along the way and assign them to various agents. The new abilities are vast and range from calling in support drones and air strikes to levitation, cloaking, and numerous other abilities and attacks based on alien technology.
As with prior XCom games players will have the option to select several side missions or they can focus on the main missions to propel the story, Interacting with other characters not only fills in the story but allows players to get a bigger picture thanks to the dialogue options which allows Carter to ask as many or as few questions as he wants.
In combat, Carter and his team work in a third person perspective and travel through towns, countryside, and other locales to meet the alien threat head on. In combat, players can enter a tactical mode to give move and combat commands to other members of their team as well as provide reviving and healing when needed.
Enemies can be tricky but with proper strategy and some well placed shots or grenades they can be taken down. There is a nice variety of enemies and they get harder as the game moves forward. Players can obtain alien weapons at a later state in the game and being able to use energy weapons is a nice touch as is the ability to wander your base in between missions.
The game does offer some branching storylines as actions taken or not taken will give players one of the games various endings.
I enjoyed the graphics and sound of the game as being able to take cover behind a vintage car and then unleash a barrage on a swarm of enemies from a 60s restaurant or radio station was great fun. I also liked seeing various nods to the classic XCom throughout.
While at times it did play as linear I was happy that there was not as much micro-management as I feared there would be and the game is a lot of fun to play. The enemies did seem to become a bit repetitive as the game went along as while the early missions had some challenge, some of the later ones can be frustratingly difficult.
The voice acting in the game is solid and the banter would be worthy for any classic science fiction or hardcore detective film or novel of the time.
I wish that the game offered a multiplay option as being able to co-op missions would have been great fun but for what it is, the game is a satisfying experience.
In the end, it will not be a classic along the lines of the original but it is a very worthy entry into the series and well worth your time to play especially if you’re a fan of the series.
http://sknr.net/2013/10/03/the-bureau-xcom-declassified/
As a fan of the first two games in the series which were icons of the 386 and 486 CPU age, I had been horrified about how badly the series had eroded with subsequent released which moved away from the turned based strategy play in favor of all things, flight simulations and run and gun shooters.
When I heard that 2K was taking over the franchise I was excited but to be honest the first look I had at the game during the 2012 E3 Expo had me wondering if I would ever see a return of the classic game series as the new version seemed to be more of a tactical team based game.
Many fans shared this concern and others and XCom: Enemy Unknown appeased many of the fans concerns by giving fans the updated turn based game that they had hoped for.
The Bureau is set in 1962 and is a nice mix of noire meets the X-Files as it explains the early days of the XCom organization in a solid prequel to the events of the subsequent games.
In 1962 Agent William Carter is tasked with delivering a case to his superiors. Ambushed en route and left for dead, Carter awakens to an alien assault and must battle for his life as he attempts to escape the carnage around him.
Armed with his pistol and in time a rifle, Carter meets up with other survivors and is able to escape and soon finds himself recruited in the new and secret organization known as XCom. The new organization is tasked with stopping the alien threat by any means necessary and despite Carter’s past difficulties, his superior Faulke, is convinced that he is the right man for the job.
Carter is able to command three man teams and prior to each mission selects which agents as well as their equipment will accompany him on his missions. Players will also be able to assign power ups along the way and assign them to various agents. The new abilities are vast and range from calling in support drones and air strikes to levitation, cloaking, and numerous other abilities and attacks based on alien technology.
As with prior XCom games players will have the option to select several side missions or they can focus on the main missions to propel the story, Interacting with other characters not only fills in the story but allows players to get a bigger picture thanks to the dialogue options which allows Carter to ask as many or as few questions as he wants.
In combat, Carter and his team work in a third person perspective and travel through towns, countryside, and other locales to meet the alien threat head on. In combat, players can enter a tactical mode to give move and combat commands to other members of their team as well as provide reviving and healing when needed.
Enemies can be tricky but with proper strategy and some well placed shots or grenades they can be taken down. There is a nice variety of enemies and they get harder as the game moves forward. Players can obtain alien weapons at a later state in the game and being able to use energy weapons is a nice touch as is the ability to wander your base in between missions.
The game does offer some branching storylines as actions taken or not taken will give players one of the games various endings.
I enjoyed the graphics and sound of the game as being able to take cover behind a vintage car and then unleash a barrage on a swarm of enemies from a 60s restaurant or radio station was great fun. I also liked seeing various nods to the classic XCom throughout.
While at times it did play as linear I was happy that there was not as much micro-management as I feared there would be and the game is a lot of fun to play. The enemies did seem to become a bit repetitive as the game went along as while the early missions had some challenge, some of the later ones can be frustratingly difficult.
The voice acting in the game is solid and the banter would be worthy for any classic science fiction or hardcore detective film or novel of the time.
I wish that the game offered a multiplay option as being able to co-op missions would have been great fun but for what it is, the game is a satisfying experience.
In the end, it will not be a classic along the lines of the original but it is a very worthy entry into the series and well worth your time to play especially if you’re a fan of the series.
http://sknr.net/2013/10/03/the-bureau-xcom-declassified/
Gareth von Kallenbach (980 KP) rated the PC version of BioShock Infinite in Video Games
Jun 19, 2019
After a few delays the third game in the Bioshock series has arrived from 2K Games and he continues the amazing legacy of the series in grand style. Playing as Booker DeWitt players embark on an epic rescue adventure to the floating city of Columbia in the early 1900s.
Booker is anxious to erase his massive gambling debts and has been told that recovering a girl named Elizabeth from the floating city will clear his accounts. Upon arrival, Booker notes the grand spectacle of the city as well as the Steampunk themes that combine technology, science, and fiction.
Playing from a first person perspective, Booker is able to interact with his environment from looting ammunition, food, health, power ups, money, and other items necessary for survival in a hostile city. Booker can also obtain needed supplies from various mechanical vending machines located throughout the city.
This is a very good thing as despite the beauty of Columbia, it is rife with all manner of dangers as the self-proclaimed savior Comstock has an endless supply of enemies to throw at you to keep you from recovering Elizabeth.
The narration of the story kicks into high gear once you encounter Elizabeth as many of the missions become escort and protect in nature but the back story of the central characters as well as the social strife in Columbia become more and more evident.
An underlying tone of racial tension and labor unrest is threatening the status quo and Booker finds himself squarely in the middle of both factions.
Elizabeth has some amazing abilities of her own such as being able to open tears in time and space which would explain Comstock’s obsession with her. Aside from an arsenal of weapons which includes pistols, shotguns, machine guns, rocket launchers, and various rifles, Booker can gain special powers through the use of vigors that are located throughout the game. While only able to wield to it time, the ability to telekinetic please send enemies flying, blast them with water, fry them to a crisp, and other spectacular feats are absolutely essential to the game as well is highly satisfying. In order to power the special powers, Booker must constantly replenish assault supply which adds a new element to the game strategy.
One of the greatest features of the game was the magnetic melee weapon which also doubles as a magnetic hook. This allows Booker to travel via rail Skyway by taking spectacular leaps and sliding along the rails. The sheer rush of whipping through the city especially during combat situations is a remarkable achievement from both a visual and gameplay perspective.
Graphically the game is fantastic as the amount of detail is simply breathtaking. If one was to nitpick they could state that the character facial animations seem a bit dated but they are definitely in keeping with the previous two games and in my opinion do not detract from the game in any way shape or form.
When death happens in the game, players are able to be resurrected at a nearby point for little bit of their money which allows for a smoother gameplay experience. Some moments the game on normal setting were quite difficult and for gamers who need a break, players can choose to lower or raise the difficulty setting in game.
Unlike the previous games the storyline is more linear and your decisions do not drastically change the outcome of the game unless you are playing the game in the optional 1999 mode where decisions can in deed change the outcome of the game including placing the character in no-win situations.
The voice acting and sound of the game are first rate and I especially enjoyed the nostalgic music and primitive recording and playback devices the time which added a very unique perspective to the game. There is no multiplayer aspect of the game so players who complete the game will have to look forward to the planned DLC content which will be offered in the future.
The immersive factor of the game really captured me and in my opinion sets a new standard for storytelling and player interaction. While enemies tended to be for the most part mindless foes who charged headlong to their doom, this did change as the game went along as some enemies presented some real challenges and displayed some very interesting and clever strategies.
Upon completion of the game, I found myself pausing to reflect on the twist and turns of the storyline as well as look ahead with great anticipation for the next installment of this epic series. Bioshock Infinite is a must own for fans of the series as well as action games and is definitely an early candidate for game of the year awards.
http://sknr.net/2013/04/02/bioshock-infinite/
Booker is anxious to erase his massive gambling debts and has been told that recovering a girl named Elizabeth from the floating city will clear his accounts. Upon arrival, Booker notes the grand spectacle of the city as well as the Steampunk themes that combine technology, science, and fiction.
Playing from a first person perspective, Booker is able to interact with his environment from looting ammunition, food, health, power ups, money, and other items necessary for survival in a hostile city. Booker can also obtain needed supplies from various mechanical vending machines located throughout the city.
This is a very good thing as despite the beauty of Columbia, it is rife with all manner of dangers as the self-proclaimed savior Comstock has an endless supply of enemies to throw at you to keep you from recovering Elizabeth.
The narration of the story kicks into high gear once you encounter Elizabeth as many of the missions become escort and protect in nature but the back story of the central characters as well as the social strife in Columbia become more and more evident.
An underlying tone of racial tension and labor unrest is threatening the status quo and Booker finds himself squarely in the middle of both factions.
Elizabeth has some amazing abilities of her own such as being able to open tears in time and space which would explain Comstock’s obsession with her. Aside from an arsenal of weapons which includes pistols, shotguns, machine guns, rocket launchers, and various rifles, Booker can gain special powers through the use of vigors that are located throughout the game. While only able to wield to it time, the ability to telekinetic please send enemies flying, blast them with water, fry them to a crisp, and other spectacular feats are absolutely essential to the game as well is highly satisfying. In order to power the special powers, Booker must constantly replenish assault supply which adds a new element to the game strategy.
One of the greatest features of the game was the magnetic melee weapon which also doubles as a magnetic hook. This allows Booker to travel via rail Skyway by taking spectacular leaps and sliding along the rails. The sheer rush of whipping through the city especially during combat situations is a remarkable achievement from both a visual and gameplay perspective.
Graphically the game is fantastic as the amount of detail is simply breathtaking. If one was to nitpick they could state that the character facial animations seem a bit dated but they are definitely in keeping with the previous two games and in my opinion do not detract from the game in any way shape or form.
When death happens in the game, players are able to be resurrected at a nearby point for little bit of their money which allows for a smoother gameplay experience. Some moments the game on normal setting were quite difficult and for gamers who need a break, players can choose to lower or raise the difficulty setting in game.
Unlike the previous games the storyline is more linear and your decisions do not drastically change the outcome of the game unless you are playing the game in the optional 1999 mode where decisions can in deed change the outcome of the game including placing the character in no-win situations.
The voice acting and sound of the game are first rate and I especially enjoyed the nostalgic music and primitive recording and playback devices the time which added a very unique perspective to the game. There is no multiplayer aspect of the game so players who complete the game will have to look forward to the planned DLC content which will be offered in the future.
The immersive factor of the game really captured me and in my opinion sets a new standard for storytelling and player interaction. While enemies tended to be for the most part mindless foes who charged headlong to their doom, this did change as the game went along as some enemies presented some real challenges and displayed some very interesting and clever strategies.
Upon completion of the game, I found myself pausing to reflect on the twist and turns of the storyline as well as look ahead with great anticipation for the next installment of this epic series. Bioshock Infinite is a must own for fans of the series as well as action games and is definitely an early candidate for game of the year awards.
http://sknr.net/2013/04/02/bioshock-infinite/
Chris Sawin (602 KP) rated Conviction (2010) in Movies
Jun 22, 2019 (Updated Jun 23, 2019)
Betty Anne (Swank) and Kenneth Waters (Rockwell) are siblings who have been close ever since childhood. However Kenneth has always had problems with the law that only escalated as he got older and Betty Anne was always there for him to bail him out or give him a ride home. Now that he's facing life in prison for a murder he may not have even committed, Betty Anne is convinced that her brother is innocent of the charges even though everyone else has accepted the fact that Kenneth is a murderer including his daughter, Mandy (Graynor). Betty Anne is willing to do whatever it takes to make her brother a free man even if it means putting herself through law school, becoming a lawyer, and reopening a case that's 16 years old.
On the surface, Conviction seems like a very mixed bag. There had been little to no promotion for it out here while the trailer hadn't really been attached to any recent screenings. I do recall seeing a trailer for the film one time online months ago, but that's it. Truth be told, that's usually the best way to see a film. No scene has the chance to be overplayed because you had seen the trailer however many times. Conviction is very much an independent film and is borderline nonexistent even though it had a limited release last week. The result was not only an extremely emotional and powerful film, but Conviction also features some of the strongest performances of the year.
The dramatic film jumps around in time right from the beginning. We're shown the horrific aftermath of Katharina Brow's gruesome murder and then jump back to the present day where we see Betty Anne visiting Kenneth in prison. Soon after that, we travel back into the past where we're shown the adult lives of Betty Anne and Kenneth. They're very much a part of each other's lives even when they both have families of their own to worry about. Kenneth's run ins with the law become more frequent as he seems to be picked up whenever the law is broken in Ayer, Massachusetts. Then, we jump even further back into the past during Betty Anne and Kenneth's childhood. They were very close even at that age, but they didn't live normal lives. They were stealing, trespassing, and breaking and entering at an early age. The time jumps were kind of infrequent and abrupt; they seemed to just happen at whim but provided quite a bit of background history about Betty Anne and Kenneth that was crucial to the overall story.
I'm honestly not a fan of Hilary Swank. She's just never done anything for me. The main point of interest for me was Sam Rockwell. Ever since his magnificent performance in last year's Moon, I've been trying to see as many of his films as possible and they very rarely disappoint. Conviction relies on the chemistry between Swank and Rockwell though. The whole movie wouldn't be anything without the connection those two have. Swank is incredibly family driven as the aftermath of her devoting most of her life to freeing her brother takes its toll on the rest of her life and her family. Rockwell is as fantastic as ever as just a simple expression on his face seems to say more about his character than any kind of reaction could, but his emotional outbursts are just as spectacular. Before he went to prison, Kenneth Waters seemed like a family man with a warm personality that cracked a lot of jokes but flew off the handle at the drop of a hat and lost control that usually resulted in a trip downtown. Prison is tearing him apart and it shows not only in Rockwell's performance but Swank's as well.
Conviction is one of the most effective dramas of the year that delivers an impact you'll be feeling long after you leave the theater. It takes you on a roller coaster of emotions that is well worth the ride. All the chips on the table lie in the hands of Hilary Swank and Sam Rockwell while their on-screen presence alone seems to drive the film even when they're not saying anything. One of the best aspects of the film is that Betty Anne believes her brother is innocent and even when that comes into question, she doesn't want to hear any of it. Near the end of the film, it doesn't really seem to matter if Kenneth is innocent or not. Betty Anne believes it to be true and that's good enough for her. Her passion seems to be the underlying factor of this film. If you're looking for a film that feels heartfelt and genuine, then Conviction is a film you may want to look into.
On the surface, Conviction seems like a very mixed bag. There had been little to no promotion for it out here while the trailer hadn't really been attached to any recent screenings. I do recall seeing a trailer for the film one time online months ago, but that's it. Truth be told, that's usually the best way to see a film. No scene has the chance to be overplayed because you had seen the trailer however many times. Conviction is very much an independent film and is borderline nonexistent even though it had a limited release last week. The result was not only an extremely emotional and powerful film, but Conviction also features some of the strongest performances of the year.
The dramatic film jumps around in time right from the beginning. We're shown the horrific aftermath of Katharina Brow's gruesome murder and then jump back to the present day where we see Betty Anne visiting Kenneth in prison. Soon after that, we travel back into the past where we're shown the adult lives of Betty Anne and Kenneth. They're very much a part of each other's lives even when they both have families of their own to worry about. Kenneth's run ins with the law become more frequent as he seems to be picked up whenever the law is broken in Ayer, Massachusetts. Then, we jump even further back into the past during Betty Anne and Kenneth's childhood. They were very close even at that age, but they didn't live normal lives. They were stealing, trespassing, and breaking and entering at an early age. The time jumps were kind of infrequent and abrupt; they seemed to just happen at whim but provided quite a bit of background history about Betty Anne and Kenneth that was crucial to the overall story.
I'm honestly not a fan of Hilary Swank. She's just never done anything for me. The main point of interest for me was Sam Rockwell. Ever since his magnificent performance in last year's Moon, I've been trying to see as many of his films as possible and they very rarely disappoint. Conviction relies on the chemistry between Swank and Rockwell though. The whole movie wouldn't be anything without the connection those two have. Swank is incredibly family driven as the aftermath of her devoting most of her life to freeing her brother takes its toll on the rest of her life and her family. Rockwell is as fantastic as ever as just a simple expression on his face seems to say more about his character than any kind of reaction could, but his emotional outbursts are just as spectacular. Before he went to prison, Kenneth Waters seemed like a family man with a warm personality that cracked a lot of jokes but flew off the handle at the drop of a hat and lost control that usually resulted in a trip downtown. Prison is tearing him apart and it shows not only in Rockwell's performance but Swank's as well.
Conviction is one of the most effective dramas of the year that delivers an impact you'll be feeling long after you leave the theater. It takes you on a roller coaster of emotions that is well worth the ride. All the chips on the table lie in the hands of Hilary Swank and Sam Rockwell while their on-screen presence alone seems to drive the film even when they're not saying anything. One of the best aspects of the film is that Betty Anne believes her brother is innocent and even when that comes into question, she doesn't want to hear any of it. Near the end of the film, it doesn't really seem to matter if Kenneth is innocent or not. Betty Anne believes it to be true and that's good enough for her. Her passion seems to be the underlying factor of this film. If you're looking for a film that feels heartfelt and genuine, then Conviction is a film you may want to look into.
Phil Leader (619 KP) rated Art of Hunting (The Gravedigger Chronicles #2) in Books
Nov 8, 2019
I read the first installment of the Gravedigger Chronicles, Sea Of Ghosts a little while ago and the sheer imagination really grabbed my attention. While waiting for the second book I read Campbell's first trilogy and this confirmed a grasp for creating very different, if very dark, fantasy worlds.
The first book follows the story of Thomas Granger, ex-Colonel with the elite 'Gravediggers' army unit now the owner and warden of a decrepit prison in a world that is literally drowning. Humans share the world with the intelligent and long-lived Unmer, for centuries their slaves until a band of telepaths overthrew them. In revenge the Unmer seeded the sees with thousands of small bottles - icusae - which are constantly producing poisonous 'brine', making the seas toxic and raising the sea level.
Granger sets off on a quest to find is estranged daughter Ianthe - herself an incredibly powerful but blind telepath - and so we see this strange and often brutal world, meeting Briana Marks the arrogant head of the telepaths and Ethan Maskeleyne, metaphysicist and hunter of Unmer treasure.
The book ends cataclysmically with Ianthe all but destroying the telepaths' power with her mind and setting the trapped Unmer prince Marquetta free at the same time as her father - now with magical armour and sword - arrives to rescue her himself.
The second book carried straight on from the first, detailing the aftermath of the battle and the Unmer's plans to once again rule, beginning with Marquetta's plan to marry Ianthe. Granger is naturally suspicious of his motives towards his only daughter. Marquetta also needs to eliminate another Unmer lord, Conquillas, who has been hired as an assassin by Briana Marks to kill Marquetta and his uncle. Conquillas is an Unmer rebel who has studied war and hunting until it is an art form to him. Marquetta plans to eliminate him by challenging him to a tournament which is rigged so that Conquillas cannot survive.
Learning of the plans, Granger decides to leave his daughter and travel to find Conquillas and warn him. But soon he has more to worry about as his Unmer sword literally has a mind of its own. Meanwhile Maskeleyne is on his own quest to discover why the unfortunate people who have 'drowned' in the brine seas (but still have a sort of life) are bringing him keys.
As can be seen from the brief description above this is a complex book. Although the story is told from four viewpoints - Granger, Ianthe, Maskeleyne and Briana Marks - the bulk of the story is carried by Granger (on his own quest) and Ianthe (following with the Unmer). Granger is a terrific character - he is gruff and insentimental and is not always a sympathetic character. But he is also very driven and always sees the solution to anything as a straight line, regardless of any obstacles on that path he will just bulldoze straight through them. Ianthe is more subtle as a character because she is essentially tagging along with Marquetta and apart from the marriage plot doesn't really contribute very much.
The world they inhabit is excellent. This is a different kind of fantasy world. Rather than being stuck in medieval worlds as tends to be the case, there is a lot of technology. There are guns and gas cutting torches for example. Everything seems to be very very old and anything enchanted by the Unmer is as dangerous to the innocent wielder as their target.
After the first book it is interesting to see more of the Unmer in action. Marquetta is a proud and determined prince, his uncle fills the role of scheming manipulator well and it is not clear if Marquetta follows his uncle or is merely another pawn in the play. Conquillas is also well drawn for the few scenes he is in, the consumate warrior and hunter while still being otherworldly and cold towards the humans that he deals with. Maskeleyne also comes to the fore in this book after being something of a villain in the first book in this book he is not at odds with the other main characters and so is a much more rounded person rather than a cipher to explain Unmer artifacts and move the plot along.
Yes this is a hard read; the chapters are long (there are only 8 chapters in the book) which means it is a long time between breaks in the narrative and the start does take a long long time to get going although a lot of the information is vital in setting up the rest of the book. Once it gets going however it flows well. In fact I would say the tournament at the end was a little rushed - some more insight into the early rounds would have been interesting I think - but as the main point is to get the final showdown this can be excused.
Overall, a fantastic second part and I eagerly look forward the the third installment.
Rating: Some slight swearing and crude references
The first book follows the story of Thomas Granger, ex-Colonel with the elite 'Gravediggers' army unit now the owner and warden of a decrepit prison in a world that is literally drowning. Humans share the world with the intelligent and long-lived Unmer, for centuries their slaves until a band of telepaths overthrew them. In revenge the Unmer seeded the sees with thousands of small bottles - icusae - which are constantly producing poisonous 'brine', making the seas toxic and raising the sea level.
Granger sets off on a quest to find is estranged daughter Ianthe - herself an incredibly powerful but blind telepath - and so we see this strange and often brutal world, meeting Briana Marks the arrogant head of the telepaths and Ethan Maskeleyne, metaphysicist and hunter of Unmer treasure.
The book ends cataclysmically with Ianthe all but destroying the telepaths' power with her mind and setting the trapped Unmer prince Marquetta free at the same time as her father - now with magical armour and sword - arrives to rescue her himself.
The second book carried straight on from the first, detailing the aftermath of the battle and the Unmer's plans to once again rule, beginning with Marquetta's plan to marry Ianthe. Granger is naturally suspicious of his motives towards his only daughter. Marquetta also needs to eliminate another Unmer lord, Conquillas, who has been hired as an assassin by Briana Marks to kill Marquetta and his uncle. Conquillas is an Unmer rebel who has studied war and hunting until it is an art form to him. Marquetta plans to eliminate him by challenging him to a tournament which is rigged so that Conquillas cannot survive.
Learning of the plans, Granger decides to leave his daughter and travel to find Conquillas and warn him. But soon he has more to worry about as his Unmer sword literally has a mind of its own. Meanwhile Maskeleyne is on his own quest to discover why the unfortunate people who have 'drowned' in the brine seas (but still have a sort of life) are bringing him keys.
As can be seen from the brief description above this is a complex book. Although the story is told from four viewpoints - Granger, Ianthe, Maskeleyne and Briana Marks - the bulk of the story is carried by Granger (on his own quest) and Ianthe (following with the Unmer). Granger is a terrific character - he is gruff and insentimental and is not always a sympathetic character. But he is also very driven and always sees the solution to anything as a straight line, regardless of any obstacles on that path he will just bulldoze straight through them. Ianthe is more subtle as a character because she is essentially tagging along with Marquetta and apart from the marriage plot doesn't really contribute very much.
The world they inhabit is excellent. This is a different kind of fantasy world. Rather than being stuck in medieval worlds as tends to be the case, there is a lot of technology. There are guns and gas cutting torches for example. Everything seems to be very very old and anything enchanted by the Unmer is as dangerous to the innocent wielder as their target.
After the first book it is interesting to see more of the Unmer in action. Marquetta is a proud and determined prince, his uncle fills the role of scheming manipulator well and it is not clear if Marquetta follows his uncle or is merely another pawn in the play. Conquillas is also well drawn for the few scenes he is in, the consumate warrior and hunter while still being otherworldly and cold towards the humans that he deals with. Maskeleyne also comes to the fore in this book after being something of a villain in the first book in this book he is not at odds with the other main characters and so is a much more rounded person rather than a cipher to explain Unmer artifacts and move the plot along.
Yes this is a hard read; the chapters are long (there are only 8 chapters in the book) which means it is a long time between breaks in the narrative and the start does take a long long time to get going although a lot of the information is vital in setting up the rest of the book. Once it gets going however it flows well. In fact I would say the tournament at the end was a little rushed - some more insight into the early rounds would have been interesting I think - but as the main point is to get the final showdown this can be excused.
Overall, a fantastic second part and I eagerly look forward the the third installment.
Rating: Some slight swearing and crude references
Haley Mathiot (9 KP) rated A Quilter's Diary: Written in Stitches in Books
Apr 27, 2018
Description (from Amazon): Ever wanted to write the story of your life? With fabric as your paper and a needle as your pen, you can chronicle your most memorable moments. Bestselling author Mimi Dietrich explains how to tell your personal story or the story of someone special to you in extraordinary quilts.
* Construct the pieces of your life in fabric with your choice of 100 pieced and appliquéd block patterns
* Let Mimi guide your designs with inspiring questions and themes 24 categories include family, friends, holidays, hobbies, and more
* A gallery of quilts, plus Mimi s unique setting tips, will help you launch your own ideas
A Quilter’s Diary is a simple guide book to telling your life story in quilt blocks. Mimi tells you how to pick the blocks, arrange the quilt in order, and make each square special and unique to you.
There are tons of blocks to pick from, and she encourages you to branch out from her suggestions and take a creative license, showing examples and giving ideas.
(Here is one page from the book with some ideas for a “hobby” quilt block. See the books on the left? Guess what’s going on my quilt!)
(photo url: http://lh3.ggpht.com/_-sER6e5xCaQ/S0K4VzGxaBI/AAAAAAAABgc/i_AHcoFr-hU/DSCN0052_thumb%5B2%5D.jpg?imgmax=800)
Some of the quilt squares that are suggested are: Heritage, Childhood, Parents, Grandparents, First Love, True Love, Wedding, Children, Pets, Seasons, Travel, Dreams and wishes… and tons more. Each theme has seven or eight ideas for you to use, or you can create your own using the theme.
Every quilt block has questions that you can answer to inspire you. They make you think about important things and decide what kind of square you’d like to make.
There was also some basic quilt making instructions and appliqué and embroidery instructions that are clear and concise with very good illustrations.
Then there were photographs of quilts. Oh the quilts were just beautiful! So artistic in every way.
This book had my mouth watering and my fingers itching for fabric and embroidery floss. The idea of a quilt as a diary and a permanent keepsake is an old one, but it looks so much less intimidating through this book because of the way it’s presented.
This book is incredibly inspiring, and I intend to start my own quilt diary. It will take years to finish because I don’t have much to share right now, but I’m sure as life goes on, with the help of this book, I’ll have a very special and unique keepsake when it’s finally done.
About the Author:
Mimi Dietrich is a nationally known teacher and the author of many best-selling books, including Martingale & Company's all-time best-seller, Happy Endings. Her books have sold over a half million copies to date. This is her 15th book for Martingale and Company
~Haleyknitz
* Construct the pieces of your life in fabric with your choice of 100 pieced and appliquéd block patterns
* Let Mimi guide your designs with inspiring questions and themes 24 categories include family, friends, holidays, hobbies, and more
* A gallery of quilts, plus Mimi s unique setting tips, will help you launch your own ideas
A Quilter’s Diary is a simple guide book to telling your life story in quilt blocks. Mimi tells you how to pick the blocks, arrange the quilt in order, and make each square special and unique to you.
There are tons of blocks to pick from, and she encourages you to branch out from her suggestions and take a creative license, showing examples and giving ideas.
(Here is one page from the book with some ideas for a “hobby” quilt block. See the books on the left? Guess what’s going on my quilt!)
(photo url: http://lh3.ggpht.com/_-sER6e5xCaQ/S0K4VzGxaBI/AAAAAAAABgc/i_AHcoFr-hU/DSCN0052_thumb%5B2%5D.jpg?imgmax=800)
Some of the quilt squares that are suggested are: Heritage, Childhood, Parents, Grandparents, First Love, True Love, Wedding, Children, Pets, Seasons, Travel, Dreams and wishes… and tons more. Each theme has seven or eight ideas for you to use, or you can create your own using the theme.
Every quilt block has questions that you can answer to inspire you. They make you think about important things and decide what kind of square you’d like to make.
There was also some basic quilt making instructions and appliqué and embroidery instructions that are clear and concise with very good illustrations.
Then there were photographs of quilts. Oh the quilts were just beautiful! So artistic in every way.
This book had my mouth watering and my fingers itching for fabric and embroidery floss. The idea of a quilt as a diary and a permanent keepsake is an old one, but it looks so much less intimidating through this book because of the way it’s presented.
This book is incredibly inspiring, and I intend to start my own quilt diary. It will take years to finish because I don’t have much to share right now, but I’m sure as life goes on, with the help of this book, I’ll have a very special and unique keepsake when it’s finally done.
About the Author:
Mimi Dietrich is a nationally known teacher and the author of many best-selling books, including Martingale & Company's all-time best-seller, Happy Endings. Her books have sold over a half million copies to date. This is her 15th book for Martingale and Company
~Haleyknitz
Acanthea Grimscythe (300 KP) rated The Coldest Girl in Coldtown in Books
May 16, 2018
Actual rating: 3.5. Rounded to 4.
I don’t really tend to read a lot of vampire books anymore, especially when they’ve been labeled young adult. Holly Black’s The Coldest Girl in Coldtown is definitely an exception to that habit. I needed a break from flipping pages and wanted to get in a little bit of time gaming. When I saw The Coldest Girl in Coldtown available for an immediate audio book borrow from OverDrive, I decided to give it a shot. I’d heard of Holly Black, even if I hadn’t read any of her work.
Black’s novel takes vampirism and spreads it in the same manner that most post-apocalyptic novels spread the infectious diseases that create zombies. Vampires are romanticized, as they often are, especially in young adult books, and in this case, they no longer live in the shadows; rather, they have taken up residence in government organized areas known as Coldtowns. Those that have been infected with the vampire virus are also holed up within the walls of this cities, and there’s no shortage of food, because people are dying to get in.
Waking up after passing out at a party, the main character, a young woman named Tana, finds herself amidst a massacre: people she knows have been slaughtered by vampires. The only survivors are her, an ex-boyfriend, and a strange boy. Her ex is infected, and the boy is a vampire. Deciding to turn him in for a bounty, and worried that her ex will become a vampire himself, the trio travel to Coldtown. It isn’t long before Tana finds herself caught up in what could loosely be described as vampire politics. Amongst betrayal, she must persevere in order to guarantee her own survival.
The majority of the story is told from Tana’s perspective, with a few chapters written in Gavriel, the vampire’s, and another one, maybe two, from her younger sister’s, Pearl’s, point-of-view. These changes exist solely to expound on certain events that have led the characters to where they are, such as Gavriel’s past — which is, undoubtedly, one of my favorite parts of the book. Each chapter also begins with an excerpt, usually from a poem that deals with death, the undead, or vampires.
Voices make a huge impact on listening to audio books, especially for me. If I can’t stand the voice, I will not finish the book more than likely. In the case of The Coldest Girl in Coldtown, the narrator, Christine Lakin, is absolutely amazing. Her voice is pleasant to listen to, and there is a clear difference between the way each of the characters speak.
The Coldest Girl in Coldtown isn’t among my favorite reads, perhaps because I prefer the more traditional approaches to vampires, but it is, undoubtedly, an fun journey. If you like your vampires a bit on the softer side of the spectrum, this one is definitely worth picking up.
I don’t really tend to read a lot of vampire books anymore, especially when they’ve been labeled young adult. Holly Black’s The Coldest Girl in Coldtown is definitely an exception to that habit. I needed a break from flipping pages and wanted to get in a little bit of time gaming. When I saw The Coldest Girl in Coldtown available for an immediate audio book borrow from OverDrive, I decided to give it a shot. I’d heard of Holly Black, even if I hadn’t read any of her work.
Black’s novel takes vampirism and spreads it in the same manner that most post-apocalyptic novels spread the infectious diseases that create zombies. Vampires are romanticized, as they often are, especially in young adult books, and in this case, they no longer live in the shadows; rather, they have taken up residence in government organized areas known as Coldtowns. Those that have been infected with the vampire virus are also holed up within the walls of this cities, and there’s no shortage of food, because people are dying to get in.
Waking up after passing out at a party, the main character, a young woman named Tana, finds herself amidst a massacre: people she knows have been slaughtered by vampires. The only survivors are her, an ex-boyfriend, and a strange boy. Her ex is infected, and the boy is a vampire. Deciding to turn him in for a bounty, and worried that her ex will become a vampire himself, the trio travel to Coldtown. It isn’t long before Tana finds herself caught up in what could loosely be described as vampire politics. Amongst betrayal, she must persevere in order to guarantee her own survival.
The majority of the story is told from Tana’s perspective, with a few chapters written in Gavriel, the vampire’s, and another one, maybe two, from her younger sister’s, Pearl’s, point-of-view. These changes exist solely to expound on certain events that have led the characters to where they are, such as Gavriel’s past — which is, undoubtedly, one of my favorite parts of the book. Each chapter also begins with an excerpt, usually from a poem that deals with death, the undead, or vampires.
Voices make a huge impact on listening to audio books, especially for me. If I can’t stand the voice, I will not finish the book more than likely. In the case of The Coldest Girl in Coldtown, the narrator, Christine Lakin, is absolutely amazing. Her voice is pleasant to listen to, and there is a clear difference between the way each of the characters speak.
The Coldest Girl in Coldtown isn’t among my favorite reads, perhaps because I prefer the more traditional approaches to vampires, but it is, undoubtedly, an fun journey. If you like your vampires a bit on the softer side of the spectrum, this one is definitely worth picking up.
Movie Metropolis (309 KP) rated Fantastic Four (2015) in Movies
Jun 11, 2019
An absolute snooze
Here comes yet another superhero film. Ending Marvel’s year that has included the charming Big Hero 6, the overstuffed Avengers: Age of Ultron and the surprisingly excellent Ant-Man, the Fox produced Fantastic Four reboot has a tough job trying to get audiences to forget the horror that came before it.
It’s been a tough ride for the quartet of heroes, but does director Josh Trank’s modern day reimagining of Marvel’s first team do enough to change perceptions?
Not by a long shot. Despite some excellent special effects, this yawnfest of a film that was plagued by rumours of constant behind-the-scenes tension and last-minute editing doesn’t have an ounce of originality in its short 100 minute running time.
Miles Teller (Insurgent), Kate Mara (Transcendence), Michael B. Jordan (Chronicle) and Jamie Bell (Billy Elliot) take on the roles of Reed Richards, Sue Storm, Johnny Storm and Ben Grimm respectively and are fine, if lacking in any real chemistry.
Fantastic Four is above all, an origins story as the four young adults try to crack interdimensional travel. Naturally, things don’t go quite to plan and they, alongside fellow colleague Victor Von Doom end up with an unusual set of powers – with Doom becoming the main antagonist.
Unfortunately, the plot, devised by no less than three writers is a complete bore. There is hardly anything of interest throughout the entire film as Trank pushes his cast from one underwhelming set piece to another.
When things do get tense, it’s only for a five minute scene involving Doom breaking out of a research facility. This is when we get to see what Fantastic Four could’ve been, a dark and brooding film with a disturbing villain at its core.
However, it seems this has been pushed back to make way for an unusually flat sense of humour and an uninteresting origins story. Marvel films live and die on their comedic elements and unfortunately Fantastic Four is as poor as they come.
Nevertheless, the film’s special effects are on the whole, very good. The other dimension looks fantastic and The Thing in particular is rendered using excellent motion capture animation.
An underwhelming climax wraps up a bitterly disappointing outing for the four heroes. Most superhero films end with a spectacular showdown of good versus evil but Fantastic Four has none of this. The ending is clichéd, short and has no real payoff.
Overall, expectations were already low for this reboot and despite director Josh Trank’s obvious talent for direction, this talent is nowhere to be found in Fantastic Four.
A cast that doesn’t gel together, a poor soundtrack and a lack of tonal balance ensures it will rest alongside X-Men Origins: Wolverine as proof that Marvel Studios needs the rights to all of its heroes returning to it.
https://moviemetropolis.net/2015/08/09/an-absolute-snooze-fantastic-four-review/
It’s been a tough ride for the quartet of heroes, but does director Josh Trank’s modern day reimagining of Marvel’s first team do enough to change perceptions?
Not by a long shot. Despite some excellent special effects, this yawnfest of a film that was plagued by rumours of constant behind-the-scenes tension and last-minute editing doesn’t have an ounce of originality in its short 100 minute running time.
Miles Teller (Insurgent), Kate Mara (Transcendence), Michael B. Jordan (Chronicle) and Jamie Bell (Billy Elliot) take on the roles of Reed Richards, Sue Storm, Johnny Storm and Ben Grimm respectively and are fine, if lacking in any real chemistry.
Fantastic Four is above all, an origins story as the four young adults try to crack interdimensional travel. Naturally, things don’t go quite to plan and they, alongside fellow colleague Victor Von Doom end up with an unusual set of powers – with Doom becoming the main antagonist.
Unfortunately, the plot, devised by no less than three writers is a complete bore. There is hardly anything of interest throughout the entire film as Trank pushes his cast from one underwhelming set piece to another.
When things do get tense, it’s only for a five minute scene involving Doom breaking out of a research facility. This is when we get to see what Fantastic Four could’ve been, a dark and brooding film with a disturbing villain at its core.
However, it seems this has been pushed back to make way for an unusually flat sense of humour and an uninteresting origins story. Marvel films live and die on their comedic elements and unfortunately Fantastic Four is as poor as they come.
Nevertheless, the film’s special effects are on the whole, very good. The other dimension looks fantastic and The Thing in particular is rendered using excellent motion capture animation.
An underwhelming climax wraps up a bitterly disappointing outing for the four heroes. Most superhero films end with a spectacular showdown of good versus evil but Fantastic Four has none of this. The ending is clichéd, short and has no real payoff.
Overall, expectations were already low for this reboot and despite director Josh Trank’s obvious talent for direction, this talent is nowhere to be found in Fantastic Four.
A cast that doesn’t gel together, a poor soundtrack and a lack of tonal balance ensures it will rest alongside X-Men Origins: Wolverine as proof that Marvel Studios needs the rights to all of its heroes returning to it.
https://moviemetropolis.net/2015/08/09/an-absolute-snooze-fantastic-four-review/