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Coming-of-age novel about two boys who fall in love in a writing class—one from a progressive...
Olivia (102 KP) rated Under Rose-Tainted Skies in Books
Mar 27, 2019
If you want an accurate representation of what it's like to live with mental health issues, read this book. Please.
Going into this book I was worried about two things:
1. Is this a story of a boy magically curing a girl?
2. Will the representation of mental illness be good/accurate/consistent, or will it just show up every couple of chapters to move the story along?
Rest assured, it is neither of those negative things.
The struggles of mental illness are on every single page. And they aren't underplayed. They aren't made to be cute and quirky. Norah bites her hand, scratches until she bleeds, curls up into herself, has horrible panic attacks and so much more. I cannot express how important it is for these things to be shown. They aren't exactly fun or easy to read, but neither is experiencing those things first hand.
It's so important to see this type of representation in media, it doesn't make everything better, but it helps make a person feel less alone, so a huge thank you to Louise Gornall for sharing her experiences and her brain-child with the world.
The relationship was so sweet, what a great fella that Luke is. He doesn't magically cure her, he doesn't pull her out of her house and take her to a crowded venue to experience what life is. He is understanding, and when he doesn't understand he puts the effort in to fix that. He's just such a great guy and I want me someone like that in my life. Someone who won't push, but who won't let you burrow into yourself either.
Whilst being a quick read, it was far from being an easy read. As someone with mental health problems, I related heavily to many of the moments in the books, and that was difficult. It makes you view the way you think and behave from a different perspective. When I'm doing or saying or thinking something self-destructive, I feel like I deserve it. But seeing someone else go through maybe not the same, but similar things... it really makes you look at yourself and forces you to reevaluate your actions. It's not a cure, but it makes you think, and sometimes that's a much-needed thing.
There is a self-harm scene that's difficult to read, not because Gornall makes it this bloody disgusting mess, but because she takes you through the thought process. Before it happens, while it's happening, immediately after it happens and then a minute or so after. It's rough to read, but again, very important for it to be represented in a way like that. I've never read another book that deals with self-harm like that. Even more so, the book goes into how self-harming takes many forms, it's not just cutting. It's digging nails until your flesh breaks, not eating, peeling back your cuticles. Again, it's a lot.
As heavy as this book can be, it's also one that'll make you smile. Not just for the witty lines such as:
"Beyond the fire and brimstone, everyone has their own idea of hell. Shopping, doing Common Core math, fish-nibbling-at-your-feet spa treatments, or having to spend an eternity surrounded by people who click pens"
And
"It means we take all our clothes off, and he turns into a koala, clinging to me like a tree while we watch TV."
As much as I love seeing someone bash Common Core and make sex jokes with their mom, that's not the only reason why I was smiling throughout this book. It was impossible to not feel a connection towards Norah. She is just a character that you will find yourself constantly rooting for. With every small achievement she made, I couldn't help but smile. It was like watching your best friend stress and worry about something for weeks just to see them finally do the thing and see how okay they are, how happy they are. That's how this book made me feel towards Norah. That odd sense of pride.
Really the only thing that bothered me from time to time was that the authors British showed, such as the way characters would speak or the words used that aren't commonly used in America, as the story takes place in California. Also, the pacing was a bit weird to me, but not so much so that I couldn't enjoy the book.
Seriously, if you want a book that deals with mental health in an accurate way, read this. Of course, everyone experiences things differently and all that, but this is seriously one of the most realistic portrayals in YA that I've read.
Going into this book I was worried about two things:
1. Is this a story of a boy magically curing a girl?
2. Will the representation of mental illness be good/accurate/consistent, or will it just show up every couple of chapters to move the story along?
Rest assured, it is neither of those negative things.
The struggles of mental illness are on every single page. And they aren't underplayed. They aren't made to be cute and quirky. Norah bites her hand, scratches until she bleeds, curls up into herself, has horrible panic attacks and so much more. I cannot express how important it is for these things to be shown. They aren't exactly fun or easy to read, but neither is experiencing those things first hand.
It's so important to see this type of representation in media, it doesn't make everything better, but it helps make a person feel less alone, so a huge thank you to Louise Gornall for sharing her experiences and her brain-child with the world.
The relationship was so sweet, what a great fella that Luke is. He doesn't magically cure her, he doesn't pull her out of her house and take her to a crowded venue to experience what life is. He is understanding, and when he doesn't understand he puts the effort in to fix that. He's just such a great guy and I want me someone like that in my life. Someone who won't push, but who won't let you burrow into yourself either.
Whilst being a quick read, it was far from being an easy read. As someone with mental health problems, I related heavily to many of the moments in the books, and that was difficult. It makes you view the way you think and behave from a different perspective. When I'm doing or saying or thinking something self-destructive, I feel like I deserve it. But seeing someone else go through maybe not the same, but similar things... it really makes you look at yourself and forces you to reevaluate your actions. It's not a cure, but it makes you think, and sometimes that's a much-needed thing.
There is a self-harm scene that's difficult to read, not because Gornall makes it this bloody disgusting mess, but because she takes you through the thought process. Before it happens, while it's happening, immediately after it happens and then a minute or so after. It's rough to read, but again, very important for it to be represented in a way like that. I've never read another book that deals with self-harm like that. Even more so, the book goes into how self-harming takes many forms, it's not just cutting. It's digging nails until your flesh breaks, not eating, peeling back your cuticles. Again, it's a lot.
As heavy as this book can be, it's also one that'll make you smile. Not just for the witty lines such as:
"Beyond the fire and brimstone, everyone has their own idea of hell. Shopping, doing Common Core math, fish-nibbling-at-your-feet spa treatments, or having to spend an eternity surrounded by people who click pens"
And
"It means we take all our clothes off, and he turns into a koala, clinging to me like a tree while we watch TV."
As much as I love seeing someone bash Common Core and make sex jokes with their mom, that's not the only reason why I was smiling throughout this book. It was impossible to not feel a connection towards Norah. She is just a character that you will find yourself constantly rooting for. With every small achievement she made, I couldn't help but smile. It was like watching your best friend stress and worry about something for weeks just to see them finally do the thing and see how okay they are, how happy they are. That's how this book made me feel towards Norah. That odd sense of pride.
Really the only thing that bothered me from time to time was that the authors British showed, such as the way characters would speak or the words used that aren't commonly used in America, as the story takes place in California. Also, the pacing was a bit weird to me, but not so much so that I couldn't enjoy the book.
Seriously, if you want a book that deals with mental health in an accurate way, read this. Of course, everyone experiences things differently and all that, but this is seriously one of the most realistic portrayals in YA that I've read.
Gareth von Kallenbach (980 KP) rated The Last Witch Hunter (2015) in Movies
Jun 19, 2019
Over 800 years ago, a group of warriors and Clergy set off on a journey to destroy a witch and her minions in her lair. The witch had unleashed a plague upon the human race and she was determined to wipe them from the face of the planet.
During the battle, the witch is defeated but with her dying breath, she curses the one who vanquished her to a life of eternity, destined to be alone and never know peace.
Flash forward to modern day New York, and we find that man is now an elite Witch Hunter named Kaulder (Vin Diesel), who toils his trade working for a group who along with Witches maintain the peace. The Witches promise not to practice their craft against humans and in turn they are left alone. But when one does not follow the rules or is a threat to humanity, Kaulder and his ability to heal from injury via his immortality is dispatched to dispense justice.
When his Dolan (Michael Caine) is found dead the day after he retires, Koulder and his new Dolan (Elijah Wood), set out to find the Witch who is responsible which in turn leads to a discovery that his former Dolan is not dead but deeply cursed. In a race against time, Koulder must find the Witch who issues the curse and make an uneasy alliance with a witch named Chloe (Rose Leslie) to get to the bottom of a mystery darker and more deadly than they could have ever imagined.
One would think with the presence of Diesel and the interesting premise of the film, “The Last Witch Hunter”, would be more than it is. The film sadly plods along and has no real tension or surprises and at times, plays out more like a direct to DVD release or something one would find on cable late at night. I think the presence of Diesel is what got the film a theatrical release but one would hope with such a fine supporting cast it would have been better.
That is not to say the film is bad, as it was better than I thought it would be, but sadly as it went along, it simply failed to deliver on the potential of the premise.
In many ways I see this like “Hansel and Gretel” in that it will likely play better to the foreign market but after the total box office, DVD, and Pay Per View are factored in, do not be shocked if a second outing for the characters arrives someday as Diesel has shown a fondness for franchise characters.
For now the film is a decent distraction and offers entertainment as long as you set your expectations accordingly.
http://sknr.net/2015/10/23/the-last-witch-hunter/
During the battle, the witch is defeated but with her dying breath, she curses the one who vanquished her to a life of eternity, destined to be alone and never know peace.
Flash forward to modern day New York, and we find that man is now an elite Witch Hunter named Kaulder (Vin Diesel), who toils his trade working for a group who along with Witches maintain the peace. The Witches promise not to practice their craft against humans and in turn they are left alone. But when one does not follow the rules or is a threat to humanity, Kaulder and his ability to heal from injury via his immortality is dispatched to dispense justice.
When his Dolan (Michael Caine) is found dead the day after he retires, Koulder and his new Dolan (Elijah Wood), set out to find the Witch who is responsible which in turn leads to a discovery that his former Dolan is not dead but deeply cursed. In a race against time, Koulder must find the Witch who issues the curse and make an uneasy alliance with a witch named Chloe (Rose Leslie) to get to the bottom of a mystery darker and more deadly than they could have ever imagined.
One would think with the presence of Diesel and the interesting premise of the film, “The Last Witch Hunter”, would be more than it is. The film sadly plods along and has no real tension or surprises and at times, plays out more like a direct to DVD release or something one would find on cable late at night. I think the presence of Diesel is what got the film a theatrical release but one would hope with such a fine supporting cast it would have been better.
That is not to say the film is bad, as it was better than I thought it would be, but sadly as it went along, it simply failed to deliver on the potential of the premise.
In many ways I see this like “Hansel and Gretel” in that it will likely play better to the foreign market but after the total box office, DVD, and Pay Per View are factored in, do not be shocked if a second outing for the characters arrives someday as Diesel has shown a fondness for franchise characters.
For now the film is a decent distraction and offers entertainment as long as you set your expectations accordingly.
http://sknr.net/2015/10/23/the-last-witch-hunter/
Kara Skinner (332 KP) rated To The One I Love in Books
Jun 12, 2019
Husband and Wife Write Letters to the Bitter End
Contains spoilers, click to show
Genre: Contemporary
Word Count: 3,880
Average Smashwords Rating: 5 out of 5 stars
My rating: 2.5 out of 5 stars
Through letters, Jonathan and Emily profess their love for each other. You can see snapshots of their lives as they meet and marry, and part ways. Time is fluid in this, with only the Chinese zodiac signs to give you an idea about how much time has passed.
This story was way too short and everything happened way too fast. It was like watching a television show for the first time and skipping entire seasons between episodes.
For instance, the mothers of the two main characters got into a fist fight at the engagement party and at least one of them was arrested for it. Why did the fight start? Do the mothers have a history of being violent? Maybe they have bad history.
The ending was abrupt. It implied a violent ending that had no foreshadowing in the previous letters. The story is a series of romantic snapshots into these people’s’ lives, but I would have preferred a little more reality with some context to what was happening.
The writing drove me crazy at times, too. Mostly it was witty, passionate and made me smile.
What other lovers? Whoever came before you fell out of existence at your first caress. You are my only…for now through eternity.
But sometimes it was pretentious and absurdly wordy.
“Fleeting and cold is my opinion of email, text and phone calls. I make no apologies for my old fashioned views on modern technology. It may not be instant, and might take a bit more effort (of which you are more than worthy!), but I prefer to sit and put pen to paper.”
It wasn’t bad. But it wasn’t great, either. Bascomville and Grind are both better literary romances.
Word Count: 3,880
Average Smashwords Rating: 5 out of 5 stars
My rating: 2.5 out of 5 stars
Through letters, Jonathan and Emily profess their love for each other. You can see snapshots of their lives as they meet and marry, and part ways. Time is fluid in this, with only the Chinese zodiac signs to give you an idea about how much time has passed.
This story was way too short and everything happened way too fast. It was like watching a television show for the first time and skipping entire seasons between episodes.
For instance, the mothers of the two main characters got into a fist fight at the engagement party and at least one of them was arrested for it. Why did the fight start? Do the mothers have a history of being violent? Maybe they have bad history.
The ending was abrupt. It implied a violent ending that had no foreshadowing in the previous letters. The story is a series of romantic snapshots into these people’s’ lives, but I would have preferred a little more reality with some context to what was happening.
The writing drove me crazy at times, too. Mostly it was witty, passionate and made me smile.
What other lovers? Whoever came before you fell out of existence at your first caress. You are my only…for now through eternity.
But sometimes it was pretentious and absurdly wordy.
“Fleeting and cold is my opinion of email, text and phone calls. I make no apologies for my old fashioned views on modern technology. It may not be instant, and might take a bit more effort (of which you are more than worthy!), but I prefer to sit and put pen to paper.”
It wasn’t bad. But it wasn’t great, either. Bascomville and Grind are both better literary romances.
Becs (244 KP) rated The Book Thief in Books
Oct 2, 2019
I have no idea why I didn’t pick The Book Thief up sooner. It was honestly one of the best novels I’ve read so far this year. Scratch that, probably even one of the best novels I’ve read in my entire lifetime. Well, it might actually be a very close second to Six of Crows by Leigh Bardugo haha.
One thing that I enjoyed while reading was the narrator of the story (death himself) and all the little bits that are thrown throughout the text like this:
***THE ONLY THING WORSE THAN A BOY WHO HATES YOU***
A boy who loves you.
The author takes such a serious and sad topic and throws in love, sarcasm, and happiness. This was such a well rounded, beautiful and classic novel that I just couldn’t put it down. I loved every second of it, even though at first I was a little skeptical. But that’s only because I was in such a sour mood and reading slump when I started The Book Thief.
If you’re looking for a fast read, don’t read this. This took time to read and to understand. To process all that was going on. Markus Zusak doesn’t write The Book Thief in a morbid way that most books about the Holocaust are written, but instead with humor and love and happiness. The good and the bad all intermingled together to create an amazing book that I will be recommending to everybody from now on.
I cried. I laughed. I got pissed. I was stricken with grief, with pain, and with love. I felt that I went through almost every emotion that my body has while reading The Book Thief. And I honestly wanted more.
I wanted more of Liesel’s story after being the only one to survive on Himmel Street. I wanted spin-offs of Rudy and Liesel developing a relationship as they became teenagers and giving me that love story with a tragic back story. I wanted so much more but at the same time, I was content and happy with how the novel ended. I wouldn’t have changed anything about The Book Thief and I will most definitely be rereading it very soon. This is a book that will be cherished for an eternity.
If you haven’t picked up The Book Thief yet, please drop what you’re doing and read it. It will most defiantly change your life.
“And it would show me, once again, that one opportunity leads directly to another, just as risk leads to more risk, life to more life, and death to more death.”
One thing that I enjoyed while reading was the narrator of the story (death himself) and all the little bits that are thrown throughout the text like this:
***THE ONLY THING WORSE THAN A BOY WHO HATES YOU***
A boy who loves you.
The author takes such a serious and sad topic and throws in love, sarcasm, and happiness. This was such a well rounded, beautiful and classic novel that I just couldn’t put it down. I loved every second of it, even though at first I was a little skeptical. But that’s only because I was in such a sour mood and reading slump when I started The Book Thief.
If you’re looking for a fast read, don’t read this. This took time to read and to understand. To process all that was going on. Markus Zusak doesn’t write The Book Thief in a morbid way that most books about the Holocaust are written, but instead with humor and love and happiness. The good and the bad all intermingled together to create an amazing book that I will be recommending to everybody from now on.
I cried. I laughed. I got pissed. I was stricken with grief, with pain, and with love. I felt that I went through almost every emotion that my body has while reading The Book Thief. And I honestly wanted more.
I wanted more of Liesel’s story after being the only one to survive on Himmel Street. I wanted spin-offs of Rudy and Liesel developing a relationship as they became teenagers and giving me that love story with a tragic back story. I wanted so much more but at the same time, I was content and happy with how the novel ended. I wouldn’t have changed anything about The Book Thief and I will most definitely be rereading it very soon. This is a book that will be cherished for an eternity.
If you haven’t picked up The Book Thief yet, please drop what you’re doing and read it. It will most defiantly change your life.
“And it would show me, once again, that one opportunity leads directly to another, just as risk leads to more risk, life to more life, and death to more death.”
Purple Phoenix Games (2266 KP) rated Darkest Night (First edition) in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
Warriors
Book
“People have been telling stories about warriors for as long as they have been telling stories....
Purple Phoenix Games (2266 KP) rated Ticket to Ride in Tabletop Games
Jan 9, 2020
I am one of the remaining few who reviewers who haven’t put in their two cents on Ticket to Ride. Why? Is it bad? No. Am I lazy? No. It’s really because I don’t think I have anything new to say about it that hasn’t already been said a hundred times. So this review on this game will be a little different from me. Instead of going over the rules and such (however truncated they typically are from me) I will question how well this game has aged for me.
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
Literally.Laura (1763 KP) rated the Xbox One version of No Man's Sky in Video Games
Oct 25, 2018
The game stated off simple enough, you find yourself crash landed on some foreign planet. The planet that I had the misfortune of landing on (not sure if it’s the same for every person) was an ungodly hot hell-hole filled with rabid, attacking plants and sparse resources. My initial introduction to the game seemed to be a little lackluster. I felt like I didn’t really know what I was supposed to do, as well as I wasn’t sure how any of the controls worked. After some time, I started to get the hang of how to move around and how to interact with the environment. Figuring out how to using the “mining pistol” to harvest resources was quite the revelation. After some time I came across my crash-landed spaceship. It was not in working order whatsoever. The game wanted me to fix said ship using a variety of different resources and pieces of technology to be crafted. I found the interfaces to accomplish this goal were a little vague and complicated. Unable to find the needed resources nearby, I set off on a little adventure. One glaring feature I noticed in the game was there was a resource drain on your “shielding” from environmental effects. My 60-degree Celsius planet played havoc upon this shielding, which required me to continually recharge it. I was not a fan of this. It seemed too often that my shields would be next to zero soon after I charged them. I imagine the searing heat might have had something to do with that, perhaps if I had landed on a tropical beach planet that wouldn’t have been much of an issue. Anyways, I meander along looking for my needed resources. True to my wonderful luck so far, I lose track of where home base was. Completely off track. I wander and wander in the hopes that I can find my way back. Through this struggle, I realize that I have the ability to harness my inner Neanderthal and am able to punch the local flora to death. This saved me considerable energy charges for my mining pistol. I forgot to mention everything I use has a drain, from the mining pistol, to my health, to the shielding from the environment. So continually you must fill these items up with different elemental resources you harvest from the planet (carbon, oxygen, etc etc). Beating all the plants and rocks to death proved useful, I was able to collect a large number of resources to help myself survive having no shelter whatsoever. Through my travels I encounter my first visit from the local fauna. They appeared to be goat-like creatures that dug their way out of the ground and wandered about. I was able to feed them carbon-based foods, to which they all started to crowd around me and beg for more. Luckily my jet pack allowed me to make a quick escape. After what seemed like an eternity of moving in the same direction (hoping the world was small enough to make this work), I fell into a hole. Inside the hole was a large cavern which I was eager to explore. There were many different resources that I had not come across yet, and thankfully there weren’t any angry plants or goats there to attack me. I travelled all the way to the end of the cave, hoping to find a civilization or something interesting. As I neared the end I was greeted by a giant wall of rock with nothing to offer, so I angrily turned back around and flew out of the cave. Crossing a few more mountain tops, finally I saw something of interest! There were four mechanical looking storage containers with some lights surrounding them. I took it upon myself to investigate. There didn’t seem to be any signs of life around the containers, so I figured there could only be one solution. I started to punch the containers down to collect whatever they were hiding. After the first container went down, alarms started to go off and the game told me I alerted “sentinels”. Not knowing what this meant, I saw a dog-looking robot approach and subsequently started lasering me to death. Apparently, those containers weren’t meant for sharing. Anyways, I ran off barely escaping with my life. In hindsight I wonder if death would have been an easier way to return to my poor, broken ship. I finally figured out how to seek out distress signals (which my ship had one), so my screen was marked with a true destination. Shortly after learning of this, the world decided to start up a fire storm which made the temperature jump up to 100-degrees Celsius. Needless to say, I was completely prepared and didn’t almost die on the way over to the distress signal. After finally finding my way to salvation I realized that the distress signal I followed wasn’t actually my ship, but some random, broken down building. I am a poor navigator.
Overall, I would rate this game a 7/10 so far. There are many features that I have not obtained access to yet, I imagine with upgrades and new resources my sad, sad, plight would be a little easier to manage. The visuals are beautiful, and from what I’ve read so far, there are many different worlds you can visit. Would not recommend the one I landed on.
Overall, I would rate this game a 7/10 so far. There are many features that I have not obtained access to yet, I imagine with upgrades and new resources my sad, sad, plight would be a little easier to manage. The visuals are beautiful, and from what I’ve read so far, there are many different worlds you can visit. Would not recommend the one I landed on.
Gareth von Kallenbach (980 KP) rated Harry Potter and the Deathly Hallows - Part 1 (2010) in Movies
Aug 8, 2019
With the slow, familiar strains of “Hedwig’s Theme”, the leitmotif that shepherds us into the world of Harry Potter, we’re once again immersed in the magic and adventure of the wizarding world. If for some reason you forgot where the story left off at the end of The Half-Blood Prince, the mournful dirge that plays as Harry Potter, Hermione Granger and Ron Weasley prepare to meet reminds you that their world has changed drastically.
Like returning to your childhood home, it all looks familiar, but everything feels different. Gone are the school preparations, the train ride to Hogwarts, uniformed students jostling about, the easygoing camaraderie between our favorite trio, all the whimsical elements we’ve come to expect in a Harry Potter movie. Instead we have unease, sorrow and anger taking turns in the form of Hermione, Harry and Ron.
The Deathly Hallows Part I is the first of a two-part adaptation of the final book of J.K. Rowling’s popular series. Just like the anticipation of getting the seventh and final book, my excitement at screening this movie was tempered with the dread of seeing the series end. I actually did not have high expectations for this installment as the first part of the book was slow-paced and, not unlike another movie about wizards and elves, had a lot of walking and searching. But instead of one elusive ring, Harry, Hermione and Ron are searching for three Horcruxes, objects in which Harry’s nemesis, Lord Voldemort has implanted a part of his soul in his quest to achieve immortality. While they seek clues to the remaining Horcruxes, they learn that Voldemort seeks one of three Deathly Hallows, three sacred objects, the stories of which are revealed in a beautifully mesmerizing shadow-puppet sequence.
Director David Yates balances dark action with solid storytelling and arresting cinematography. Daniel Radcliffe is in turn sympathetic and charming as the heavily burdened hero. Rupert Grint’s Ron Weasley brings most of the movie’s humor again, but he’s most impressive when he becomes believably tortured and resentful when the dark magic of Voldemort’s Horcrux takes over. Emma Watson gracefully infuses the normally astute and self-assured Hermione with weary resolve and poignant anguish. The most charged moments are of course when the trio share the screen with the dark wizards, the most notable played with relish by Ralph Fiennes as Voldemort and Helena Bonham Carter as his most ardent minion, Bellatrix.
Having waited what felt like an eternity for this installment, it seems almost cruel to be made to wait until next summer for the conclusion. But that’s the only real complaint I can make about this movie. Widely and wildly anticipated, Deathly Hallows Part I will not disappoint.
Like returning to your childhood home, it all looks familiar, but everything feels different. Gone are the school preparations, the train ride to Hogwarts, uniformed students jostling about, the easygoing camaraderie between our favorite trio, all the whimsical elements we’ve come to expect in a Harry Potter movie. Instead we have unease, sorrow and anger taking turns in the form of Hermione, Harry and Ron.
The Deathly Hallows Part I is the first of a two-part adaptation of the final book of J.K. Rowling’s popular series. Just like the anticipation of getting the seventh and final book, my excitement at screening this movie was tempered with the dread of seeing the series end. I actually did not have high expectations for this installment as the first part of the book was slow-paced and, not unlike another movie about wizards and elves, had a lot of walking and searching. But instead of one elusive ring, Harry, Hermione and Ron are searching for three Horcruxes, objects in which Harry’s nemesis, Lord Voldemort has implanted a part of his soul in his quest to achieve immortality. While they seek clues to the remaining Horcruxes, they learn that Voldemort seeks one of three Deathly Hallows, three sacred objects, the stories of which are revealed in a beautifully mesmerizing shadow-puppet sequence.
Director David Yates balances dark action with solid storytelling and arresting cinematography. Daniel Radcliffe is in turn sympathetic and charming as the heavily burdened hero. Rupert Grint’s Ron Weasley brings most of the movie’s humor again, but he’s most impressive when he becomes believably tortured and resentful when the dark magic of Voldemort’s Horcrux takes over. Emma Watson gracefully infuses the normally astute and self-assured Hermione with weary resolve and poignant anguish. The most charged moments are of course when the trio share the screen with the dark wizards, the most notable played with relish by Ralph Fiennes as Voldemort and Helena Bonham Carter as his most ardent minion, Bellatrix.
Having waited what felt like an eternity for this installment, it seems almost cruel to be made to wait until next summer for the conclusion. But that’s the only real complaint I can make about this movie. Widely and wildly anticipated, Deathly Hallows Part I will not disappoint.