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I love the Walking Dead. And,personally, I love any book that has a great apocalyptic world in it, and even more so if it has some pretty good characters in it, too.

Cue Brian and Philip Blake: in The Walking Dead's 'The Rise of the Governor,' we meet two brothers who barely have anything in common; Brian is a laid back, music-loving hippie, while Philip is a hard-headed, tough guy. In the story, we follow both brothers along with two of Philip's best buddies and his daughter, Penny. The focus is on the brothers almost the entire time, and quickly, the reader finds out that, surprisingly, Brian is the oldest of the pair, but yet, Philip is the one making all of the decisions. As we continue on, the dynamic between the brothers becomes clear - we start to understand that Brian has always been the cautious one of the family, while Philip quickly learned to be a fearless leader from an early age, making this odd dynamic seem right.

Most importantly, what the two have in common is their love for Penny. If you have ever watched the TV show, The Walking Dead, then you will recognize the little girl and the tragic fate that became her. But, we never knew the backstory of how Penny was turned into a zombie, which is one of the few reasons this book series was made. Penny spends much of the time as a background character, but her part plays a very important role on the development of the man we know becomes 'the Governor.' She reacts as most children would be expected to if the world were ever to suffer from a zombie apocalypse- she withdraws, barely speaking and hardly eats. When one of Philip's longtime friends gets bit by a zombie, Penny reacts with a cool casualness that seems troubling from early on. On another note, if it wasn't for her uncle, Brian, Penny would have probably died much earlier in the book, but because of his father-like protectiveness of her, she is kept alive until the end of the book. But when it does happen, I don't think I could blame Philip for keeping his daughter as a zombie-type of pet.

During the book, 'Rise of the Governor,' the group with the Blake brothers travel to Atlanta, Georgia in hopes of finding a refugee camp to hunker down at, but instead, they find that Atlanta has practically been turned over to the walkers. It's here that they fortunately meet a trio that is held up in an apartment building- this trio is the Chalmers family, which consists of David and his two grown daughters, April and Tara. The transition between the group fighting their way through the hordes in Atlanta to meeting the Chalmers family is done perfectly to the point that is it very believable that this could actually happen in real life.

One of the few problems I did have with this book were the authors' afterthoughts: too many times throughout the book, characters would suddenly show up with a new weapon or item that the authors would literally backtrack to explain how they found it, when it could have been easily shown while the character was in the area of where it was found.

Much of the story, appropriately, shows our main group of characters killing zombies with an array of weapons and such, but Kirkman - or co-writer, Bonansinga- seem to like to show off their knowledge of the brain a little too much:

"The business end of Philip's pickaxe lands squarely in the monster's head, cracking the coconutlike shell of the old man's skull, piercing the dense, fibrous membrane of the dura mater and sinking into the gelatinous parietal lobe. " The use of scientific terms just seems like an egotistical move, one that could have been avoided if they weren't used throughout the book.

In the middle of the book, there is an odd thing that happens which the reader may connect to the story or may not, when David Chalmers is meeting his end (Chalmers was suffering from advanced lung cancer before the group meets him), gives almost a prophetic speech on his death bed. We can either take this as he was speaking about who Philip was going to become or he was talking about the apocalypse as a whole, but the reader is never really told and the dying words are never discussed among any of the characters:

" 'The devil has plans for us.'... The voice that comes out of David Chalmers is low and gravelly, an engine dieseling: 'The day of reckoning is drawing near... the Deceiver walks among us.' "

Eventually, the group is forcefully thrown out of the Chalmers' apartment building due to a horrible mistake between Philip and April. To not give too much away, here is the part where Tara tells them to go away: " He whirls around and comes face-to-face with Tara Chalmers, who holds the Ruger pistol, the muzzle raised and aimed directly at Philip. "

The story continues on with the Blake brothers, Penny and Philip's friend, Nick, as they try to find shelter once again in the dead congested Atlanta. Early on, we learn that Philip has a bad temper, and as the book continues, his temper becomes more volatile and more important to the characters and the reader. Philip's personality changes are understandable in the story, but Kirkman/Bonansinga suddenly make Brian unafraid of his brother at a point where Philip's anger is almost at its worse; this isn't believable to the readers, especially because a few pages later, Brian changes back to being scared to even speak to his brother.

Overall, the story isn't about the zombies or Penny's tragic death, but rather about Brian and Philip; how the family dynamic plays out when everything is at it's worst. Also, when you read the story, there is a point where it seems that Brian is more of a father to Penny than Philip ever was, showing also the Uncle and Niece dynamics- something that will make complete sense near the end of the book. Whether you like The Walking Dead or not, the book is well done, but I believe it would only appeal to those who like survival type stories.
  
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Ross (3282 KP) May 27, 2019

I have tried this book, but I was at Disneyland Paris at the time and I really can't handle books written in the present tense. I will have to give it another go, perhaps when I'm less tired and stressed.

The Time Traveler's Wife
The Time Traveler's Wife
Audrey Niffenegger | 2003 | Fiction & Poetry, Romance, Science Fiction/Fantasy
2
8.2 (40 Ratings)
Book Rating
I've been thinking a lot about what I would write about <i>The Time Traveler's Wife,</i> partly because it seems one usually falls into one of two camps: Love it, hate it. It turns out, I belong to the latter. I won't bother with the sci-fi elements, the could he/couldn't he, the exploration of time travel as a plot device - I'm always willing to engage with a story as long as it follows it's own rules. My problems run deeper.

Spoilers abound.

<spoiler>

First, I'd be remiss not to at least acknowledge the creepy factor of a 40 year old naked man befriending a 6 year old girl. It's been discussed ad nauseum, but I've got to put my two cents in.
The whole experience reeks of grooming. Henry shows up, naked, in a young girl's life and (although true) casually explains that he's a <i>time traveler</i>. Her imagination is hooked. Her very own secret Magic Man. Over the following years, their friendship blossoms, and Henry refuses to tell her anything about the future. He is friendly, charming even, and always respectful. But he remains an enigma. Clare is pulled in by the mystery of the Magic Man. All she knows are the dates of his future arrivals. Until one day he begins to break his rule and tell her that they will be together. They'll get married and be in love and have a life. What changed? Why is he suddenly willing to tell her snippets of her future life? Puberty. She admits her desire to be with him and he basically says "keep waiting, it'll happen."

From that moment, her life has been decided - by Henry, and for Henry. Clare spends the entirety of her teenage existence (and beyond) waiting on Henry. The whole of her character arc is basically one big middle finger to the Bechdel test. Henry leads her by a leash with clues and vague promises of the future. We'll be together when you're older (we're destined). We'll have sex on your 18th birthday (wait for me). We'll meet in Chicago (move to Chicago). Even after his dying breath, he subtly slides direction her way. "I hope you move on, but by the way, I'll drop by when you're EIGHTY. But by all means...move on." Is it coincidence that Henry's time traveling mimics an emotionally abusive relationship? Clare tells us, "Henry is an artist of another sort, a disappearing artist. Our life together in this too-small apartment is punctuated by Henry’s small absences. Sometimes he disappears unobtrusively . . . Sometimes it’s frightening." Sure, you say, but he can't help it. He wants to be there for her. <i>It's just the way he is.</i> It's not even hinted at. Multiple people tell Clare <b>to her face</b> that Henry is bad news. But she won't hear it, because he spent her entire childhood molding her into his wife.
The author doesn't hide the allusion to Homer. Rather, she beats us over the head with it. And sure, it makes sense; Clare is the patiently waiting wife, Henry the distant traveler. Even Alba takes up her role as Telemachus, going on her own journeys in search of her father. But do we need both main characters referring to Henry by name, as Odysseus? We get it, girl. You want to write your own romantic Odyssey. Ease up.

Oh, and by the way - Clare's quote above? That's one of her first comments on married life. Her first thoughts after the wedding are "Why is my husband always gone? Why am I always afraid for him?" Henry's first thoughts? "How can Clare listen to Cheap Trick?" Let me remind you that this is the guy who's willing to rattle off a comprehensive list of early punk before jumping up to join in singing a Prince song, but he's upset that his wife listens to The Eagles instead of some obscure as hell French punk band. Also, this man who is thrilled to share musical tastes with a young teen with a mohawk then laments that the kid can't find his own music and has to take his? He preaches the meaning of punk before privately questioning why those kids want to be punk? Here's a guy who's entire life was shaped by music - both of his parents made livings playing music written before they were even born, yet he can't comprehend why two preteens could (or should) like The Clash, or why Clare would like The Beatles. <i>Stay in your own time,</i> he is essentially saying, <i>leave the time traveling to me.</i>

The guy doesn't even realize the pain he causes. Ingrid asks him "Why were you so mean to me?" "Was I," he says, "I didn't want to be." I know, I know. Everyone around her didn't want him to see her or speak to her. But need I remind you - dude time travels and frequently gives himself tips from the future. "Hey pal, take it easy on Ingrid," or "Bro, Ingrid is really shaken up, don't listen to her family or doctor, she needs some closure." But of course, nothing can really change, everything is the way it is.

This is all before I even begin to mention how much Niffenegger LOVES to name-drop. Of course there's the aforementioned punk band name-vomit, mentions of Henry's parents' work can't go by without naming a specific piece, despite adding nothing to the story or our understanding of the characters, there are two separate references to Claude Levi-Strauss (why?), and various other casual mentions of figures that seem to serve no purpose other than to prove that Henry is smart, and knows smart people things.

</spoiler>

I wanted to like this book more, I thought it had a fascinating premise and an interesting perspective. Obviously, I'm not a regular consumer of romance, and I realize that the problems I have with this book are problems shared by a large portion of the genre. But I am positive that we can have a love story that isn't mired by (at best) morally ambiguous relationships. I understand it was a different world when it was published, and that's not directly anyone's fault. Questions of consent and power and respect have been thrust into the spotlight in the short years since this book was published, but that's the lens with which I have to peer through. Stop glorifying these vapid, and frankly, abusive relationships as the paragon of romance. We're better than this. We need to be.
  
Rather You Than Me by Rick Ross
Rather You Than Me by Rick Ross
2017 | Rhythm And Blues
Rick Ross is a rapper and CEO of Maybach Music Group. Not too long ago, he released “Rather You Than Me“, a star-studded album filled with expensive thoughts and gun-toting lyrics.

This is Ross’ ninth studio album, and we can agree that his wisdom and wishful thinking are two ingredients which make this project noteworthy.

1) Rick Ross – “Apple of My Eye” (ft. Raphael Saadiq)

Ross, who used to view himself as a fat ugly ni^^a who wouldn’t be anything, now feels out of place in a room full of failures. His lyrical growth is obvious, and Major Nine’s production is reminiscent of ‘90s Funk/R&B. The mood is laid back with choppy drums beating to Beanie Sigel’s “I Feel It in the Air’ vibe.

Ross injects his thoughts about Meek’s & Nicki’s breakup, “I told Meek I wouldn’t trust Nicki, instead of beefing with your dog, you just give him some distance.” But the questionable, “I’m happy Donald Trump became the president because we gotta destroy before we elevate,” had us scratching our heads. Ni^^a what? Anyhow, this is a dope track and we will bump it again.

2) Rick Ross – “Santorini Greece”
Ross realizes that his success doesn’t exempt him from being crucified like Christ or anyone else. But one thing’s for sure, success gave Ross the ability to travel the world, and the bragging rights to say that he put Santorini, Greece on the map.

3) Rick Ross – “Idols Become Rivals” (ft. Chris Rock)
After letting the first two songs marinate, Ross adds a plot to the scene and pens a letter to Birdman, the CEO of Cash Money Records. If Tupac’s “Against All Odds” is the realest sh^t ever written in hip-hop, then this song is not too far behind. Ross airs out the rap mogul’s dirty laundry while taking him to the cleaners at the same time.

Black Metaphor’s track is laid back and Ross’s melodic flow is hypnotic. And Ross reaches Godfather status when he chooses to stick up for DJ Khalid, BG, Lil Wayne, Mannie Fresh, etc.


4) Rick Ross – “Trap Trap Trap” (ft. Young Thug, Wale)
Ross turns up the pulse and takes us on a trap journey with Young Thug and Wale. But unfortunately, Ross talking about trapping isn’t stimulating and doesn’t contribute to the momentum gained by the first three songs. Quite frankly, Ross already established his trapping legacy on his first album.

Now, it just sounds repetitive, causing our emotional attachment to depart temporarily, especially when Wale raps, “I ain’t nothing like them trap guys,” got us questioning the lineup, even though Wale delivers a dope verse. If the first three songs brought us to the third eye or crown chakra, then this song took us down to the solar chakra.


5) Rick Ross – “Dead Presidents” (ft. Future, Jeezy, Yo Gotti)
Ross goes lower to the root chakra and brings in a drug-dealing line up to support his trapping movement. But the drug-dealing references and gun-toting accolades blow a huge black cloud over Rather You Than Me, an optimistic album that Ross created to showcase his happiness of seeing other survivalist enjoying the finer things in life.

So, every time a dark thought or a dire situation is inserted, it defeats Ross’ higher purpose for the album. We would’ve appreciated this song more if it was on another project with a trapping theme.

6) Rick Ross – “She’s on My D*ck” (ft. Gucci Mane)
A dope, hard-knocking track produced by Beat Billionaire, keeps the momentum going horizontally when it should be moving vertically north towards Ross’ original script. This song has a mediocre theme and suffers from lack of creativity in the chorus, but the beat saves the song. [usr 3.0]

7) Rick Ross – “I Think She Like Me” (ft. Ty Dolla $ign)
Ross probably heard us yelling, “Stick to the script” because he restores order over J-Pilot- & C Gutta-produced track.

Ross raps with a Barry White vocal tone, “I once got no allowance, now I got the crown. I said I was The Boss, nobody made a sound. Really had to see them things, this level story telling. Who else could flip a chorus into 40 million?”

Ross wins here, and he wins big. One of the best in the business to talk that talk and Ty Dollar $ign comes through in the clutch.

8) Rick Ross – “Powers That Be” (ft. Nas)
Now in storytelling mode, Ross enlists lyricist Nas to help him usher his concept. The lyrics are on point but the fullness of the song is lackluster. We expected more, but only got a few firecrackers igniting, roman candles busting, minus the major firework show. It felt like an appetizer. You know? If you eat enough, you might be too full to finish your incoming meal.

9) Rick Ross – “Game Ain’t Based on Sympathy”
Ross reminisces about his past over a dope soul-inspired track with a groovy/psychedelic loop that blends in naturally with Ross’s deep monotone.

We can listen to Ross rap for hours, especially if he’s talking about conscious issues.

10) Rick Ross – “Scientology”
As the momentum, gradually rises back to the crown, Ross flows over a dope, wonderland of sounds track produced by Bink! & The Youngstars. Like going up an elevator, Ross took us to a destination that we didn’t know existed.

11) Lamborghini Doors – (ft. Meek Mill, Anthony Hamilton)
If it’s not broke, don’t fix it. Ross’ decision to follow in the same direction as “Scientology” was the right one because Ross’ and Meek Mill’s chemistry is heartfelt. Since the momentum is moving upwards towards the sky, it’s fitting when Meek said, “We coming up like them Lamborghini doors.”

12) Triple Platinum – (ft. Scrilla)
The prayer at the beginning does the album justice; and when Ross said, “Me and HOV back and forth like I’m triple platinum,” we saw how far Ross had come, and how far he still must go.

13) Maybach Music V – (ft. Katt Rockell & Dej Loaf)
Ross and Dej Loaf rap over an airy/dreamy track produced by Beat Butcha & Buda & Grandz. More expensive thoughts and money spending don’t hurt the momentum if the topic is about the finer things in life.

14) Summer Seventeen – (ft. Yo Gotti)
In conclusion, Ross ends the album on a gangster note. And the Beat Billionaire-produced track is hard as steel and bump-worthy. We love the theme, “I want my ni^^as rich by summer seventeen”, a wishful thought like that is what ‘Rather You Than Me’ is all about—everybody eating.

https://www.bongminesentertainment.com/rick-ross-rather-review/
  
Cosmic Run: Regeneration
Cosmic Run: Regeneration
2018 | Dice Game, Racing, Space
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!

Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!

Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.

I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.

The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.

That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.

Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!

https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/
  
Avatar (2009)
Avatar (2009)
2009 | Action, Comedy, Mystery
Jake Sully (Sam Worthington) is your typical jarhead from the military other than the fact that he doesn't have the use of his legs, but him being in a wheelchair doesn't seem to slow him down at all. Jake is the type of soldier to shoot first and ask questions later while his twin brother was more of the scientific type, but Jake's life takes an unexpected turn when his brother is killed. Jake is asked to step into his brother's shoes, so to speak, and take his spot in the Avatar project. The project requires him to travel to Pandora, a planet that takes nearly six years to get to, and to try to learn the ways of the natives there, the Na'vi.

Incredible technology has been developed that enables users to transfer their human essence into the body of a Na'vi avatar that they've raised from a DNA injected fetus and transfer back again. Parker Selfridge (Giovanni Ribisi) runs the project currently taking place on Pandora, who is after a resource known as unobtanium that could be the answer to the energy crisis back on Earth. A sacred tree that acts as the Na'vi's central base rests on top of the largest unobtanium deposits in Pandora. When Jake begins being trusted by the Na'vi race, a deal is made that he'll get his legs back if he can somehow convince the Na'vi people to leave. However, Jake begins to realize how spectacular their world really is, that the Na'vi people are more than just "blue monkeys," and begins to feel like his time in the avatar body is more genuine than when he wakes up. He begins to wonder if he's fighting for the wrong side.

The first feature film from director James Cameron (director of the first two Terminator films, Aliens, and Titanic) in 12 years that promised some of the most groundbreaking special effects to ever hit the screen is finally here. This film's ad campaign has been insane with clips and behind the scenes featurettes showing up online left and right while TV spots were nearly on every major channel. Is there any way a film could live up this kind of hype? The short answer is yes.

Avatar starts off rather slowly with the main human characters and the world of Pandora being introduced to us. Then there's the technology on the human side that needs its fair amount of screen time. Needless to say, it takes a good while for things to really get rolling. Character development is never a bad thing to accomplish early on. It makes it that much easier to establish an emotional connection when things get rough later on, which is exactly what this film does. Plus, when the war finally does happen, it's well worth the wait. Although, the emotional connection didn't seem as strong as it should have been or as strong as previous Cameron films. Once things took a turn for the worst, the emotions were there but it just seemed like it should have had a stronger connection given the duration of the film along with the time, effort, and money put into making this film as great as it is.

The special effects are pretty mind blowing. James Cameron has practically given life to this extravagant world and the marvelous creatures that inhabit it. The majority of the film looks realistic even though nearly every scene relies heavily on CGI. A feat not many CGI-heavy films have been able to pull off and none to the extent that this film has. There's a scene where Jake is attacked by a group of viperwolves and another scene where Jake learns to ride a direhorse that look incredibly genuine. To make something like people with blue skin or a horse that has an anteater head with six legs look real is an accomplishment worth being proud of. The technology used in the film by the humans is pulled off so flawlessly that it seems like it could come to fruition in the real world tomorrow.

Sam Worthington continues his trend of exceptional performances, as well. While Zoey Saldana, Sigourney Weaver, Giovanni Ribisi, and Joel David Moore all have their shining moments, Worthington steals the spotlight and rightfully so since he's the lead. His dry humor and struggle to do what's right are one of the most enjoyable factors in watching the film (other than the special effects, of course). Worthington was really the only redeeming factor of Terminator: Salvation and looks to put in another strong performance in next year's Clash of the Titans.

While the film has superb action sequences (the thanator chase and leonopteryx chase were amazing in IMAX), nearly flawless CGI, and strong performances from the cast, the film still had its flaws. The story is probably the weakest aspect of the film. It's pretty thin and predictable, but that is probably the last thing on the minds of most of the moviegoing audience. With South Park mocking the film last month by calling the film, "Dances With Smurfs," and the film being called, "Dances With Wolves in space," nearly all across the net, the similarities of those two comparisons are certainly there. While the Smurf one is a bit of a stretch, Dances With Wolves in space seems almost accurate as a nutshell review. The nearly three hour duration may also be a factor for some while 3D and IMAX versions of the film may be a problem for those who had problems with a film like Cloverfield. Seeing the film in IMAX, going back for future viewings of the film in 3D and 2D seems like a good idea just to compare since the IMAX version didn't feel like the definitive version. Would it have the same effect in digital 3D showings? What about regular showings? Shelling out $15 when you could spend half of that is something to take into consideration when seeing a film that was sold out nearly its entire opening weekend.

James Cameron's Avatar was well worth the wait and certainly lives up to the hype. Its special effects are certainly the best to be featured in any film to date as these vibrant creatures nearly jump to life because of the effects alone. The performances are top notch and the action sequences certainly live up to James Cameron's reputation. Despite all this, the emotional connection between the audience and the characters didn't seem quite as strong as some of the other films this year. Up, Where the Wild Things Are, and even Moon were able to establish a stronger connection. So while the film is exceptional, it isn’t the best film of 2009 which is probably a shock to some.
  
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Hadley (567 KP) rated The Road in Books

Nov 25, 2019  
The Road
The Road
Cormac McCarthy | 2010 | Fiction & Poetry
10
7.8 (17 Ratings)
Book Rating
Well written (1 more)
Great characters
If the world ended, could you keep your morals and values? Imagine that your a father, with a young child in a burned-out world, barely surviving out on the road, and there are cannibals and murderers out to get you. Over time, you would watch your child become thinner and thinner, and every now and then you're lucky enough to find some canned or jarred food here and there, but it's only a matter of time before you can't find anymore. Soon, you would both be too weak to move - - - would you murder someone if they had food? Yet, most people out on the road are just like you, with no food and searching for more - - - in that case, could you kill and eat a person to survive? Or would you let yourself and your child starve, keeping your morals and values intact?

This is a scenario people may have to face one day, especially with the shape the world is in today. Even now people are faced with sticking with their morals and values, from helping our fellow man to the decision of holding a door open for a stranger. The Road, Cormac McCarthy's Pulitzer Prize winning novel, brings the very question of humanity to the forefront, as well as how hard it is to hold onto it.

The father, The Road's main character, takes us on a journey through the mountains in a burned-out America, but the fires that took over are never explained and they didn't need to be. Apparently having been on the move for a couple of years, he wants to take his young son South to survive the winter months that are very close by. Readers get glimpses of what happened the night the grid went down from the father's point-of-view, but so many years have passed that the memories are few, the facts aren't completely straight, and any type of life before the fires seems to have been just a dream. So the two begin the story heading South, dragging everything they have scavenged in their travels inside of a metal shopping cart, and the father isn't sure they'll make it out of the mountains before winter. He only has tattered pieces of a map that they have carried for a long time, having numbered each piece with a broken crayon they had found, making it hard to estimate how far they need to travel.

While traveling, they very rarely run into other people, at one point, when they run into a very bad man, the father realizes he hasn't spoken to another person (other than his son) in at least a year. This is mostly because the majority of people that are still alive are the type of people that would rather kill you and take whatever you have than speak to you. Even most of the houses they come upon are burned and abandoned, but the father sees these buildings as a chance to find food and supplies: "The roadside hedges were gone to rows of black and twisted brambles. No sign of life. He left the boy standing in the road holding the pistol while he climbed an old set of limestone steps and walked down the porch of the farmhouse shading his eyes and peering in the windows. He let himself in through the kitchen. Trash in the floor, old newsprint. China in a breakfront, cups hanging from their hooks. He went down the hallway and stood in the door to the parlor. There was an antique pumporgan in the corner. A television set. Cheap stuffed furniture together with an old handmade cherrywood chifforobe. He climbed the stairs and walked through the bedrooms. Everything covered with ash. A child's room with a stuffed dog on the windowsill looking out at the garden. He went through the closets. He stripped back the beds and came away with two good woolen blankets and went back down the stairs. In the pantry were three jars of homecanned tomatoes. He blew the dust from the lids and studied them. Someone before him had not trusted them and in the end neither did he and he walked out with the blankets over his shoulder and they set off along the road again. " The young son is usually left close by outside because he seems scared that either there will be bad people or dead people inside.

Throughout this incredible, heart wrenching novel, the father slowly becomes more ill with what seems to be a case of pneumonia, possibly caused by all of the ash that is in the air from the fires; this makes him cough uncontrollably. Yet, he doesn't focus on that he may not live too much longer, instead he tries everything to get his son as far South as possible without too much of a plan of what to do when they get there.

The horror of this book is brought to light by the realism of what could happen if the world were to end, when people lose their humanity and begin to kill and eat their fellow humans. It leaves us wondering if we could hold onto what we are today when the basic need for shelter and food become more important than another person's life. But the father and son are examples of the few individuals who are able to hold onto their humanity during the end of the world: they share supplies if they can, they don't kill humans or animals to feed themselves, and they live by one rule: if a person is still alive, they take nothing from them.

The struggle these two go through is very real and believable, and McCarthy's writing is so well done that this book is hard to put down. Even while reading, most won't notice that there is only one character in the entire story that is given a name; our two main characters are never addressed by anything other than Papa or son/boy. The father's worry about keeping his son alive and unharmed is heartbreaking, for instance, one scene where he believes that he and his son are going to be found by cannibals, he quickly goes over with his son on how to shoot himself with the pistol, so neither of them will be taken alive. As a parent, I choked up in quite a few scenes, including this one - - - and as with the film adaptation, I cried heartily at the end.

This emotional, dark novel is an amazing book to read. The Road is bound to leave readers questioning what they would do in the same circumstances as the father. I highly recommend this book to people who love dystopian novels, but beware, this is a story you won't be able to forget.
  
Disney Villainous
Disney Villainous
2018 | Entertainment
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.

Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.

DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.

Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.

Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.

Play continues in this manner until one player has achieved their victory condition.

Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…

So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
  
Tidal Blades; Heroes of the Reef
Tidal Blades; Heroes of the Reef
2020 | Fantasy
Tidal Blades: Heroes of the Reef (which I shall just call Tidal Blades from here on) is a very successful Kickstarter that funded in 45 minutes and raised over $780,000 with the campaign. I was lucky enough to be able to back this one when it went live, and the hype was REAL. The box is large and in charge, and setup and tear down takes about 14 years, but did I like this one? Dude. YES. We don’t rate Solo Chronicles, but this is a STRONG 6 from me.

DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.


Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!

Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.


On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.

It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.

Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.

The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.
  
Soul Raiders
Soul Raiders
2021 | Adventure, Exploration, Fantasy
Check out that cover art! Amazing! If there is one thing that will certainly help my enjoyment of any game, it is definitely great art and components. Yes, I want the game to play well, but if it also looks great, that merely sends it soaring for me. While Soul Raiders has great art in spades, will I equally love the gameplay? Spoiler: yeah, it’s a pretty good game!

Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.

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


To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.

Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).

Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.

In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.

Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.


If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.

The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.

Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.

All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
  
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Chris Sawin (602 KP) rated Midsommar (2019) in Movies

Jun 26, 2019 (Updated Jul 4, 2019)  
Midsommar (2019)
Midsommar (2019)
2019 | Drama, Horror, Mystery
When a director like Ari Aster only has two full-length features under his belt, it’s difficult not to compare his works but the truth of the matter is that Hereditary and Midsommar are two incredibly different films. Hereditary seemed to thrive on lurking in the shadows visually to assist in its dark storytelling. Nearly all of Midsommar takes place under blinding sunlight making the horrific events that unfold feel stranger and even more out of place, confusing, and bizarrely unsettling. Based on his two films though, Aster does seem to flock towards a few common themes. Grief, loss, and the inability to cope have plagued the main characters of his films while the importance of family takes a high precedence. Hereditary was more about a specific family attempting to stay together while already being in shambles and Midsommar attempts to create a new family on more than one occasion with the possibility of constant expansion.

Dani’s (Florence Pugh) life is turned inside out once a devastating tragedy leaves her dumbstruck. She leans on her boyfriend of four years, Christian (Jack Reynor), for support, but their relationship is obviously strained. Along with their friends Josh (William Jackson Harper) and Mark (Will Poulter), Dani and Christian end up going on vacation to rural Sweden. They travel to a small village where their friend Pelle (Vilhelm Blomgren) grew up and now serves as their host. A rare nine-day festival that only occurs once every 90 years is being celebrated. Josh is utilizing the trip as a means to bulk up his folklore thesis for college while Mark is more interested in partaking in the Swedish women. Christian is attempting to figure out what his thesis will be while Dani searches for some sort of guidance after such a tragic occurrence. Their trip becomes increasingly more peculiar the longer they stay as they’re forced to witness violent rituals and are encouraged to embrace the ways of a Pagan cult.

The intricate illustrations throughout the film like in the opening shot, the elongated love potion cloth, or the walls of the barn-like structure Dani and her friends sleep in, give Midsommar this dark fairy tale aspect to it that a film like Pan’s Labyrinth would be proud of. The Pagan roots of Pelle’s village and the film’s metaphorical feet being so firmly planted in such rich folklore give Midsommar this cautiously fanciful aesthetic. The film capitalizes on the nostalgic sensation of when fairy tales and children’s books were read to you as a child. There are consistent signs that things aren’t right, paranoia lurks around every corner, and the locals set off every ominous alarm in your body, but there’s that naïve part of us buried deep down that wishes for and hopes for a happy ending because cosmetically we believe that is what resides at the end of every fairy tale not written by Jakob and Wilhelm Grimm (The Brothers Grimm).

It’s also interesting observing the main and supporting characters of the film or basically all of the “outsider” guests of the festival. Pelle acts as a conduit/guide between his village and the outside world, Josh is a historian/researcher, Mark is a mocker/fool, Dani and Christian are a strained couple, and Connie (Ellora Torchia) and Simon (Archie Madekwe) are a flourishing one. According to Wikipedia, Ari Aster based Dani and Christian’s relationship on a bad breakup. Midsommar is also way funnier than it has any right to be; something Hereditary completely distanced itself from. Midsommar goes out of its way to boast about who Dani’s real family is in the film. The unified chanting, outrageous theatrics, and harmonized moaning may seem like mockery or complete insanity to some. While it is humorous at times, it seems like this is the way the locals can experience everything everyone else does as a cohesive unit. This seems relevant to emotions, hallucinogens, and even sustenance; this cult does everything together.

Midsommar isn’t going to sit right with a lot of people, especially since Ari Aster desired to be confusing when it came to making the film. With all of the drug-taking in the film being so common, Midsommar may leave you feeling as groggy and disoriented as the characters on screen. However, in between the sacrifices, the brutality, the graphic nature of the film, inbred oracles, and plethora of naked mature women moaning in unison there’s something unique and brilliant about Midsommar you can’t find elsewhere. It may draw parallels to films like Robin Hardy’s The Wicker Man and may feel like a bleaker version of The Wizard of Oz on a bad acid trip, but Midsommar is unlike any other film you’ll see this year. In a way, Dani and her friends all get exactly what they came for but the end outcome is that the majority of them bit off more than they could chew. Truth be told, you’ll never look at a bear in a film the same way again even if it does remind you of the Tanooki suit Mario wore in Super Mario Bros 3. This is the type of film where you could literally tell someone everything that happens and it wouldn’t really spoil the film for them. The context of these events is important to witness in succession and in their entirety since what each individual takes away from the film will likely differ person to person.

There’s a deliberate pacing of the film many will find too slow and uneventful as the film’s two and a half hour runtime will already feel daunting. Aster has teased that the original cut of the film was three hours and 45 minutes and he has a version of the film that is 25 minutes longer that was difficult to cut down to the theatrical cut currently in theaters. An extended cut of the film or a large amount of deleted scenes on the Blu-ray (how about that levitation sequence from the trailer?) would certainly be intriguing.

If you enjoy ambiguous filmmaking where everything isn’t explained and the film’s imagery can mean more than one specific thing, then Midsommar may be worth checking out. It is an outlandish experiment by Ari Aster that a large quantity will likely deem a failure. Personally speaking though, Midsommar is such an unconventionally different ceremonial fever dream loaded with preposterousness, beautiful cinematography, hilarity, and anxiety-fueled-dread that it’s not only memorable and bold but also the type of one-of-a-kind film experience I crave whenever the lights dim and the quiet hum of a projector accelerates into a dull yet soothing roar.