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Mark @ Carstairs Considers (2204 KP) rated Tilling the Truth in Books
Aug 28, 2019
Tilling Through the Lies Until the Truth is Left
It’s August in Goosebush, Massachusetts, but Lilly Jayne and the rest of the Garden Squad just as busy as every trying to make their town beautiful again. But there are some thorns among the blooms. The recent death of a friend has left Lilly, as executor of his estate, dealing with his greedy relatives. Meanwhile, Lilly’s best friend, Tamara, is finding her efforts to sell the dead man’s house meeting with sabotage, something that is only making her stress over the new relator in town worse. But things come to a head when Tamara is found standing over the dead body of Gladys Preston. Gladys didn’t have many friends in town, but she recently had a very public fight with Tamara. As the rumor mill begins to heat up, Lilly knows she needs to figure out what really happened to help her friend clear her name. Can she do it?
I fell in love with these characters with the first book in the series, and it was great to be back to visit them again. I will admit it took me a bit to get completely back in the flow of the characters and Goosebush, but it wasn’t long before I had. Lilly and many of her friends are on the older side, and I enjoy this break from the traditional cozy lead character. They and the new characters came to life for me as the story unfolded. The plot takes on quite a bit, so as a result the book appears to be wandering a little before Gladys dies, but everything is important and comes into play. I’m actually a little in awe of how it all came together, although the ending was a tad rushed. I also appreciated how the theme of old versus new or tradition versus change played out in the book. I suspect we will see that again in future books. For those who have a green thumb, some gardening tips are included at the back of the book. This second book is fun as we get to watch Lilly weed out another killer.
I fell in love with these characters with the first book in the series, and it was great to be back to visit them again. I will admit it took me a bit to get completely back in the flow of the characters and Goosebush, but it wasn’t long before I had. Lilly and many of her friends are on the older side, and I enjoy this break from the traditional cozy lead character. They and the new characters came to life for me as the story unfolded. The plot takes on quite a bit, so as a result the book appears to be wandering a little before Gladys dies, but everything is important and comes into play. I’m actually a little in awe of how it all came together, although the ending was a tad rushed. I also appreciated how the theme of old versus new or tradition versus change played out in the book. I suspect we will see that again in future books. For those who have a green thumb, some gardening tips are included at the back of the book. This second book is fun as we get to watch Lilly weed out another killer.
Mister Maker: Let’s Make It! – Design, Draw, Paint, Make and Play
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IT’S TIME TO GET CREATIVE! Inspired by the hit Kids TV show Mister Maker, this official app is...
Emma @ The Movies (1786 KP) rated Godzilla vs. Kong (2021) in Movies
Apr 29, 2021
Monsters! Yay! Small screen... booooooo!
Godzilla and Kong come head to head in a vicious battle as the humans embark on a mission to discover the ultimate power source.
I won't harp on this point too much because we're nearly at the point where I won't have to... hopefully... but this needs the big screen. You need that experience to get the full effect.
Monsters fight... do we need any story? I didn't. Which is just as well because I wouldn't be able to tell you what specifically happened apart from what I wrote in the synopsis.
You could have had this film without the humans, or as a human focus film with the monsters just lurking in the background of the whole thing. (Though I don't think anyone would care about the latter.) The monsters could easily have done a film without the humans, there's only actually one point where they're needed, and that was quite frankly dubious.
Let's talk about those humans, but where to start? The film needed to commit to either being a companion to the last film or being a new film in the franchise. So far all the others have been quite independent of each other in comparison. It may not be a popular opinion, but I would have opted for a new film... and that means no Millie Bobby Brown and no Kyle Chandler (who was quite frankly underused anyway).
My definite highlight was Brian Tyree Henry in his role as the conspiracy podcaster, and I really enjoyed that whole thread. But it definitely could have been switched up a bit and resulted in a much more believable discovery sequence in the plot. That was quite a big thing in the film, when giant monster events are more believable than human ones, you need to rethink what you're doing.
As much as I love Alexander Skarsgård, I cannot tell you much of anything about his role. He's usually always an enjoyable actor, but even that couldn't save this bland character. So much so, that when I listened to a podcast on this film and they mentioned him, I went "oh yeah, he was in it".
My main take away was that most characters had very little development, and I know I was there for the monsters, but the humans needed to not be throwaways for the amount of time they spent on screen.
I'm not going to go into the effects, they were great, and I loved them just as much as in King of the Monsters. The colours were amazing.
I'm very pleased I didn't spot spoilers for the film before seeing it. The reveals were well done and I enjoyed some of the moments that came from them, but it leads me to something I've been pondering...
This sequence of films feels wrong, Had Godzilla vs. Kong been before King of the Monsters then you'd have been presented with the perfect way to introduce more creatures, but the character dynamics would not have been right with that shuffle. There are so many possibilities, that going over them would take way too long.
For a title that highlights Godzilla before Kong, it's oddly weighted, Kong is a much bigger feature than G-zee is. He gets his own personality and a bit more heart, and it was nice to see him become a new person... ape... giant fuzzball. I can't help but be a little sad that one of his moments from the original wasn't duplicated in all its glory here.
Overall it's a fun creature feature and the action is epic as expected, with some twists thrown in if you managed to avoid the spoilers. While I really do love moments from Godzilla vs. Kong, I'm not sure it's better than KotM, but it's well worth the watch either way.
Originally posted on: https://emmaatthemovies.blogspot.com/2021/04/godzilla-vs-kong-movie-review.html
Godzilla and Kong come head to head in a vicious battle as the humans embark on a mission to discover the ultimate power source.
I won't harp on this point too much because we're nearly at the point where I won't have to... hopefully... but this needs the big screen. You need that experience to get the full effect.
Monsters fight... do we need any story? I didn't. Which is just as well because I wouldn't be able to tell you what specifically happened apart from what I wrote in the synopsis.
You could have had this film without the humans, or as a human focus film with the monsters just lurking in the background of the whole thing. (Though I don't think anyone would care about the latter.) The monsters could easily have done a film without the humans, there's only actually one point where they're needed, and that was quite frankly dubious.
Let's talk about those humans, but where to start? The film needed to commit to either being a companion to the last film or being a new film in the franchise. So far all the others have been quite independent of each other in comparison. It may not be a popular opinion, but I would have opted for a new film... and that means no Millie Bobby Brown and no Kyle Chandler (who was quite frankly underused anyway).
My definite highlight was Brian Tyree Henry in his role as the conspiracy podcaster, and I really enjoyed that whole thread. But it definitely could have been switched up a bit and resulted in a much more believable discovery sequence in the plot. That was quite a big thing in the film, when giant monster events are more believable than human ones, you need to rethink what you're doing.
As much as I love Alexander Skarsgård, I cannot tell you much of anything about his role. He's usually always an enjoyable actor, but even that couldn't save this bland character. So much so, that when I listened to a podcast on this film and they mentioned him, I went "oh yeah, he was in it".
My main take away was that most characters had very little development, and I know I was there for the monsters, but the humans needed to not be throwaways for the amount of time they spent on screen.
I'm not going to go into the effects, they were great, and I loved them just as much as in King of the Monsters. The colours were amazing.
I'm very pleased I didn't spot spoilers for the film before seeing it. The reveals were well done and I enjoyed some of the moments that came from them, but it leads me to something I've been pondering...
This sequence of films feels wrong, Had Godzilla vs. Kong been before King of the Monsters then you'd have been presented with the perfect way to introduce more creatures, but the character dynamics would not have been right with that shuffle. There are so many possibilities, that going over them would take way too long.
For a title that highlights Godzilla before Kong, it's oddly weighted, Kong is a much bigger feature than G-zee is. He gets his own personality and a bit more heart, and it was nice to see him become a new person... ape... giant fuzzball. I can't help but be a little sad that one of his moments from the original wasn't duplicated in all its glory here.
Overall it's a fun creature feature and the action is epic as expected, with some twists thrown in if you managed to avoid the spoilers. While I really do love moments from Godzilla vs. Kong, I'm not sure it's better than KotM, but it's well worth the watch either way.
Originally posted on: https://emmaatthemovies.blogspot.com/2021/04/godzilla-vs-kong-movie-review.html
Cody Cook (8 KP) rated Writings Of Thomas Paine Volume 4 (1794 1796); The Age Of Reason in Books
Jun 29, 2018
Thomas Paine was a political theorist who was perhaps best known for his support for the American Revolution in his pamphlet Common Sense. In what might be his second best known work, The Age of Reason, Paine argued in favor of deism and against the Christian religion and its conception of God. By deism it is meant the belief in a creator God who does not violate the laws of nature by communicating through revelation or miracles The book was very successful and widely read partly due to the fact that it was written in a style which appealed to a popular audience and often implemented a sarcastic, derisive tone to make its points.
The book seems to have had three major objectives: the support of deism, the ridicule of what Paine found loathsome in Christian theology, and the demonstration of how poor an example the Bible is as a reflection of God.
In a sense, Paine's arguments against Christian theology and scripture were meant to prop up his deistic philosophy. Paine hoped that in demonizing Christianity while giving evidences for God, he would somehow have made the case for deism. But this is not so. If Christianity is false, but God exists nonetheless, we are not left only with deism. There are an infinite number of possibilities for us to examine regarding the nature of God, and far too many left over once we have eliminated the obviously false ones. In favor of deism Paine has only one argument—his dislike of supernatural revelation, which is to say that deism appeals to his culturally derived preferences. In any case, Paine's thinking on the matter seemed to be thus: if supernatural revelation could be shown to be inadequate and the development of complex theology shown to be an error, one could still salvage a belief in God as Creator, but not as an interloper in human affairs who required mediators.
That being said, in his support of deism, Paine makes some arguments to demonstrate the reasonableness in belief in, if not the logical necessity of the existence of, God which could be equally used by Christians.
For instance, just as the apostle Paul argued in his epistle to the Romans that, "what can be known about God is plain to [even pagans], because God has shown it to them. For his invisible attributes, namely, his eternal power and divine nature, have been clearly perceived, ever since the creation of the world, in the things that have been made" (Romans 1:19-20, ESV), so also Paine can say that, "the Creation speaketh an universal language [which points to the existence of God], independently of human speech or human language, multiplied and various as they be."
The key point on which Paine differs from Paul on this issue is in his optimism about man's ability to reason to God without His assisting from the outside. Whereas Paul sees the plainness of God from natural revelation as an argument against the inherent goodness of a species which can read the record of nature and nevertheless rejects its Source's obvious existence, Paine thinks that nature and reason can and do lead us directly to the knowledge of God's existence apart from any gracious overtures or direct revelation.
On the witness of nature, Paine claims, and is quite correct, that, "THE WORD OF GOD IS THE CREATION WE BEHOLD: And it is in this word, which no human invention can counterfeit or alter, that God speaketh universally to man." What is not plainly clear, however, is that man is free enough from the noetic effects of sin to reach such an obvious conclusion on his own. Indeed, the attempts of mankind to create a religion which represents the truth have invariably landed them at paganism. By paganism I mean a system of belief based, as Yehezkel Kaufmann and John N. Oswalt have shown, on continuity.iv In polytheism, even the supernatural is not really supernatural, but is perhaps in some way above humans while not being altogether distinct from us. What happens to the gods is merely what happens to human beings and the natural world writ large, which is why the gods are, like us, victims of fate, and why pagan fertility rituals have attempted to influence nature by influencing the gods which represent it in accordance with the deeper magic of the eternal universe we all inhabit.
When mankind has looked at nature without the benefit of supernatural revelation, he has not been consciously aware of a Being outside of nature which is necessarily responsible for it. His reasoning to metaphysics is based entirely on his own naturalistic categories derived from his own experience. According to Moses, it took God revealing Himself to the Hebrews for anyone to understand what Paine thinks anyone can plainly see.
The goal of deism is to hold onto what the western mind, which values extreme independence of thought, views as attractive in theism while casting aside what it finds distasteful. But as C.S. Lewis remarked, Aslan is not a tame lion. If a sovereign God exists, He cannot be limited by your desires of what you'd like Him to be. For this reason, the deism of men like Paine served as a cultural stepping stone toward the atheism of later intellectuals.
For Paine, as for other deists and atheists like him, it is not that Christianity has been subjected to reason and found wanting, but that it has been subjected to his own private and culturally-determined tastes and preferences and has failed to satisfy. This is the flipside of the anti-religious claim that those who believe in a given religion only do so because of their cultural conditioning: the anti-religionist is also conditioned in a similar way. Of course, how one comes to believe a certain thing has no bearing on whether that thing is true in itself, and this is true whether Christianity, atheism, or any other view is correct. But it must be stated that the deist or atheist is not immune from the epistemic difficulties which he so condescendingly heaps on theists.
One of the befuddling ironies of Paine's work is that around the time he was writing about the revealed religions as, “no other than human inventions set up to terrify and enslave mankind, and monopolize power and profit," the French were turning churches into “temples of reason” and murdering thousands at the guillotine (an instrument of execution now most strongly identified with France's godless reign of terror). Paine, who nearly lost his own life during the French Revolution, saw the danger of this atheism and hoped to stay its progress, despite the risk to his own life in attempting to do so.
What is odd is that Paine managed to blame this violent atheism upon the Christian faith! Obfuscated Paine:
"The Idea, always dangerous to Society as it is derogatory to the Almighty, — that priests could forgive sins, — though it seemed to exist no longer, had blunted the feelings of humanity, and callously prepared men for the commission of all crimes. The intolerant spirit of church persecution had transferred itself into politics; the tribunals, stiled Revolutionary, supplied the place of an Inquisition; and the Guillotine of the Stake. I saw many of my most intimate friends destroyed; others daily carried to prison; and I had reason to believe, and had also intimations given me, that the same danger was approaching myself."
That Robespierre's deism finally managed to supplant the revolutionary state's atheism and that peace, love, and understanding did not then spread throughout the land undermines Paine's claims. Paine felt that the revolution in politics, especially as represented in America, would necessarily lead to a revolution in religion, and that this religious revolution would result in wide acceptance of deism. The common link between these two revolutions was the idea that the individual man was sovereign and could determine for himself what was right and wrong based on his autonomous reason. What Paine was too myopic to see was that in France's violence and atheism was found the logical consequence of his individualistic philosophy. In summary, it is not Christianity which is dangerous, but the spirit of autonomy which leads inevitably into authoritarianism by way of human desire.
As should be clear by now, Paine failed to understand that human beings have a strong tendency to set impartial reason aside and to simply evaluate reality based on their desires and psychological states. This is no more obvious than in his own ideas as expressed in The Age of Reason. Like Paine's tendency to designate every book in the Old Testament which he likes as having been written originally by a gentile and translated into Hebrew, so many of his criticisms of Christian theology are far more a reflection upon himself than of revealed Christianity. One has only to look at Paine's description of Jesus Christ as a “virtuous reformer and revolutionist” to marvel that Paine was so poor at introspection so as to not understand that he was describing himself.
There is much more that could be said about this work, but in the interest of being somewhat concise, I'll end my comments here. If you found this analysis to be useful, be sure to check out my profile and look for my work discussing Paine and other anti-Christian writers coming soon.
The book seems to have had three major objectives: the support of deism, the ridicule of what Paine found loathsome in Christian theology, and the demonstration of how poor an example the Bible is as a reflection of God.
In a sense, Paine's arguments against Christian theology and scripture were meant to prop up his deistic philosophy. Paine hoped that in demonizing Christianity while giving evidences for God, he would somehow have made the case for deism. But this is not so. If Christianity is false, but God exists nonetheless, we are not left only with deism. There are an infinite number of possibilities for us to examine regarding the nature of God, and far too many left over once we have eliminated the obviously false ones. In favor of deism Paine has only one argument—his dislike of supernatural revelation, which is to say that deism appeals to his culturally derived preferences. In any case, Paine's thinking on the matter seemed to be thus: if supernatural revelation could be shown to be inadequate and the development of complex theology shown to be an error, one could still salvage a belief in God as Creator, but not as an interloper in human affairs who required mediators.
That being said, in his support of deism, Paine makes some arguments to demonstrate the reasonableness in belief in, if not the logical necessity of the existence of, God which could be equally used by Christians.
For instance, just as the apostle Paul argued in his epistle to the Romans that, "what can be known about God is plain to [even pagans], because God has shown it to them. For his invisible attributes, namely, his eternal power and divine nature, have been clearly perceived, ever since the creation of the world, in the things that have been made" (Romans 1:19-20, ESV), so also Paine can say that, "the Creation speaketh an universal language [which points to the existence of God], independently of human speech or human language, multiplied and various as they be."
The key point on which Paine differs from Paul on this issue is in his optimism about man's ability to reason to God without His assisting from the outside. Whereas Paul sees the plainness of God from natural revelation as an argument against the inherent goodness of a species which can read the record of nature and nevertheless rejects its Source's obvious existence, Paine thinks that nature and reason can and do lead us directly to the knowledge of God's existence apart from any gracious overtures or direct revelation.
On the witness of nature, Paine claims, and is quite correct, that, "THE WORD OF GOD IS THE CREATION WE BEHOLD: And it is in this word, which no human invention can counterfeit or alter, that God speaketh universally to man." What is not plainly clear, however, is that man is free enough from the noetic effects of sin to reach such an obvious conclusion on his own. Indeed, the attempts of mankind to create a religion which represents the truth have invariably landed them at paganism. By paganism I mean a system of belief based, as Yehezkel Kaufmann and John N. Oswalt have shown, on continuity.iv In polytheism, even the supernatural is not really supernatural, but is perhaps in some way above humans while not being altogether distinct from us. What happens to the gods is merely what happens to human beings and the natural world writ large, which is why the gods are, like us, victims of fate, and why pagan fertility rituals have attempted to influence nature by influencing the gods which represent it in accordance with the deeper magic of the eternal universe we all inhabit.
When mankind has looked at nature without the benefit of supernatural revelation, he has not been consciously aware of a Being outside of nature which is necessarily responsible for it. His reasoning to metaphysics is based entirely on his own naturalistic categories derived from his own experience. According to Moses, it took God revealing Himself to the Hebrews for anyone to understand what Paine thinks anyone can plainly see.
The goal of deism is to hold onto what the western mind, which values extreme independence of thought, views as attractive in theism while casting aside what it finds distasteful. But as C.S. Lewis remarked, Aslan is not a tame lion. If a sovereign God exists, He cannot be limited by your desires of what you'd like Him to be. For this reason, the deism of men like Paine served as a cultural stepping stone toward the atheism of later intellectuals.
For Paine, as for other deists and atheists like him, it is not that Christianity has been subjected to reason and found wanting, but that it has been subjected to his own private and culturally-determined tastes and preferences and has failed to satisfy. This is the flipside of the anti-religious claim that those who believe in a given religion only do so because of their cultural conditioning: the anti-religionist is also conditioned in a similar way. Of course, how one comes to believe a certain thing has no bearing on whether that thing is true in itself, and this is true whether Christianity, atheism, or any other view is correct. But it must be stated that the deist or atheist is not immune from the epistemic difficulties which he so condescendingly heaps on theists.
One of the befuddling ironies of Paine's work is that around the time he was writing about the revealed religions as, “no other than human inventions set up to terrify and enslave mankind, and monopolize power and profit," the French were turning churches into “temples of reason” and murdering thousands at the guillotine (an instrument of execution now most strongly identified with France's godless reign of terror). Paine, who nearly lost his own life during the French Revolution, saw the danger of this atheism and hoped to stay its progress, despite the risk to his own life in attempting to do so.
What is odd is that Paine managed to blame this violent atheism upon the Christian faith! Obfuscated Paine:
"The Idea, always dangerous to Society as it is derogatory to the Almighty, — that priests could forgive sins, — though it seemed to exist no longer, had blunted the feelings of humanity, and callously prepared men for the commission of all crimes. The intolerant spirit of church persecution had transferred itself into politics; the tribunals, stiled Revolutionary, supplied the place of an Inquisition; and the Guillotine of the Stake. I saw many of my most intimate friends destroyed; others daily carried to prison; and I had reason to believe, and had also intimations given me, that the same danger was approaching myself."
That Robespierre's deism finally managed to supplant the revolutionary state's atheism and that peace, love, and understanding did not then spread throughout the land undermines Paine's claims. Paine felt that the revolution in politics, especially as represented in America, would necessarily lead to a revolution in religion, and that this religious revolution would result in wide acceptance of deism. The common link between these two revolutions was the idea that the individual man was sovereign and could determine for himself what was right and wrong based on his autonomous reason. What Paine was too myopic to see was that in France's violence and atheism was found the logical consequence of his individualistic philosophy. In summary, it is not Christianity which is dangerous, but the spirit of autonomy which leads inevitably into authoritarianism by way of human desire.
As should be clear by now, Paine failed to understand that human beings have a strong tendency to set impartial reason aside and to simply evaluate reality based on their desires and psychological states. This is no more obvious than in his own ideas as expressed in The Age of Reason. Like Paine's tendency to designate every book in the Old Testament which he likes as having been written originally by a gentile and translated into Hebrew, so many of his criticisms of Christian theology are far more a reflection upon himself than of revealed Christianity. One has only to look at Paine's description of Jesus Christ as a “virtuous reformer and revolutionist” to marvel that Paine was so poor at introspection so as to not understand that he was describing himself.
There is much more that could be said about this work, but in the interest of being somewhat concise, I'll end my comments here. If you found this analysis to be useful, be sure to check out my profile and look for my work discussing Paine and other anti-Christian writers coming soon.
Zuky the BookBum (15 KP) rated Mammoth in Books
Mar 15, 2018
Also find my review here: http://bookbum.weebly.com/book-reviews/mammoth-by-douglas-perry
NOW AVAILABLE IN THE UK!
Thank you to Netgalley and Amberjack Publishing for giving me the opportunity to read this in an exchange for a review.
Not quite what I was expecting, which I think is the general feel judging by others reviews. Be warned, this isnt a creepy paranormal, alien type of thing. I dont think thats a spoiler either, I wouldnt want you to pick this up and be greatly disappointed. If you love character focused novels then this will be your kind of book! This gives you some really in depth information about each of the characters, but it can get confusing because there are <i>so</i> many characters! There are <b>eleven</b> main characters, plus more characters that relate to these characters in little sub plots.
<u>Characters: </u>
Tori
Billy & Becky
Jackson & Sam
Hicks & Lloyd
Oscar - King
Melvin & Gordon
Winnie Lloyd
If you find it difficult to keep up with lots of different people in books then this wont be for you. It can get a little confusing at times and I often forgot what was happening to one character by the time we got back to reading about them after having read about 4 characters in between.
I though this novel was superbly written. Possibly one of the best written books Ive read in quite a while! There is some really grotesque imagery in this book, not in a violent way though, so I wouldnt give it any trigger warnings, though rape is implied. My only problem with the writing was that sometimes it was really difficult to understand where the characters were in Mammoth View or Bakersfield or what. That was my one annoyance, I wasnt able to keep a grip on where each character was.
In terms of the plot that there was, which wasnt much, it was an interesting storyline. Lots of things going on a once which could definitely add to the confusion. I feel as though Perry had created seven(ish) separate short stories and then tried to mash them into one which in my opinion worked. I felt let down by the ending in a way but at the same time I thought it was really unique. You do find out why panic ensues in the small town of Mammoth View and I can bet you wont see it coming Though now Ive told you its not paranormal or aliens then maybe you might
If you like to really get to know a character and dont really care about a well developed plot then this book is a definite read for you, but if youre expecting something scary or creepy form this then dont bother as it isnt that kind of thing. I will definitely look out for more of Perrys work!
NOW AVAILABLE IN THE UK!
Thank you to Netgalley and Amberjack Publishing for giving me the opportunity to read this in an exchange for a review.
Not quite what I was expecting, which I think is the general feel judging by others reviews. Be warned, this isnt a creepy paranormal, alien type of thing. I dont think thats a spoiler either, I wouldnt want you to pick this up and be greatly disappointed. If you love character focused novels then this will be your kind of book! This gives you some really in depth information about each of the characters, but it can get confusing because there are <i>so</i> many characters! There are <b>eleven</b> main characters, plus more characters that relate to these characters in little sub plots.
<u>Characters: </u>
Tori
Billy & Becky
Jackson & Sam
Hicks & Lloyd
Oscar - King
Melvin & Gordon
Winnie Lloyd
If you find it difficult to keep up with lots of different people in books then this wont be for you. It can get a little confusing at times and I often forgot what was happening to one character by the time we got back to reading about them after having read about 4 characters in between.
I though this novel was superbly written. Possibly one of the best written books Ive read in quite a while! There is some really grotesque imagery in this book, not in a violent way though, so I wouldnt give it any trigger warnings, though rape is implied. My only problem with the writing was that sometimes it was really difficult to understand where the characters were in Mammoth View or Bakersfield or what. That was my one annoyance, I wasnt able to keep a grip on where each character was.
In terms of the plot that there was, which wasnt much, it was an interesting storyline. Lots of things going on a once which could definitely add to the confusion. I feel as though Perry had created seven(ish) separate short stories and then tried to mash them into one which in my opinion worked. I felt let down by the ending in a way but at the same time I thought it was really unique. You do find out why panic ensues in the small town of Mammoth View and I can bet you wont see it coming Though now Ive told you its not paranormal or aliens then maybe you might
If you like to really get to know a character and dont really care about a well developed plot then this book is a definite read for you, but if youre expecting something scary or creepy form this then dont bother as it isnt that kind of thing. I will definitely look out for more of Perrys work!
LilyLovesIndie (123 KP) rated Reckoning (The Gates Legacy #4) in Books
Nov 5, 2018
Oh my gosh! The Gates Legacy is back with an almighty bang, and boy was it good to catch up with the gang! Picking straight back up where we left off, Rohnert is nursing some severe issues regarding his mate's passing, Cyrus is intent on revenge for his torture, Issy just wants to be loved and the rest of the gang are trying to hold it all together like some magical glue. Throw some ancient, and very freaky, enemies into the mix for power and you have your full set to play with, and play is what Lorenz Font does so well.
The pace in this book is much more reminiscent of the earlier parts of the series. It's got a pull that as soon as it's got you hooked, you can't put it down. I've spent many nights reading way past my bedtime because I just needed to know what the characters were going to do next. As I've already mentioned, this book picks back up where we left off and it was like slipping back into your favourite pair of jeans. It' was familiar, yet there was another threat to follow - how Font finds so many enemies for the little rag tag band of heroes is beyond me, but it makes for very compelling reading!
Told mainly from the perspective of Cyrus and Issy, it was, as always with Font's writing, a delight to see so many POV's being used in the writing. It's like a lesson for aspiring writers on how to change POV's in a way that gives the reader so much information yet doesn't confuse them in the process. I adore her writing style, and this latest offering is no different in that. In fact, I probably like this one best of all, if only because, despite there being some hairy moments, Font managed to keep all of my favourites alive for a whole book!
The character development over the course of this story was also superb. Every character feels like they continue to grow, but none more so that Isidora. She is really coming into her own and holds the role of the lead heroine with the poise you'd expect of such a bloodline. She was an absolute joy to read and has secured her place within my favourite characters. Her relationship with Cyrus is probably one of the best developed and well told romances I've read in a while. It's believable, understandable thanks to their own troubled pasts and a fabulous pairing to read. I just hope Font leaves these two to enjoy a little happily ever after time, but I won't hold my breath knowing her penchant for throwing things in the air when they get settled!
The many twists and turns of the story also need a mention. When writing a series of this length and complexity it is very hard to keep it fresh, but Font never fails to deliver another twist or turn that leaves the reader reeling and wondering when that 18 wheeler truck or 2 ton bus hit them. It really is edge of the seat reading that leaves you needing more from the gang of vampires. I'm already on tenterhooks wondering how some of the loose ends will be tied up in the next book and I love that Font has left me thinking of her characters, even hours after finishing the book, because, let's face it, who doesn't like it when a book gets under your skin like that?
And so, I suppose I should wrap up and end my waffle. If you are new to the series, go back and read the others first. If you're an old hand returning for your next fix, you're going to love it. It's awesome, amazing, phenomenal and Font is right back on form with another 5 star thriller from the Gates crew. Buy it, I can promise you that you will not be disappointed.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*
The pace in this book is much more reminiscent of the earlier parts of the series. It's got a pull that as soon as it's got you hooked, you can't put it down. I've spent many nights reading way past my bedtime because I just needed to know what the characters were going to do next. As I've already mentioned, this book picks back up where we left off and it was like slipping back into your favourite pair of jeans. It' was familiar, yet there was another threat to follow - how Font finds so many enemies for the little rag tag band of heroes is beyond me, but it makes for very compelling reading!
Told mainly from the perspective of Cyrus and Issy, it was, as always with Font's writing, a delight to see so many POV's being used in the writing. It's like a lesson for aspiring writers on how to change POV's in a way that gives the reader so much information yet doesn't confuse them in the process. I adore her writing style, and this latest offering is no different in that. In fact, I probably like this one best of all, if only because, despite there being some hairy moments, Font managed to keep all of my favourites alive for a whole book!
The character development over the course of this story was also superb. Every character feels like they continue to grow, but none more so that Isidora. She is really coming into her own and holds the role of the lead heroine with the poise you'd expect of such a bloodline. She was an absolute joy to read and has secured her place within my favourite characters. Her relationship with Cyrus is probably one of the best developed and well told romances I've read in a while. It's believable, understandable thanks to their own troubled pasts and a fabulous pairing to read. I just hope Font leaves these two to enjoy a little happily ever after time, but I won't hold my breath knowing her penchant for throwing things in the air when they get settled!
The many twists and turns of the story also need a mention. When writing a series of this length and complexity it is very hard to keep it fresh, but Font never fails to deliver another twist or turn that leaves the reader reeling and wondering when that 18 wheeler truck or 2 ton bus hit them. It really is edge of the seat reading that leaves you needing more from the gang of vampires. I'm already on tenterhooks wondering how some of the loose ends will be tied up in the next book and I love that Font has left me thinking of her characters, even hours after finishing the book, because, let's face it, who doesn't like it when a book gets under your skin like that?
And so, I suppose I should wrap up and end my waffle. If you are new to the series, go back and read the others first. If you're an old hand returning for your next fix, you're going to love it. It's awesome, amazing, phenomenal and Font is right back on form with another 5 star thriller from the Gates crew. Buy it, I can promise you that you will not be disappointed.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*
Purple Phoenix Games (2266 KP) rated Jetpack Joyride in Tabletop Games
Jan 8, 2020 (Updated Jan 8, 2020)
It should come as no surprise that I love to play board games. Hence my involvement in this wonderful group! But besides board games, I also enjoy my fair share of video games too. These two worlds of gaming occasionally collide when a classic from one realm is transferred over to the other! Is the adaptation as fun as the original, or does it leave much to be desired?
Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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
Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!
Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.
Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.
Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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
Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!
Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.
Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.
Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
Purple Phoenix Games (2266 KP) rated The Quest Kids in Tabletop Games
Mar 26, 2021
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
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