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Sensitivemuse (246 KP) rated You Are Not Alone in Books
Mar 4, 2020
Better Than Anonymous Girl
Contains spoilers, click to show
Spoilers in Effect. You’ve been warned.
So I read the first two books by these lovely authors, loved The Wife Between Us. Didn’t really like An Anonymous Girl. So although I didn’t set the bar too high this time around it’s always worth giving them another chance. Luckily I’m glad I did. I did quite enjoy this one and loved the little twists and turns that got me going.
Shay isn’t likable. But she’s not one to underestimate either. She’s quirky and may seem a bit off and not so socially inclined but she may be one of those types of people where you once get to know them, they seem to be pleasant to be around with. Now I’m not quite sure why she had to lie to the sisters like that in the first place. Did she feel that awkward? She had so many opportunities to come clean but decided to continue the lie. I’m not sure if that was because we still want her flawed or it was just a plot hook to keep the story going. Nevertheless it was just odd how she just continued the lie (although it would have changed the story, but it might have changed for the better?)
I loved the Moore sisters despite their manipulative behavior. I’d rather hoped there was more backstory to them instead of the little breadcrumbs here and there but the twist behind it was so good! I definitely was not expecting that! What I didn’t appreciate was they could have used Shay’s skills! It was infuriating! They were just so hung up on her lying (which was stupid of Shay to do it to begin with) that they couldn’t see how much value she would bring to the group. Can you just imagine what this group can do if Shay was a part of them? It would have been a completely different novel but perhaps a good one.
The plot itself is good. The intrigue and the twists and turns are there, perhaps not as much as I would like as I’ve read their previous works in the past. The back and forth between points of view was good and a breadcrumb trail is set throughout the storyline to keep you wanting to read more. Love that twist in the end but I have to admit, the ending could have been better. Sure the Moore sisters had good interests in mind, but whether their hearts were in it, maybe not so much.
Loved this book and was happy with it. It’s so much better than the last one and brings me back to wanting to read more of these two authors in the future.
So I read the first two books by these lovely authors, loved The Wife Between Us. Didn’t really like An Anonymous Girl. So although I didn’t set the bar too high this time around it’s always worth giving them another chance. Luckily I’m glad I did. I did quite enjoy this one and loved the little twists and turns that got me going.
Shay isn’t likable. But she’s not one to underestimate either. She’s quirky and may seem a bit off and not so socially inclined but she may be one of those types of people where you once get to know them, they seem to be pleasant to be around with. Now I’m not quite sure why she had to lie to the sisters like that in the first place. Did she feel that awkward? She had so many opportunities to come clean but decided to continue the lie. I’m not sure if that was because we still want her flawed or it was just a plot hook to keep the story going. Nevertheless it was just odd how she just continued the lie (although it would have changed the story, but it might have changed for the better?)
I loved the Moore sisters despite their manipulative behavior. I’d rather hoped there was more backstory to them instead of the little breadcrumbs here and there but the twist behind it was so good! I definitely was not expecting that! What I didn’t appreciate was they could have used Shay’s skills! It was infuriating! They were just so hung up on her lying (which was stupid of Shay to do it to begin with) that they couldn’t see how much value she would bring to the group. Can you just imagine what this group can do if Shay was a part of them? It would have been a completely different novel but perhaps a good one.
The plot itself is good. The intrigue and the twists and turns are there, perhaps not as much as I would like as I’ve read their previous works in the past. The back and forth between points of view was good and a breadcrumb trail is set throughout the storyline to keep you wanting to read more. Love that twist in the end but I have to admit, the ending could have been better. Sure the Moore sisters had good interests in mind, but whether their hearts were in it, maybe not so much.
Loved this book and was happy with it. It’s so much better than the last one and brings me back to wanting to read more of these two authors in the future.
Darren (1599 KP) rated Nanny McPhee (2006) in Movies
Aug 6, 2019
Story: Nanny McPhee starts when widow Mr Brown (Firth) is struggling to keep a nanny to care for his seven children led by the oldest Simon (Brodie-Sangster) who has always planned to push the nanny away with schemes that will leave them in terror. Reaching the end of his potential candidates, Mr Brown is drawn to a mystical Nanny McPhee (Thompson).
Nanny McPhee uses different methods to get the children in order, using her magic, with the warning When you need me but do not want me, then I must stay. When you want me but no longer need me, then I have to go. Can the children be put into order before it is too late.
Thoughts on Nanny McPhee
Characters – Nanny McPhee is a magical nanny that comes when families need her most, she uses the magic to push the children into following her rules, letting them learn from their mistakes unlike any previous nanny. Mr Brown is the widowed father of seven that runs a funeral parlour, he has become distant from his children because of the added pressure of needing to find a new wife as h is clearly stricken with the grief in his life. Evangeline is the help around the house, she is learning from the children in a way that sees her being one of the only adults that can get through to them. Simon is the oldest child that plans what the rest get up to, he needs to learn the biggest lessons as the others will look up to him most.
Performances – Emma Thompson is wonderful choice as Nanny McPhee, she always has your attention on screen no matter what she is teaching. Colin Firth is a great choice in this role, he has the fatherly side down and a man that needs to find love. Kelly Macdonald works well in the maid role in the film bring a calm to the chaos the children usually have. Thomas Brodie-Sangster as the lead of the children stars shows that he was one of Britain’s best at the time.
Story – The story follows a widow that must find a new wife within a month, but is struggle to make sure his children have a nanny after they have chased the rest out of town, a magical nanny comes along to save the day and teach the children a lesson. This story does tackle adult themes like grief and learning to communicate with your family after a tragic loss. We don’t overly focus on the serious side of the film because this is meant to be a kids movie, which is fine, which does pose the question just why would somebody have seven kids and not be able to control them. We do get to through the usual life lessons that the children must learn without being anything special.
Comedy/Fantasy – The comedy in the film usually falls into the slightly more immature level which is more for the children audience, the fantasy comes from just how Nanny McPhee operates.
Settings – The film is set in the house that Mr Brown lives in with his children, it shows that he is in the upper class in the time they are living in.
Special Effects – The effects come from how Nanny McPhee pulls her magic to make the life better for the children.
Scene of the Movie – The wedding.
That Moment That Annoyed Me – Overly childish jokes.
Final Thoughts – This is a simple enjoyable family fantasy film that can be enjoyed by the whole family, it doesn’t bring anything new, but it doesn’t break anything too.
Overall: Fantasy film 101.
Nanny McPhee uses different methods to get the children in order, using her magic, with the warning When you need me but do not want me, then I must stay. When you want me but no longer need me, then I have to go. Can the children be put into order before it is too late.
Thoughts on Nanny McPhee
Characters – Nanny McPhee is a magical nanny that comes when families need her most, she uses the magic to push the children into following her rules, letting them learn from their mistakes unlike any previous nanny. Mr Brown is the widowed father of seven that runs a funeral parlour, he has become distant from his children because of the added pressure of needing to find a new wife as h is clearly stricken with the grief in his life. Evangeline is the help around the house, she is learning from the children in a way that sees her being one of the only adults that can get through to them. Simon is the oldest child that plans what the rest get up to, he needs to learn the biggest lessons as the others will look up to him most.
Performances – Emma Thompson is wonderful choice as Nanny McPhee, she always has your attention on screen no matter what she is teaching. Colin Firth is a great choice in this role, he has the fatherly side down and a man that needs to find love. Kelly Macdonald works well in the maid role in the film bring a calm to the chaos the children usually have. Thomas Brodie-Sangster as the lead of the children stars shows that he was one of Britain’s best at the time.
Story – The story follows a widow that must find a new wife within a month, but is struggle to make sure his children have a nanny after they have chased the rest out of town, a magical nanny comes along to save the day and teach the children a lesson. This story does tackle adult themes like grief and learning to communicate with your family after a tragic loss. We don’t overly focus on the serious side of the film because this is meant to be a kids movie, which is fine, which does pose the question just why would somebody have seven kids and not be able to control them. We do get to through the usual life lessons that the children must learn without being anything special.
Comedy/Fantasy – The comedy in the film usually falls into the slightly more immature level which is more for the children audience, the fantasy comes from just how Nanny McPhee operates.
Settings – The film is set in the house that Mr Brown lives in with his children, it shows that he is in the upper class in the time they are living in.
Special Effects – The effects come from how Nanny McPhee pulls her magic to make the life better for the children.
Scene of the Movie – The wedding.
That Moment That Annoyed Me – Overly childish jokes.
Final Thoughts – This is a simple enjoyable family fantasy film that can be enjoyed by the whole family, it doesn’t bring anything new, but it doesn’t break anything too.
Overall: Fantasy film 101.
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Bong Mines Entertainment (15 KP) rated KOD by J. Cole in Music
Jun 7, 2019
J. Cole is a popular hip-hop lyricist out of Fayetteville, North Carolina. Not too long ago, he released his long-anticipated, self-produced, fifth studio album, entitled, “KOD”.
J. Cole – “KOD Trailer”
Cole revealed via Twitter that “KOD” stands for Kids on Drugs, King Overdosed, and Kill Our Demons. The rest of the album he leaves to our interpretation. Well, let’s begin.
INTRO
The album begins with caution. Jazz bellows underneath a female voice reciting uplifting words. Her message suggests listeners should make the right decisions (choose wisely) because the past (sand in an hourglass) can provide shelter for their demons.
Also, a way to a painless existence is provided. Those in pain must choose wisely, or make healthier decisions, to avoid being tormented by their past.
KOD
The title track showcases Cole’s Kids on Drugs braggadocios side. In verse one, he utilizes his carnal mind to reply to media/fans asking him a bunch of ‘how’ questions. But instead of being humble, Cole replies to his critics in an arrogant way.
The second verse disconnects from the first and goes into a random storytelling mode with intersecting ideas that jump from one subject to another.
The outro is noteworthy. It forms a bridge between Intro and KOD songs. Also, it ends on a thought-provoking note.
If love is indeed the strongest drug like Cole stated, then why isn’t it being chased after like the drugs listed above? Why aren’t more people getting high off love? The question then becomes…is love even a drug?
That depends on who you ask. But what we all will agree on, love is an invisible element that contributes to people being addicted to drugs? It’s a fact, a strong love for something breeds addiction, dependency, et cetera.
PHOTOGRAPH
Cole uses a 2018 rhyme pattern to address a woman he follows privately on social media. He’s addicted or loves to stalk the woman online, and it’s starting to mess with his health.
Cole always excels when he tells stories about him and a woman. Women are his go-to subject to rap about and he does a pretty good job on this song.
THE CUT OFF (FEAT. KILL EDWARD)
Cole isn’t too fond of doing features on his albums. But this time, he enlists his alter ego, kiLL edward, to help him say that Heaven is a mental mind state.
edward raps that he’s stuck in his fallen ways and that’s why he keeps falling down. That’s why he drinks alcohol and uses drugs to help him cope. But keep in mind that edward is actually Cole.
Cole raps about disloyal friends that owe him an apology and what he’s gonna do to them when they meet. But all the while, edward is in Cole’s mind telling him that drinking alcohol and using drugs will help numb his pain.
ATM
ATM is an energetically poppin’ single with replay value. It begins with the album’s theme—choose wisely.
Cole praises money like it’s biblical and even states that it solved every problem he had. But after counting up all the money, he concludes that you can’t take it with you when you die.
The Scott Lazer & Cole-directed video shows the King of Drugs chauffeuring a bunch of children riding on a drug float. The storyline is dope, reminiscent of a classic video from hip-hop’s golden era.
Also, Cole literally gives his arm and leg to purchase a vehicle. That transaction signifies what people are doing nowadays to accumulate material wealth. But keep in mind, chasing money will lead to your death or downfall. Message received.
MOTIV8
Motiv8 is a good track that features a sample from Junior M.A.F.I.A.’s “Get Money” single.
Cole encourages listeners to get high and get money, even though he just said that chasing money is detrimental to their health.
Verse 2 features one of Cole’s best lyrics and flow.
KEVIN’S HEART
Cole’s continues his lyrical crusade and touches on his favorite subject.
He raps about being in a committed relationship but admits to being an addict that’s addicted to cheating. He tries to fight the temptation and remain faithful but acknowledges that he’s fake for thinking that way.
BRACKETS
The song begins with a Richard Pryor comedy skit.
Cole speaks about being a millionaire and then he receives a phone call from Uncle Sam.
Verse 2 highlights Cole’s disgust with paying higher taxes now that he’s a millionaire.
ONCE AN ADDICT – INTERLUDE
Cole shines brightly on this song, which is reminiscent of Nas’ “Project Windows” single.
He addresses his mother’s battle with alcoholism. The reason why she drank—because Cole’s step-father had a baby with another woman. So, to cope with the pain, Cole’s mother started abusing alcohol.
With no one to turn to, she used to call to talk to Cole. But he didn’t like talking to her while she was drunk.
At the end of the song, Cole regrets being that way to his mother when she needed him the most.
FRIENDS (FEAT. KILL EDWARDS)
Cole finds solace in his alter ego and cops another bag of weed to smoke. Somehow, he needs it to cope and gets aggravated when he doesn’t smoke.
He takes this time to address his friends who aren’t motivated to succeed. He tells them several things they can blame their lack of motivation on. And ends it by saying that the blame game is also an addiction that people use to not get better.
Also, he raps about depression and drug addiction.
WINDOW PAIN – OUTRO
The song begins with a girl telling Cole about the time her cousin got shot. Cole is sad, listening to the girl with tears in his eyes.
Then Cole praises the Most High. He speaks about things he wanna do like killing the man that made his mother cry and seeing his granny on the other side.
The girl ends the song with a powerful message.
1985 – INTRO TO “THE FALL OFF”
Cole ends his KOD album in battle rap mode. He addresses Lil Pump for dissing him on Pump’s “F*ck J Cole” song.
Cole’s flow is melodic and his lyrics cut deep. He foretells Pump’s future and predicts the rapper will be on Love & Hip-Hop in five years. Also, Cole wished him good luck in his career.
CONCLUSION
J. Cole gets a big thumbs up for producing a solid album with no features. Also, his evergreen message of choosing wisely has to be applauded, especially nowadays when living recklessly is being rewarded.
Listeners have different options to cope with their pain. Using drugs and drinking alcohol are just two ways of doing so. But if you choose wisely, and pick a healthier way to ease your pain, your life will change for the better.
https://www.bongminesentertainment.com/j-cole-kod/
J. Cole – “KOD Trailer”
Cole revealed via Twitter that “KOD” stands for Kids on Drugs, King Overdosed, and Kill Our Demons. The rest of the album he leaves to our interpretation. Well, let’s begin.
INTRO
The album begins with caution. Jazz bellows underneath a female voice reciting uplifting words. Her message suggests listeners should make the right decisions (choose wisely) because the past (sand in an hourglass) can provide shelter for their demons.
Also, a way to a painless existence is provided. Those in pain must choose wisely, or make healthier decisions, to avoid being tormented by their past.
KOD
The title track showcases Cole’s Kids on Drugs braggadocios side. In verse one, he utilizes his carnal mind to reply to media/fans asking him a bunch of ‘how’ questions. But instead of being humble, Cole replies to his critics in an arrogant way.
The second verse disconnects from the first and goes into a random storytelling mode with intersecting ideas that jump from one subject to another.
The outro is noteworthy. It forms a bridge between Intro and KOD songs. Also, it ends on a thought-provoking note.
If love is indeed the strongest drug like Cole stated, then why isn’t it being chased after like the drugs listed above? Why aren’t more people getting high off love? The question then becomes…is love even a drug?
That depends on who you ask. But what we all will agree on, love is an invisible element that contributes to people being addicted to drugs? It’s a fact, a strong love for something breeds addiction, dependency, et cetera.
PHOTOGRAPH
Cole uses a 2018 rhyme pattern to address a woman he follows privately on social media. He’s addicted or loves to stalk the woman online, and it’s starting to mess with his health.
Cole always excels when he tells stories about him and a woman. Women are his go-to subject to rap about and he does a pretty good job on this song.
THE CUT OFF (FEAT. KILL EDWARD)
Cole isn’t too fond of doing features on his albums. But this time, he enlists his alter ego, kiLL edward, to help him say that Heaven is a mental mind state.
edward raps that he’s stuck in his fallen ways and that’s why he keeps falling down. That’s why he drinks alcohol and uses drugs to help him cope. But keep in mind that edward is actually Cole.
Cole raps about disloyal friends that owe him an apology and what he’s gonna do to them when they meet. But all the while, edward is in Cole’s mind telling him that drinking alcohol and using drugs will help numb his pain.
ATM
ATM is an energetically poppin’ single with replay value. It begins with the album’s theme—choose wisely.
Cole praises money like it’s biblical and even states that it solved every problem he had. But after counting up all the money, he concludes that you can’t take it with you when you die.
The Scott Lazer & Cole-directed video shows the King of Drugs chauffeuring a bunch of children riding on a drug float. The storyline is dope, reminiscent of a classic video from hip-hop’s golden era.
Also, Cole literally gives his arm and leg to purchase a vehicle. That transaction signifies what people are doing nowadays to accumulate material wealth. But keep in mind, chasing money will lead to your death or downfall. Message received.
MOTIV8
Motiv8 is a good track that features a sample from Junior M.A.F.I.A.’s “Get Money” single.
Cole encourages listeners to get high and get money, even though he just said that chasing money is detrimental to their health.
Verse 2 features one of Cole’s best lyrics and flow.
KEVIN’S HEART
Cole’s continues his lyrical crusade and touches on his favorite subject.
He raps about being in a committed relationship but admits to being an addict that’s addicted to cheating. He tries to fight the temptation and remain faithful but acknowledges that he’s fake for thinking that way.
BRACKETS
The song begins with a Richard Pryor comedy skit.
Cole speaks about being a millionaire and then he receives a phone call from Uncle Sam.
Verse 2 highlights Cole’s disgust with paying higher taxes now that he’s a millionaire.
ONCE AN ADDICT – INTERLUDE
Cole shines brightly on this song, which is reminiscent of Nas’ “Project Windows” single.
He addresses his mother’s battle with alcoholism. The reason why she drank—because Cole’s step-father had a baby with another woman. So, to cope with the pain, Cole’s mother started abusing alcohol.
With no one to turn to, she used to call to talk to Cole. But he didn’t like talking to her while she was drunk.
At the end of the song, Cole regrets being that way to his mother when she needed him the most.
FRIENDS (FEAT. KILL EDWARDS)
Cole finds solace in his alter ego and cops another bag of weed to smoke. Somehow, he needs it to cope and gets aggravated when he doesn’t smoke.
He takes this time to address his friends who aren’t motivated to succeed. He tells them several things they can blame their lack of motivation on. And ends it by saying that the blame game is also an addiction that people use to not get better.
Also, he raps about depression and drug addiction.
WINDOW PAIN – OUTRO
The song begins with a girl telling Cole about the time her cousin got shot. Cole is sad, listening to the girl with tears in his eyes.
Then Cole praises the Most High. He speaks about things he wanna do like killing the man that made his mother cry and seeing his granny on the other side.
The girl ends the song with a powerful message.
1985 – INTRO TO “THE FALL OFF”
Cole ends his KOD album in battle rap mode. He addresses Lil Pump for dissing him on Pump’s “F*ck J Cole” song.
Cole’s flow is melodic and his lyrics cut deep. He foretells Pump’s future and predicts the rapper will be on Love & Hip-Hop in five years. Also, Cole wished him good luck in his career.
CONCLUSION
J. Cole gets a big thumbs up for producing a solid album with no features. Also, his evergreen message of choosing wisely has to be applauded, especially nowadays when living recklessly is being rewarded.
Listeners have different options to cope with their pain. Using drugs and drinking alcohol are just two ways of doing so. But if you choose wisely, and pick a healthier way to ease your pain, your life will change for the better.
https://www.bongminesentertainment.com/j-cole-kod/
Sassy Brit (97 KP) rated Write Yourself Happy: The Art of Positive Journalling in Books
Jun 5, 2019
With the book Write Yourself Happy: The Art of Positive Journalling, Megan C. Hayes reveals just how we can use practical and scientifically proven methods to increase our happiness through journalling. She’s an academic in Positive Psychology and Creative Writing, and that shows via her knowledge and understanding in this well-written and enlightening book.
I enjoy the process of writing and feel like I am quite a creative person. I’ve read many books like this, and ‘Artist’s Way’ by Julia Cameron and the companion workbook , are just two of them, so I was really happy to learn about this, and keen to read it myself.
The first thing I cannot help but tell you is how the cover has been printed in a way that is is raised in some places, making it very tactile. And yes, I can’t help touching it! The second thing I noticed, before I even began to read it, was how the pages inside are as colourful as the front cover, and filled with the same pastel shades within.
I found it quite amazing how we can use diary writing to discover more about ourselves, overcome difficulties and experience a positive way to reflect on our lives through both good and bad times. It makes sense, when you think about it, how talking to someone about problems can help, so why not express yourself in the form of writing? And this is just what this book encourages you to do in a way that we can reflect on our writing to positively assess our day. It’s not about bigging yourself up and writing only positive things, it’s about really letting go and understanding the psychology behind the case studies and ‘take-away’ lessons to practice for yourself.
Megan has an encouraging, reassuring and uplifting tone, and I really enjoy reading about the psychological and beneficial aspects of journalling. The author uses eight of our most commonly experienced and life-affirming emotions to journal about; joy, gratitude, serenity, interest, hope, pride awe and love. Now some of these may sound a bit new-agey and put some of you off, but it’s set out in a down-to-earth way, that I found very inspiring and not preachy at all.
To conclude, I’d like to explain that writing this way is like reading an engrossing book. When you’re totally immersed it’s like you can actually feel the emotions, experiences and senses of your character. In the same way, writing down evokes similar sensations, memories, smells and feelings. It’s no wonder this positive journalling is a scientifically proven way to support our wellbeing, through personal expression and creativity.
Write Yourself Happy is a thoroughly researched, empowering, positive read.
I enjoy the process of writing and feel like I am quite a creative person. I’ve read many books like this, and ‘Artist’s Way’ by Julia Cameron and the companion workbook , are just two of them, so I was really happy to learn about this, and keen to read it myself.
The first thing I cannot help but tell you is how the cover has been printed in a way that is is raised in some places, making it very tactile. And yes, I can’t help touching it! The second thing I noticed, before I even began to read it, was how the pages inside are as colourful as the front cover, and filled with the same pastel shades within.
I found it quite amazing how we can use diary writing to discover more about ourselves, overcome difficulties and experience a positive way to reflect on our lives through both good and bad times. It makes sense, when you think about it, how talking to someone about problems can help, so why not express yourself in the form of writing? And this is just what this book encourages you to do in a way that we can reflect on our writing to positively assess our day. It’s not about bigging yourself up and writing only positive things, it’s about really letting go and understanding the psychology behind the case studies and ‘take-away’ lessons to practice for yourself.
Megan has an encouraging, reassuring and uplifting tone, and I really enjoy reading about the psychological and beneficial aspects of journalling. The author uses eight of our most commonly experienced and life-affirming emotions to journal about; joy, gratitude, serenity, interest, hope, pride awe and love. Now some of these may sound a bit new-agey and put some of you off, but it’s set out in a down-to-earth way, that I found very inspiring and not preachy at all.
To conclude, I’d like to explain that writing this way is like reading an engrossing book. When you’re totally immersed it’s like you can actually feel the emotions, experiences and senses of your character. In the same way, writing down evokes similar sensations, memories, smells and feelings. It’s no wonder this positive journalling is a scientifically proven way to support our wellbeing, through personal expression and creativity.
Write Yourself Happy is a thoroughly researched, empowering, positive read.
Sassy Brit (97 KP) rated Every Wicked Man in Books
Jun 5, 2019
With the book Write Yourself Happy: The Art of Positive Journalling, Megan C. Hayes reveals just how we can use practical and scientifically proven methods to increase our happiness through journalling. She’s an academic in Positive Psychology and Creative Writing, and that shows via her knowledge and understanding in this well-written and enlightening book.
I enjoy the process of writing and feel like I am quite a creative person. I’ve read many books like this, and ‘Artist’s Way’ by Julia Cameron and the companion workbook , are just two of them, so I was really happy to learn about this, and keen to read it myself.
The first thing I cannot help but tell you is how the cover has been printed in a way that is is raised in some places, making it very tactile. And yes, I can’t help touching it! The second thing I noticed, before I even began to read it, was how the pages inside are as colourful as the front cover, and filled with the same pastel shades within.
I found it quite amazing how we can use diary writing to discover more about ourselves, overcome difficulties and experience a positive way to reflect on our lives through both good and bad times. It makes sense, when you think about it, how talking to someone about problems can help, so why not express yourself in the form of writing? And this is just what this book encourages you to do in a way that we can reflect on our writing to positively assess our day. It’s not about bigging yourself up and writing only positive things, it’s about really letting go and understanding the psychology behind the case studies and ‘take-away’ lessons to practice for yourself.
Megan has an encouraging, reassuring and uplifting tone, and I really enjoy reading about the psychological and beneficial aspects of journalling. The author uses eight of our most commonly experienced and life-affirming emotions to journal about; joy, gratitude, serenity, interest, hope, pride awe and love. Now some of these may sound a bit new-agey and put some of you off, but it’s set out in a down-to-earth way, that I found very inspiring and not preachy at all.
To conclude, I’d like to explain that writing this way is like reading an engrossing book. When you’re totally immersed it’s like you can actually feel the emotions, experiences and senses of your character. In the same way, writing down evokes similar sensations, memories, smells and feelings. It’s no wonder this positive journalling is a scientifically proven way to support our wellbeing, through personal expression and creativity.
Write Yourself Happy is a thoroughly researched, empowering, positive read.
I enjoy the process of writing and feel like I am quite a creative person. I’ve read many books like this, and ‘Artist’s Way’ by Julia Cameron and the companion workbook , are just two of them, so I was really happy to learn about this, and keen to read it myself.
The first thing I cannot help but tell you is how the cover has been printed in a way that is is raised in some places, making it very tactile. And yes, I can’t help touching it! The second thing I noticed, before I even began to read it, was how the pages inside are as colourful as the front cover, and filled with the same pastel shades within.
I found it quite amazing how we can use diary writing to discover more about ourselves, overcome difficulties and experience a positive way to reflect on our lives through both good and bad times. It makes sense, when you think about it, how talking to someone about problems can help, so why not express yourself in the form of writing? And this is just what this book encourages you to do in a way that we can reflect on our writing to positively assess our day. It’s not about bigging yourself up and writing only positive things, it’s about really letting go and understanding the psychology behind the case studies and ‘take-away’ lessons to practice for yourself.
Megan has an encouraging, reassuring and uplifting tone, and I really enjoy reading about the psychological and beneficial aspects of journalling. The author uses eight of our most commonly experienced and life-affirming emotions to journal about; joy, gratitude, serenity, interest, hope, pride awe and love. Now some of these may sound a bit new-agey and put some of you off, but it’s set out in a down-to-earth way, that I found very inspiring and not preachy at all.
To conclude, I’d like to explain that writing this way is like reading an engrossing book. When you’re totally immersed it’s like you can actually feel the emotions, experiences and senses of your character. In the same way, writing down evokes similar sensations, memories, smells and feelings. It’s no wonder this positive journalling is a scientifically proven way to support our wellbeing, through personal expression and creativity.
Write Yourself Happy is a thoroughly researched, empowering, positive read.
Purple Phoenix Games (2266 KP) rated Fire in the Library in Tabletop Games
Feb 11, 2020
My main job currently is working in an academic library. I have lots of different responsibilities to handle. So when I heard about a game with a title, “Fire in the Library,” I knew we HAD to play it. What employee wouldn’t want to play a game where the game ends once your workplace inevitably burns down? Imagine my giddiness as I learned this game and set it up for the first time.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
Purple Phoenix Games (2266 KP) rated Among the Stars in Tabletop Games
Dec 3, 2021
If there is a mechanic that we at Purple Phoenix Games seem to really love, it is card drafting. One such game that has been a big hit for us (well, at least for 3 of us….) is 7 Wonders. Draft a card, pass the rest to your neighbor, draft another card from those received from your other neighbor, and repeat. Set in the Ancient World, you are working to build the most wondrous city. But Laura, why all the 7 Wonders talk in this review? Well, because Among the Stars gives me major 7 Wonders vibes, but IN SPACE. Keep reading to see what I mean.
Disclaimer: Among the Stars can be played in two different modes – Aggressive and Non-Aggressive. This review covers the core game Non-Aggressive mode of play. -L
Among the Stars is a game of card drafting and tile placement in which players take on the roles of different alien races attempting to build the most efficient space station over the span of 4 years (rounds). After the 4th and final round, players calculate their final scores, and the player with the highest score is the winner! To setup for a game, assemble the Location deck as described in the rules. Each player takes a Main Reactor card and score marker in their chosen color. Score markers are placed at zero on the score board, and players put their Main Reactor card face-up in front of them, along with 2 Energy Cubes. Players choose, or are randomly given, a Race Tile with a special Racial Ability to be used throughout the game. Randomly draw the requisite number of Objective cards and put them face-up near the score board. The game is now ready to begin!
Over the course of 4 rounds, players will be drafting cards and playing them into their Space Station. At the start of each round, every player collects 10 Credits (game currency), and draws a hand of 6 Location cards. Every turn, players will select one card from their hand, place it face-down in front of them, and will pass the remaining cards in their hand to the next player (in either clockwise or counter-clockwise direction, depending on the round). Players will then simultaneously reveal their chosen card and perform one of three actions: Build a Location, Build Power Reactor, or Discard and gain 3 Credits. To Build a Location, you pay its listed cost in Credits and/or Energy and add it to your Space Station. Locations must be placed orthogonally adjacent to an existing Location. When you build a Location, you immediately gain the listed number of VP (tracked on the score board), and may use its ability. Some abilities are immediate and earn you extra VP now, while some are delayed and will be counted at the end of the game. To Build a Power Reactor, you will first discard your selected card for the turn. Pay the 1 Credit cost of a Power Reactor and place it into your Space Station, along with 2 Energy Cubes. Every round, you get 10 Credits, but Energy Cubes do not replenish unless you build more Power Reactors, so keep an eye on your resources! The last possible action is to Discard and gain 3 Credits, and is pretty self-explanatory.
Players continue taking turns (drafting cards, passing cards, and playing cards) until they are left with no cards in hand. The round is now over. Move the round marker to the next space, and begin a new round by drawing another hand of 6 cards. After the 4th round of play, the game ends and final VP are scored. Victory Points have been earned throughout the game, but now any delayed abilities are triggered and scored, Objective points are added, and players gain points for Power Reactors and remaining Credits. The player with the highest score is the winner!
See what I mean about being 7 Wonders in space? The overall gameplay is pretty much the same thing – draft a card, pass cards, play the card – even though thematically they’re on opposite ends of time. That familiarity and simplicity of the gameplay definitely added to my enjoyment of the game. And when I say ‘simplicity’ of gameplay, I do not mean that it is an easy game necessarily. It still requires a decent amount of strategy! Not only do you have to decide what card to draft for maximum benefit, but you also need to figure out exactly where to put it in your Space Station too. Some Locations may give you extra VP for being adjacent to certain other Locations, or they may even earn more VP for distance between two Locations. You’ve got to be thinking in advance, but also able to adapt on the fly. Do you draft a card that you don’t necessarily want because you can see your opponent needs it? Or do you keep your head down and try to fly under the radar? The strategy and mechanics work very well together in creating an engaging and entertaining game.
Components. This game basically just consists of cards, a score board, and some tokens. So even though it’s nothing too fancy or anything, they’re still pretty decent quality! The artwork is thematic and fun to look at, and the layout of the cards is easy to understand. The cards are square, so that makes for some interesting shuffling, but the square shape really lends itself well to the tile-laying aspect of the gameplay. So all in all, good production quality. Just be warned – as the game progresses, it turns into quite a table hog, since you are constantly adding cards to your Space Station. Not a knock on the game, just a heads up so you give yourself plenty of room!
Will Among the Stars replace 7 Wonders for me? Ultimately, no. Don’t get me wrong, it’s still a great game, but 7 Wonders just offers a little more strategy that bumps it to a higher level than Among the Stars. To introduce players to these mechanics and gameplay style, I would use Among the Stars because it is a little ‘lighter’ than 7 Wonders, if you ask me. If you are a fan of 7 Wonders and are interested in a more futuristic theme, I would definitely recommend checking out Among the Stars. It’s a neat game that has been hiding on my game shelf without the playtime it deserves. Purple Phoenix Games gives this one a stellar 15 / 18.
Disclaimer: Among the Stars can be played in two different modes – Aggressive and Non-Aggressive. This review covers the core game Non-Aggressive mode of play. -L
Among the Stars is a game of card drafting and tile placement in which players take on the roles of different alien races attempting to build the most efficient space station over the span of 4 years (rounds). After the 4th and final round, players calculate their final scores, and the player with the highest score is the winner! To setup for a game, assemble the Location deck as described in the rules. Each player takes a Main Reactor card and score marker in their chosen color. Score markers are placed at zero on the score board, and players put their Main Reactor card face-up in front of them, along with 2 Energy Cubes. Players choose, or are randomly given, a Race Tile with a special Racial Ability to be used throughout the game. Randomly draw the requisite number of Objective cards and put them face-up near the score board. The game is now ready to begin!
Over the course of 4 rounds, players will be drafting cards and playing them into their Space Station. At the start of each round, every player collects 10 Credits (game currency), and draws a hand of 6 Location cards. Every turn, players will select one card from their hand, place it face-down in front of them, and will pass the remaining cards in their hand to the next player (in either clockwise or counter-clockwise direction, depending on the round). Players will then simultaneously reveal their chosen card and perform one of three actions: Build a Location, Build Power Reactor, or Discard and gain 3 Credits. To Build a Location, you pay its listed cost in Credits and/or Energy and add it to your Space Station. Locations must be placed orthogonally adjacent to an existing Location. When you build a Location, you immediately gain the listed number of VP (tracked on the score board), and may use its ability. Some abilities are immediate and earn you extra VP now, while some are delayed and will be counted at the end of the game. To Build a Power Reactor, you will first discard your selected card for the turn. Pay the 1 Credit cost of a Power Reactor and place it into your Space Station, along with 2 Energy Cubes. Every round, you get 10 Credits, but Energy Cubes do not replenish unless you build more Power Reactors, so keep an eye on your resources! The last possible action is to Discard and gain 3 Credits, and is pretty self-explanatory.
Players continue taking turns (drafting cards, passing cards, and playing cards) until they are left with no cards in hand. The round is now over. Move the round marker to the next space, and begin a new round by drawing another hand of 6 cards. After the 4th round of play, the game ends and final VP are scored. Victory Points have been earned throughout the game, but now any delayed abilities are triggered and scored, Objective points are added, and players gain points for Power Reactors and remaining Credits. The player with the highest score is the winner!
See what I mean about being 7 Wonders in space? The overall gameplay is pretty much the same thing – draft a card, pass cards, play the card – even though thematically they’re on opposite ends of time. That familiarity and simplicity of the gameplay definitely added to my enjoyment of the game. And when I say ‘simplicity’ of gameplay, I do not mean that it is an easy game necessarily. It still requires a decent amount of strategy! Not only do you have to decide what card to draft for maximum benefit, but you also need to figure out exactly where to put it in your Space Station too. Some Locations may give you extra VP for being adjacent to certain other Locations, or they may even earn more VP for distance between two Locations. You’ve got to be thinking in advance, but also able to adapt on the fly. Do you draft a card that you don’t necessarily want because you can see your opponent needs it? Or do you keep your head down and try to fly under the radar? The strategy and mechanics work very well together in creating an engaging and entertaining game.
Components. This game basically just consists of cards, a score board, and some tokens. So even though it’s nothing too fancy or anything, they’re still pretty decent quality! The artwork is thematic and fun to look at, and the layout of the cards is easy to understand. The cards are square, so that makes for some interesting shuffling, but the square shape really lends itself well to the tile-laying aspect of the gameplay. So all in all, good production quality. Just be warned – as the game progresses, it turns into quite a table hog, since you are constantly adding cards to your Space Station. Not a knock on the game, just a heads up so you give yourself plenty of room!
Will Among the Stars replace 7 Wonders for me? Ultimately, no. Don’t get me wrong, it’s still a great game, but 7 Wonders just offers a little more strategy that bumps it to a higher level than Among the Stars. To introduce players to these mechanics and gameplay style, I would use Among the Stars because it is a little ‘lighter’ than 7 Wonders, if you ask me. If you are a fan of 7 Wonders and are interested in a more futuristic theme, I would definitely recommend checking out Among the Stars. It’s a neat game that has been hiding on my game shelf without the playtime it deserves. Purple Phoenix Games gives this one a stellar 15 / 18.
MasterSolace (19 KP) rated Aladdin (2019) in Movies
Jun 15, 2019
The Music(it's Disney) (4 more)
The Special Effects(it's Disney)
The Atmosphere
The Cast & Characters
One last bit... in the review
Live-Action Magic
Contains spoilers, click to show
Disney has been on a kick of redoing their animated masterpieces into live action masterpieces. It worked with Cinderella... Jungle Book was flawed, but still wild... and Beauty and the Beast was simply Beautiful. So... was this reimagining of Aladdin up to par...
You are damn right it was.
Let's get this out of the way first. Live action musicals still make me feel awkward. Granted, this is Disney... but animated musicals feel just fine. That being said, the numbers were spot on for the most part, while still being slightly altered for the cast in the present. Yes, that includes slight tweaks due to Will Smith being an actual musician(as much as I love Robin Williams, he was not). And those were made(dammit... sorry for the pun)... Fresh.
Acting on point. Because Disney. Sorry, but it's true.
Was the movie perfect? No. It does have some flaws, but nothing that hinders the movie overall. And most of them for me where solely because of the musical numbers. That being said, "Speechless"... bravo Alan Menken.
There is one part of this version that does IMPROVE over the original. The City of Agrabah. The animated version felt nothing more than a backdrop, but this City felt like it was organic. Like an ACTUAL city they were fighting for.
Other changes were proper... made it more modern. Including Jasmine motivation(instead of marrying who she wants, she is made Sultan... so she can protect and serve her people... she marries Aladdin anyway)... and Jafar's true plans(he didn't just want Agrabah, he wanted to conquer the neighboring nations, as well). Jafar in the original was DRAWN menacing... live action Jafar was devious due to his ambitions. Good job, Disney.
How about the Genie? How did Will Smith do? Well... he was great. BUT Disney did something different this time. In the original, because Robin was the star, it put extra focus on how outrageous he was. Will Smith was the billed star, but they put more focus on who the story was really about... Aladdin. Will Smith served a purpose. He might've been the bigger name, but he did NOT play the biggest part. At least, that is what I feel happened.... and it was for the better.
Was it as good as the original? No. Because there is no true comparison. If you haven't seen it... please... erase the original from your mind for a moment... go see this one... then go back and watch the original. While we KNOW the comparison... there shouldn't be one. This live-action version isn't exactly the same, and it shouldn't be. Askewed focus... different delivery... it maybe Disney's remake, but this version should be approached as if you were watching it from a different perspective......
Treat it as if it were it's own movie.
And know this... the best positive of all...
Robin would've loved it.
You are damn right it was.
Let's get this out of the way first. Live action musicals still make me feel awkward. Granted, this is Disney... but animated musicals feel just fine. That being said, the numbers were spot on for the most part, while still being slightly altered for the cast in the present. Yes, that includes slight tweaks due to Will Smith being an actual musician(as much as I love Robin Williams, he was not). And those were made(dammit... sorry for the pun)... Fresh.
Acting on point. Because Disney. Sorry, but it's true.
Was the movie perfect? No. It does have some flaws, but nothing that hinders the movie overall. And most of them for me where solely because of the musical numbers. That being said, "Speechless"... bravo Alan Menken.
There is one part of this version that does IMPROVE over the original. The City of Agrabah. The animated version felt nothing more than a backdrop, but this City felt like it was organic. Like an ACTUAL city they were fighting for.
Other changes were proper... made it more modern. Including Jasmine motivation(instead of marrying who she wants, she is made Sultan... so she can protect and serve her people... she marries Aladdin anyway)... and Jafar's true plans(he didn't just want Agrabah, he wanted to conquer the neighboring nations, as well). Jafar in the original was DRAWN menacing... live action Jafar was devious due to his ambitions. Good job, Disney.
How about the Genie? How did Will Smith do? Well... he was great. BUT Disney did something different this time. In the original, because Robin was the star, it put extra focus on how outrageous he was. Will Smith was the billed star, but they put more focus on who the story was really about... Aladdin. Will Smith served a purpose. He might've been the bigger name, but he did NOT play the biggest part. At least, that is what I feel happened.... and it was for the better.
Was it as good as the original? No. Because there is no true comparison. If you haven't seen it... please... erase the original from your mind for a moment... go see this one... then go back and watch the original. While we KNOW the comparison... there shouldn't be one. This live-action version isn't exactly the same, and it shouldn't be. Askewed focus... different delivery... it maybe Disney's remake, but this version should be approached as if you were watching it from a different perspective......
Treat it as if it were it's own movie.
And know this... the best positive of all...
Robin would've loved it.







