Search

Search only in certain items:

TH
The Heartbeat Thief
6
6.0 (1 Ratings)
Book Rating
<b><i>I received this book for free from Xpresso Book Tours in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
Strangely enough, I enjoyed <i>The Heartbeat Thief</i>. Senza is the most perfect character I've ever met – she's flawless, admired, wealthy, loved, intelligent. She knows it, but she doesn't want to flaunt it, which is what I really liked about Senza as a character. She hates going to parties and balls, and she dreads getting married off to a man that she doesn't want. I think I have a thing for characters who have an inner rebel in them.

Senza seems to have a perfect life until her grandmother dies. After that, she seems lost and obviously wants to carve her own path in life instead of letting her mother take the reins from her. Her discovery of eternal life is almost like a deal with a devil. She has to sacrifice her life to become immortal and keep her looks forever, but she has to carefully steal the heartbeats of another if she wants to keep her immortality. If she's not careful, those around her would be able to find out about her and accuse of witchcraft or something equally sinister.
<blockquote>Your spell must be fed, one heartbeat at a time. You must learn to steal them from the living. One here, one there. A person will not notice a skipped beat, and they must never know it is you who is making them skip. And you must do it, or the spell will fade and die.</blockquote>
Krafton's latest novel is a book I'm just interested in how the story will play out. Senza doesn't really come across as a selfish person in general until she decides to play with the strings of fate. As time goes by, she has to disguise herself from those around her so they don't find out what she did. Senza goes from place to place and she meets all kinds of people from all walks of life throughout the book. There's not exactly a clear plot going on here, and I almost expected a tragic ending where karma decided to finally bite back at Senza.

<i>The Heartbeat Thief</i> is a book with a unique storyline where one eventually realizes just what kind of price is really paid when death is defied. It's nicely done for a book where there's a character who doesn't have any flaws whatsoever.

<a href="https://bookwyrmingthoughts.com/review-the-heartbeat-thief-by-aj-krafton/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
40x40

Mothergamer (1536 KP) rated the PlayStation 3 version of Fallout New Vegas in Video Games

Apr 3, 2019  
Fallout New Vegas
Fallout New Vegas
2010 | Role-Playing
Once I finished Fallout 3, I went on to playing Fallout New Vegas. I really liked the opening introduction to the game's main story line because it hooks you in right away showing just a glimpse of the underlying chaos in the Mojave wasteland with a pretty badass introduction narrated by Ron Perlman. Then you get to meet your main character the Courier who is in a messed up situation as they're getting mugged for a platinum chick they're delivering and some jerk in a checkered suit is explaining that the Courier has made their last delivery and while it may seem like bad luck, it's just that the game was rigged from the start. I knew right then it was going to get worse and it did as he shot the Courier in the head. I admit my initial thought was, how the heck is this going to work if the main character is dead? I got my answer fairly quickly as it showed the Courier waking up in a bed with an old man hovering over her looking concerned and asking if she was alright. The man introduced himself as Doc Mitchell and explains how the Courier survived thanks to a Securitron robot named Victor and the adventure of Fallout New Vegas begins in a town called Goodsprings.

Goodsprings of course gives you a chance to explore and get familiar with the game controls and how everything works. The controls are much better here than they were in Fallout 3 which made me happy. It also introduces you to the people in the town and you get a couple of quests from them. You also get a chance to speak with Victor the robot who saved your life. Honestly, I found Victor to be really creepy. He seemed friendly enough with his cowboy icon face and talking in a friendly cowboy drawl, but there was just something weird about him. It also didn't help that he kept popping up in odd places during my adventures and seemed to be following me. He did own up to it which I will give him, but he was creepy.

Once the tutorial introduction and quests are finished, you get to really explore the Mojave with the main goal being to find Benny; the man who stole the platinum chip from you and shot you leaving you for dead to get answers. For me it was to get answers, get the platinum chip back, and beat the crap out of him. I was still pretty ticked off about that whole ordeal with him shooting me.

To say that the world of Fallout New Vegas is big is an understatement. It is huge and you get an immediate sense of just how vast the Mojave wasteland is as you explore it. There are three big main factions fighting for control of the Mojave and the Hoover Dam and your decisions throughout the story affect which side you will help. There's the NCR a military expansion government, Caesar's Legion a group of Roman style slavers, and Mr. House the mysterious ruler of New Vegas.

There are so many side quests to do alongside the main story quests which isn't a bad thing. A lot of them were fun to do and the companion quests are interesting especially for the character of Boone. I liked Boone a great deal. There was a complexity to him that was intriguing and as my Courier got to know him better there was an understanding of why he was the way he was and a path towards him atoning for some of his past. It made for a great companion story and by the end of Boone's personal quest I liked him even more.


While I enjoyed Fallout New Vegas, there were many frustrating issues with it that had me swearing up a storm when they happened. The major thing were the constant dropped frame rates and freezing that caused the game to crash. When the game worked, it was a lot of fun to play. It just killed it for me when the game would freeze every couple of hours. I make sure to save my game often anyway with my games and I think that games like New Vegas are why. I did all the tricks too with clearing the cache on the PS3 and rebooting and it would still crash after a bit of time. That's incredibly irritating when I want to fully enjoy a game.

Then there's the weird quest bugs. I couldn't finish a quest for a couple of my companions because in one the quest item was nowhere to be found and in the other a quest the NPC I needed to complete the quest had disappeared completely. There were also occasions where I would get stuck in a wall or my companion would and I would have to reload my last save. I understand that there are going to be bugs and glitches in a game sometimes, they happen. However, the vast amount of glitches, bugs, and technical difficulties is inexcusable. I know that Obsidian the developers that worked on New Vegas apologized for all of that, but the thing is slapping a band aid on it is not going to cut it. For as long as the game has been out and the patches they had to fix the game, it should be fixed and yet those irritating issues remain.


Speaking of the DLC quests, I wanted to like all of them. I really did, but there were so many flaws. I only really liked two of the quests out of four. That's saying something. One of them I just could not stand at all. That was the Dead Money quest. I could not stand Dead Money. It was very clunky with the navigation and hard to see at some points. Getting gassed and waking up in a strange place without any of my gear and some crazy ex Brotherhood of Steel jerk was not good. As part of the story you also have a slave collar around your neck that happens to be on the same frequency as the radios in the surrounding areas and if you don't destroy the radios the collar will explode and kill you. This is an exercise in futility as every damn five minutes the collar beeps and you have to figure out exactly where the radio is. I found this tedious and slow which made this quest one of the worst I have ever played and I played Dragon Age The Descent. Yeah, I said it. The ending was a little satisfying, but not much because you don't really get anything out of it except a little payback to the egomaniac who put me through that nonsense.

Old World Blues was alright, but I hated the fact that once again I'm basically drugged and wake up in a strange place without all my gear. Seriously, was this the same writer for Dead Money? So I had to figure out where I was and I met the insane scientists in robot bodies who had brought me there. The thing that kept Old World Blues moderately entertaining for me was the humor. There were moments that had me laughing especially when one of the scientists claimed that my toes looked like tiny penises. There were some cool places to explore and some interesting things to see. The big thing that makes Old World Blues shine are the smartly written jokes and the humor about trying to understand another species and the differences between you. That's what made it fun for me.


The Lonesome Road was disappointing for me. It started out strongly with the introduction of this other mysterious courier, Ulysses demanding you show up to answer for what happened in a place called The Divide. There isn't really a strong urge to explore and it just seems to be travel from point A to point B. During that time you get to hear Ulysses drone on and on about the NCR, the Legion, and how you were the catalyst for nuclear missiles blowing up in the Divide. I like history a lot, but Ulysses made it freaking boring because he kept harping on the same thing repeatedly. It shows just how nuts Ulysses is because essentially he's blaming a mailman for something that had nothing to do with them. What happened in the Divide was an accident and while yes the Courier was delivering the package (a detonator) that awoke and caused all that, they had no idea what it was. The NCR did however and probably the Legion, so that's on them. Look, I get it. Ulysses had something very traumatizing happen to him and he needed something or someone to blame in order to be able to wrap his head around it, but when I was there face to face with him all I could think was, this whole thing was not my fault and you're crazy! I mean he wanted to punish a bunch of innocent people for the traumatizing thing for just a chance to wipe out the NCR and the Legion; that does not sound like someone who is operating at full capacity. Luckily, my speech, intelligence, and science perks were high enough that I convinced him peacefully that destroying all those people would help and even earned his respect. It's obvious in the writing that they meant for Ulysses to be a companion, but I guess they couldn't quite figure out how to make it work and this is what happened. It was okay, but it wasn't perfect and they could have made this a great story instead of a mediocre one.

Once I finished all those, I wrapped up the game with the final quest which was the battle for Hoover Dam. I had decided to help the NCR because while they're far from perfect I felt that they were a better choice than the group of rapist slavers that represented Caesar's Legion. I also liked and respected the fact that the NCR seemed to be protecting the idea of democracy and while they had their flaws, they were at least trying to do something good. The battle for the dam was epic and because I had successfully convinced the minor factions to join the NCR I had a lot of help battling Caesar's Legion. I totally loved the Boomers with their salvaged airplane taking out Legion soldiers from the sky. We fought hard and the battle was won; the NCR still had control of the dam. The game ends then showing all the different things that happen to the people and areas in the Mojave depending on your choices. Overall, the ending was pretty good and I was glad to see that many of my choices helped a lot of people who needed it. I can honestly say that I enjoyed playing Fallout New Vegas in spite of the technical issues and I'm glad I only paid 10 bucks for it. When the game works, it is worth playing and there is lots of adventuring to do with a great main story and solid side stories. Play through it at least once is my take on it.
  
40x40

Amberley Yvonne Mackenzie (9 KP) rated the PlayStation 4 version of Fallout 76 in Video Games

Nov 27, 2018  
Fallout 76
Fallout 76
2018 | Action/Adventure, Role-Playing
Co-operative focus (3 more)
Exceptionally large game map
forced interaction with other realtime players
immersion in side quests and exploration
difficult in one player mode past level 12 (2 more)
occasionally repetitive
filled with glitches and bugs
Dystopian loneliness
"War... war never changes."

This instalment of the Fallout series sees us catapulted to West Virginia, an area never previously visited in the post nuclear armageddon indicative of the franchise. You begin as a lowly vault dweller and learn that Vault 76 is a control vault designed to open 25 years after the bombs have dropped and obliterated civilisation as we know it. the character creation is straight forward and the same in design as Fallout 4, infact, the whole game is the exact same as Fallout 4 with a few tweaks here and there so stepping out into Appalacia is easy with the same control system and feel to the game. The vault doesn't hold any surprises, fixed in place as a linear tutorial so the real game begins wandering out the big ol' vault door. Once free the sheer scale is apparent as you take in the horizon, a lush green forest stretches around and for a minute you feel almost like you've wandered into an Elder Scrolls game and not a Fallout instalment then you stumble upon your first Ghoul and you remember how unforgiving Fallout is as you're pummeled into oblivion since the 10mm pistol effectively equates to a peashooter at such low levels. So you dust yourself off and explore, levelling up as you go with a quirky new perk system based loosely on trading cards, now I've encountered other players grumbling about the perk system and I'll repeat the same here as I did there; they are interchangeable at any point, not only in the level up screen. So in other words don't be dissuaded. S.P.E.C.I.A.L attributes now have a cap of 15 however you stop earning points at level 50 so choose wisely. Online tools are avaliable to help choose your build that best suits your style of play. Another changed and quirky feature is the C.A.M.P, a play on Fallout 4's settlement building feature in which you can build your own personal campsite anywhere that's not too close to a settlement with plans for hundreds of pieces but a very low budget for items. I found out early on that your camp will literally only really be used for the essentials, workbenches, Cooking equipment, stash box and a bed with a few turrets to keep you safe whilst you sleep. Another unique feature is the stash box, with only 400lbs storage don't think about going anywhere with all those wonderglues! you find yourself in a constant loop of scrapping and bulking junk just to repair weapons and armour and EVERYTHING has weight, even ammo. Think Hardcore mode New Vegas on steroids, you need to eat, drink, you contract diseases and mutations. it's an eerily accurate depiction of post apocalyptia and a good lesson in self care, if you're starving or dehydrated you lose action points and the ability to run. Power armour in the game is essential but not avaliable till level 20, I wouldn't advise going to the South or east of the map until you have some as these areas have the highest level enemy's.
       Speaking of enemies, Bethesda Game Studios has once again outdone themselves with the creation of complex new creatures and enemies. Due to the lack of NPC's, Raiders have been replaced by the Scorched, disease ridden humans liked in someway to the Scorchbeast, essentially a cut and paste dragon from Skyrim. there's also the previous selection of Ghouls, deathclaws, mole rats, feral mutts and Super Mutants with the lore of West Virginia found in the recreation of the Wendigo and Mothman. there's a few other new creatures but I'll leave that to you to discover.
      The locations are stunning, it doesn't matter that it's on an older game engine, what bethesda have created is simply beautiful. In the Ash Heap to the south, a towering collosus of a mining machine in perfect detail stands 100ft above you and to the north of the map, a downed space station, everything recreated in stunning detail. Some of the sights are truly amazing.
       Whilst Fallout 76 has had a lot of mixed reviews I can't say it's been a dissapointmet like some others, yes it heavily relies upon your interaction with other players so if you play solo it can seem a bit lonely and repetitive especially when doing the same events everyday but I went into the game knowing it was going to be different and that gave me another way to look at it objectively. Yes it needs more content but I can safely say, this game has so much potential and is another winner for Bethesda.
  
40x40

Dana (24 KP) rated Shatter Me in Books

Mar 23, 2018  
Shatter Me
Shatter Me
Tahereh Mafi | 2011 | Fiction & Poetry
10
8.4 (23 Ratings)
Book Rating
This is my second time reading this book. I have been wanting to do a re-read of this series for a long while, so when I got the audiobooks, I started reading almost immediately. There will most definitely be spoilers for this book and the rest of the series in this review, so if you have not read (or listened to) it, stop reading this review now and come back after. I promise, it is worth it!!

This book is so much more heartbreaking than I originally remembered. Seeing the depths of Juliette's pain whenever she is about to break apart is just so beautifully written. It makes the character sympathetic, but also gives her a hidden amount of strength that she doesn't even see in herself. Being able to look for beauty in the world is something not all people can do, especially people who have been left and hurt so much in their lives as Juliette has been.

Since Juliette has lived only through stories, that is how she knows how to describe the world. It's all so romantic and new to her in every action and experience. I love seeing how she creates relationships and her desperation to find connections. After being alone for so long (long before her stay in the asylum) she latches onto any kind of love she can get.

It is definitely interesting to see the relationships in their baby forms, especially since I know how the series sends. Knowing this, it's really cool to look at the little hints to the characters' true personalities. Hints at Adam's overbearing entitlement he feels over Juliette, Juliette's hidden strength (as I said before), Kenji's awesomeness (just because I freaking love him).

There are also hints about the white bird with the golden crown that are hidden throughout the series and is not what one would think it would be.

I love seeing Warner in these early parts of the story because he is such an arrogant ass. He hasn't shown anyone his humanity, so there is no way for any of the characters (especially Juliette) to know who and what he really is. Ugh. Why couldn't he be the cool version of his self throughout? Oh and when Warner finds out he can touch Juliette, holy hell! When I first read that, my heart was skyrocketing! I was so scared for her and Adam, but also for Warner because what did that mean for him? When he first touches her, he is writhing on the floor, in a moment of pure terror and pain because he cannot have the one thing he wants more than everything. While that's a very entitled thing to think, to want to have another person, it must have been a terrifying moment for the both of them. By the way, I am in no way condoning his actions throughout the series. He did horrible things that cannot be forgiven so easily, but I do find him a fascinating character.

Kenji is still my favorite side character and will always be. He is an idiotic, crass, sarcastic ass hat, but I wouldn't have him any other way.

I love the writing style in this book. I love how it is written like it is Juliette's journal she keeps throughout this book. I am remembering why I loved this series so much when I first read it.

It did move a bit too quickly for me toward the end, but I understand the necessity to do it that way. Because in war, it is fast paced and difficult to drink in the descriptions of the world around you. It's hard to focus on a singular thing, which is how the last section of this book was written. It is just freaking brilliant.
  
Tiny Epic Pirates
Tiny Epic Pirates
2020 | Dice Game, Exploration, Nautical, Pirates
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L

Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!

Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.


Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.

A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.

Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.


Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
  
First Comes Love
First Comes Love
8
8.0 (2 Ratings)
Book Rating
Josie and Meredith are sisters with an often antagonistic relationship. Older, impulsive Josie is single and seems to approach life head-on. Meredith, a married lawyer with a four-year-old daughter is more cautious and often annoyed by what she sees as her sister's antics. Josie, a first grade teacher, wants to find a man and settle down, but she wants to become a mom more than anything. Meanwhile, Meredith feels restless and trapped in her marriage, plagued by doubts and insecurities. Meredith and Josie lost their older brother in a tragic accident: an incident that influences and affects their entire family, even after fifteen years. With the anniversary of Daniel's accident looming, Josie and Meredith have to face their painful past, for once and for all.

This was a difficult book, but one I really enjoyed. I will warn you up front: neither Josie nor Meredith is a particularly likeable character. However, they were, at least to me, relatable, which is key. Their flaws are human and ones we can spot in ourselves and those around us. This book particularly hit home to me as a very real portrayal of how families deal with with loss and grief. Giffin did an excellent job of showing how Meredith, Josie, and Daniel's parents and close friends were still so affected by his passing after fifteen years. This will hit home to others in similar situations, grappling with the guilt and grief that comes with losing someone you love.

The book isn't always easy to read because of this, but I do think it's worth it. There are some comedic moments in there as well. Still, sometimes it's good to read about real life and to see it portrayed so realistically and clearly. The characters are flawed, but vivid and real and you become invested in their lives. Their tangled web is a twisted one, but it's one you want to see them emerge from. By the end, I found myself smiling and feeling at peace; I had really become caught up in these characters' lives, which I feel is the sign of a good book. It's not the tense sort of novel I'd like to read all the time, but this one resonated with me.

I received a copy of this novel from Netgalley (thank you!); it is available everywhere as of 06/28/2016.
  
40x40

Kristy H (1252 KP) rated Honey Girl in Books

Mar 4, 2021  
Honey Girl
Honey Girl
Morgan Rogers | 2021 | Fiction & Poetry, LGBTQ+, Romance
9
9.0 (1 Ratings)
Book Rating
I loved this book so much I could cry. (I did cry.) Oh Grace, my sweet, emotional girl, and oh this book. This beautiful book. Do not go into HONEY GIRL thinking it is a gimmicky read because of the Vegas marriage premise. It's a real, heart-wrenching book that will rip and tear at your soul. But don't worry, this is a good thing. Because this is a ridiculously romantic and adorable story, as well as a nuanced coming-of-age/finding yourself (hey, it can happen at twenty-eight) story.

"Have you ever gone to bed thinking of someone you only knew for a night? Have you ever stared up at the sky and wondered where it was you saw yourself, all those years ago? Which star it was you followed here?"

Rogers writes with a lyrical beauty. She gives us Grace and Yuki, two sweet, lovely, flawed, real characters whom I adored. As for Grace, I wanted nothing but good for her. I identified so much with an anxious workaholic crippled by the expectations of her parents. ("Being angry at his unattainable expectations is so much easier than accepting that the only ones I have to meet are my own." -- I think I may need to have this bronzed, as it sums up my life.) Grace struggles with the pressures placed on her by her ex-military father, by intense racism that makes it difficult to succeed in a field where she's extremely qualified, and with mental health/anxiety issues. Rogers handles all of these excellently, covering them so well in her story, along with Grace and Yuri's burgeoning relationship. It seems like it should be too much for one book, but everything fits perfectly together.

Honestly, no review of mine can do this book justice. I love the characters of Grace and Yuri and the supporting cast is excellent (and the book is diverse). It's hilarious and funny yet deftly and kindly covers mental health issues. It also takes an insightful look at racism--especially in academia--and how difficult it makes life for Grace. There's romance, friendship, family, and so much more. I loved it all, and I highly highly recommend HONEY GIRL. I cannot wait to read what Morgan Rogers writes next. 4.5+ stars.
  
...For the Whole World to See by Death
...For the Whole World to See by Death
2009 | Rock
(0 Ratings)
Album Favorite

"They were a black punk band from America. I love this record because it's kind of… erudite in its expression but it's fucking brutal. It's razor sharp. It's also gloriously anarchic. It's kind of punk but it's got real rock & roll lineage to it. The titles are brilliant: there's one called 'Politicians In My Eyes', another one called 'Rock-N-Roll Victim', 'Let The World Turn', 'You're A Prisoner'. It's just a real lost classic, and it's got real power. I can't remember if they're from Detroit or not - it would make sense, because so much has come out of Detroit - but it's one of those records I've just picked up and been astounded by it. I was always really good at picking up stuff in the margins of punk history, but I'd never heard anything about this band, and I love the idea that there's still stuff out there that's going to get credit after its time; that people who didn't get credit in their lifetime eventually get it if they're good enough. You can tell this band could have gone on to be utterly amazing; there's an articulacy there, a brutality there, a real rock & roll lineage, but a little off-kilter jazz edge to little bits of the playing. And the cover's absolutely lovely, it's almost like art deco Buck Rogers. It's just one of those records that's a little surprise in life; to stay in love with music, you need to have those little surprises, something that's been locked in a vault and it comes at you and it's such a surprise. And if you're ready to take on those surprises, it just shows you're still in love with the romance of music, that something's going to hit you in the middle of the eyes. And that's what this record did to me two years ago. I found it in Spillers in Cardiff, which was good because I really don't engage in the digital world - not through any kind of arch Ludditeness or anything, I just can't be arsed. So I listen to lots of radio and read lots of press and that's how I get my new records. That's why I love going to Spillers; sometimes there'll just be that bit of advice behind the counter. "Why don't you try this?" I just love that moment."

Source
  
40x40

Jonathan Higgs recommended Nevermind by Nirvana in Music (curated)

 
Nevermind by Nirvana
Nevermind by Nirvana
1991 | Alternative, Rock

"I can remember being introduced to this album at a very specific moment. I went round to my friend's house, and I think my sister had the CD and put it on, and I heard the introduction to 'Lithium' and those drums and I just thought: ""What the hell is this?"" It was the most exciting thing I'd ever heard. It was like that for a lot of people of course, I was no different. But it was very shortly after we heard that that my friend got a drum kit and my brother got a guitar, and my brother had a bass, and I knew that all I had to do was pick up that bass and we had a band. Nirvana were a three-piece and there were three of us. You didn't have to play very well, and you could play the same thing quietly and then play it loudly and that was kind of a revelation for a little kid. That was all Nirvana ever did and created the most amazing feelings with it. It was a very powerful thing to put into the hands of a little teenager. It's really easy to get together. You just all need to play the same thing on these three instruments and it will work, and you will sound like a band and that's so empowering. In terms of my musical style, Cobain has a really good way with melody and he doesn't really sing very obvious things. He always comes down on the major or minor third of a chord, and it really colours the music both positively and negatively in a way that not a lot of melodies do. The aggression in it and the fact that it can be tender in one moment and then the opposite the next is something which happens in my music. The emotional intensity of Nirvana is something which I definitely think my band is probably guilty of, in terms of high emotional stuff happening. They are really interesting, just in terms of the fact that there's so much depth in it, despite it being very simple, and the lyrics don't actually mean anything, and yet you can get so affected by Nirvana in such a strange way - not necessarily just because of Kurt's story, but because there is something in the music and it's very difficult to describe."

Source
  
40x40

Gareth von Kallenbach (977 KP) rated the PC version of Call of Duty WWII in Video Games

Jun 19, 2019  
Call of Duty WWII
Call of Duty WWII
2017 | Shooter
The long running and very popular Call of Duty series has gone back to where it all began for the latest entry into the series. Call of Duty: WW2 returns the series to where the early games in the series were set and looks to restore its legacy as the best-selling series on the planet in doing so.

Last year’s Call of Duty: Infinite Warfare did not sell as well as other in the series had in recent years, and many fans were upset or divided over a futuristic setting that involved spaceships, energy weapons, and futuristic locations and technology.

It should be noted that the series has three developers working on games so developer Sledgehammer likely started work on the game before Call of Duty: Black Ops 3, and Call of Duty: Infinite Warfare shipped so the return to WW2 was something long in the planning.

The game opens with D-Day and players play as a young Private who is thrown headfirst into the conflict and learns the horrors of war as well as duty, honor, and sacrifice through his missions and interactions with members of his platoon.

Over the course of the missions, players will battle in highly-detailed maps and locales ranging from forests, bunkers, beaches, and bombed out cities as the Allies advance deeper and deeper into enemy held locales. The various locales for the game are so highly-detailed that they seem right out of a movie and would be a dream come true for location scouts looking for filming locations.

As anyone who has played a call of Duty game knows, they will be faced with waves of enemies to fight off as well as the usual stealth and vehicle missions. This time out there are a couple of driving missions as well as a clever one in a tank and one airborne fighter escort.

The attention to detail is very good as enemy Panzer tanks can take any fire from your tank head on, but have weaker armor in the bank which leads players to have to flank the enemy to survive.

Another new wrinkle is the health system which does not regenerate in the story mode and instead requires players to take cover and use a first aid kit in order to heal. The multiplayer portion does use a regenerative system so players can avoid any major disruptions in battle.

I really liked Josh Duhamel as the rough Sargent with a backstory. He was a very interesting character that kept me guessing as to his motivations and next moves as the story advanced.

Players could also call in ammo, mortar strikes, and health by requesting them from select members of their platoon. This could be tricky as when pinned down, having to move to another character to get needed items added to the challenge.

The weaponry was appropriate for the time and I had to adjust to slower load times, accuracy issues, and such with older tech, but it did give me a much greater level of immersion.

While I did enjoy the solo campaign, it did at times seem very familiar and as if I had seen and played some of it all before. I guess that is the trick with a series that has run as long as Call of Duty has as certain aspects of the gameplay are expected and while locations, weapons, locations, and characters may change, some things are going to be constant throughout the series.

The multiplayer aspects of the game really shine as not only are there numerous multiplayer modes, players can now pick a class such as Airborne, Recon, etc. which each have their own weapons and abilities and allow players to pick a division that best matches their abilities and gameplay style.

This comes in very handy in the new War mode where teams much battle one another to accomplish various objectives. Such as escorting tanks, protecting or stealing gas, and taking or defending key locales. My only issue is that this mode and many maps are camp fests where people with scoped rifles can easily hide in the back part of a map and pick off players as they spawn or enter the map. It seems far more pronounced in this game and leads to some frustrations. There is also the matter of iffy hit detection where players take half a clip from a machine gun point blank and yet can absorb them and one shit kill a player all while you unload on them.

 

There is also a very good Zombie mode where players take on wave after wave of undead soldiers as they attempt to get power restored and activate technology. The speed of the game is intense, the enemies numerous, and the ability to arm, armor up, and accessories your character is key as is having a good team around you.

As one person said that is Call of Duty and you know what you are in for if you have played any of the prior games. As such Call of Duty: World War 2 is not a radical new direction for the series, but rather a return to what made the series and is like slipping into a comfy pair of slippers after a long day., Familiar and comfortable and is in my opinion what the series needed.

http://sknr.net/2017/11/06/call-duty-ww2/