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The Irishman (2019)
The Irishman (2019)
2019 | Biography, Crime, Drama
If anyone tells me they didn’t enjoy The Irishman, I would have to say, fair enough. There are reasons not to. As an entertainment it isn’t Goodfellas, as a thriller it isn’t The Departed, and as a classic gangster tale it isn’t anywhere near The Godfather, of course. It sags in the middle, ends morbidly, and, at three and a half hours, even in its brightest moments, you can find yourself waiting for it to finish. But, anyone who tells me The Irishman isn’t a great film is blind to the artistry at work here from a gang of septegenarians with a mighty track record. If it is one thing, it is Epic!

Also in the negative column is the ageing and de-ageing technology, which whilst pretty damn good is noticable and sometimes distracting. Myself, I was willing to forgive these faults, just for the privilege of being swept away once more by Scorsese’s eye for a shot and moments of pure mood, of which there are too many to count.

De Niro hasn’t been this good for years, that seems to be accepted knowledge. Pacino is Pacino, what else would you want him to be? But, it is the return from retirement of Joe Pesci that really impressed me. Almost certainly a career best performance at the age of 77 – always underplayed and menacing, there were times he acted the big two under the table. Of the 10 nominations at the 92nd Oscars, this is the one I hope lands.

If Scorsese also wins for best director, I wouldn’t complain either. Looking at his body of work, I count this as the 20th film I would class as very good or better. And although less “fun” it is certainly a better, classier film than The Departed, his only win to date. Other gongs I would give serious weight to are Thelma Schoonmaker for editing, and production design, which is as rich and detailed as it could possibly be, at times breath-takingly so.

There has been much made of the idea that this is Scorsese atoning for his sins in using violence as entertainment. And it is true that this film seems to meditate more or regret and loneliness as a side effect of a violent life. There is blood, people die violently, but these moments are often brief and unshowey, keeping the focus on the men (and it is always the men) who choose to live this way. In the end, we all age and grow weak; time advances and we are left with nothing but memories, surrounded by people who can’t remember who we are and what we did in our Golden days.

I found the last half hour very moving and somewhat depressing. I think we are meant to. No big climax, just a fading away. It felt like the hours after a party, full of joy and noise, when you are finally left alone with only yourself for company. More than any other emotion, this is what I have taken from this experience; and it’s a good trick, fully intended, that I applaud. And it is what ultimately makes the film feel mature and meaningful.

However, for all the praise it deserves, this isn’t a film I will choose to watch again in a hurry. And I think that will be common. It lacks the tension of a tighter, shorter film, and emotionally it is often difficult to connect to these men and their brutal deeds. If that is the point, then I get it… but there are plenty of films to go to, as already mentioned that have a more satisfying and rounded feel. Recommended highly, but with reservations.
  
Mass Transit
Mass Transit
2021 | Card Game
Remember back in the day when you used to get off work, have to walk a ways to the bus station, then hop a train to the marina so you could grab a boat, and then walk the rest of the way home? No? Just me? Well imagine having to plan six different peoples’ treks home this way. Which way is the easiest? Can they all make it home by dinner time? Did that guy just prematurely jump off the boat to try to get to the train? What am I even doing here?

Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.

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, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).

The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.


If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.

All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.

Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.
  
Deadly Curiosities
Deadly Curiosities
Gail Z. Martin | 2014 | Science Fiction/Fantasy
9
6.5 (2 Ratings)
Book Rating
I received an ARC copy of this book in exchange for my open and honest opinion. This in no way has influenced my opinion of the book.

***may contain spoilers***

This book by Martin is the first in a new series that centers around Cassidy, the owner of an antique shop called Trifles and Folly. At least, that is what she does on the surface. Her true purpose is much less mundane. She, along with her "silent partner" Sorren -- an ancient vampire -- and her employee and friend Teag, work for a group called the Alliance.

The Alliance has been around for centuries, and they do many things. However, one of the most important things they do is to rid the world of powerful and dangerous paranormal artifacts. Cassidy, a powerful psychometric -- someone who "reads" an item's energy and history -- uses her antique shop to help the Alliance with their endeavor. When people bring items into her shop, she holds them and sees the history that happened around those objects. If something in the object's history gives off warning signals that Cassidy thinks might make the item dangerous and/or susceptible to hauntings, possessions, etc., she buys the item and presents it to Sorren to take to the Alliance, where they dispose of it safely. (At least that is what they are SUPPOSEDLY DOING... since this is the beginning of a series, I'm wondering if eventually Cassidy will find out that the Alliance's motives aren't as pure as they claim them to be... but that is simply my speculation and neither here nor there concerning this book. :-p)

The fun in THIS book really begins when a lady brings in a pair of antique opera glasses to sell to Cassidy. Shortly after, Cassidy receives a phone call from a buyer saying that items she purchased from Cassidy's shop are causing a lot of ghostly-type problems. Cassidy and Teag realize that several items which should not have been causing negative effects are, in fact, creating all kinds of havoc. They decide to investigate the phenomena, and this investigation leads to all kinds of craziness, including voudon practitioners, dark sorcerers who should have been dead centuries before, a nasty demon, and a man who surrounds himself with hundreds of clocks everywhere he goes... And this is just a taste of what a reader finds in the pages of Martin's new book.

The storyline is interesting and unique. The characters are very likeable. The setting is lovely and perfect. The writing style is solid. And the action is well-paced, after the first thirty or so pages, which are a bit slow.

The only complaint I have with this novel is that at times it is a bit repetitive. For instance, one line might mention something about the blood-caked clothes she's wearing, and the next line will say the same thing, only with differently arranged words.

I wish I had marked an actual specific example of what I was talking about, but I didn't, so I can't provide an example, but I will give my own made up example to illustrate my point.

*Note: This is NOT a line from the actual book. Just something I made up to, again, illustrate the point.*

"She stepped into the room and shivered as the feeling of something watching her from the darkness crept over her. It seemed as though there was something she couldn't see in the darkness, but it could see her, and it was watching her. The thought made her shiver as it crept down her spine."

This didn't happen VERY often in the book, but it did happen enough times that I mentally made a note of it, and it irritated me. I'm a smart girl. You only have to tell me once, and I usually get the picture. Ha.

But overall, I really did enjoy the book, and I look forward to reading the next one when it comes out.
  
Gem Blenders
Gem Blenders
2020 | Card Game, Collectible Components
Collectible Card Games (CCG) and Living Card Games (LCG) are enjoyed by the members of Purple Phoenix Games. From these genres we primarily play Lord of the Rings LCG, A Game of Thrones (2e) LCG, and DiceMasters (ok we kinda cheated here but it still applies). So we are no strangers to constructing decks or teams and going head-to-head to defeat opponents. When I heard about Gem Blenders being a CCG with an interesting theme, I knew we had to try it.

Gem Blenders is a competitive card game of upgrading (blending) heroes into stronger forces that will attack your opponent’s HP. The winner is the player who can decrease their opponent’s HP to zero first.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. Similarly, our copy came with two pre-constructed decks ready to duel. -T

To setup, players will need to construct their decks according to the construction requirements and limitations found in the rulebook. I will not be covering every rule found in the rulebook here, as the rules are very extensive. Once the four heroes per player are chosen, they must be arranged in a diamond pattern with the Left, Center, and Right heroes being on the “front line” and the Back hero being the sole back liner. Front line heroes can attack, but the hero in back cannot. Draw your opening hand of six cards and you are ready to play! Wait, you don’t like your initial draw? Ok then, shuffle back into your deck and draw a new set of six. You are ready to play!

On a turn a player will complete three phases. Firstly, draw a card. The next phase is to play cards from your hand. You are allowed to play one gem card per turn, so initially players will probably be attaching gems to heroes. Simply slide the gem card under the top of the hero card so that the colored gem graphic can be seen (see below). Other actions include attack (once per turn), blend or de-blend heroes, discard gems, activate hero effects, and play action cards.

Heroes will have effects printed on their cards with instructions on how to use them. You may use all four heroes’ effects if possible in any turn. Discarding gems is self-explanatory, and there are cards in the game that can activate or become more powerful depending on having gems in the discard pile. Action cards can help players manipulate their decks, search for specific cards, or even cancel another player’s action out of turn. They can be severely powerful, so there are strict limitations as to which Action cards and how many of them you may keep in your deck.

Blending heroes is a crux of the game and the way to make your heroes stronger in battle. By collecting the gems and attaching them to your heroes you are providing them with requirements for blending. You may only blend a hero when they have the appropriate gems attached to them according to the Blend card you wish to play. The hero then becomes the blended hero with the new effects and stronger Attack and Defense values. These are important stats for the Attack action. When a player Attacks, they choose which of their front line heroes they would like to send into battle (or all of them). The attackers may only attack the heroes directly opposite them on the table. So a Center hero may only attack the other Center hero across from them (in a 2 player game). Stats are simply compared and any attack power that remains undefended will be deducted from the defender player’s HP.

The last step of a turn is declaring your turn over. Then the next player may take their turn. Play will continue in this fashion until one player has zero HP and a winner is figured.

Components. To reiterate, we were provided a prototype copy of the game, so I will not comment on aspects that may be changed as a result of a successful Kickstarter campaign or through any stretch goals. I was given no information or scoops about what is planned, so I will merely comment on what I can here. This is a card game, and came to us in a box similar to that of the Tiny Epic series, but a bit smaller. It was enough for two constructed decks of 54 cards each and a couple reference cards. We were able to play the game right out of the box this way and that was very appreciated.

However, the card layout and art style of the game is where we have our issues. I recently turned 40 and, well, my eyesight isn’t what it used to be. When playing Gem Blenders, much of the game is about upgrading your forces and attacking your opponent(s). So when I look across the table at my opponent’s card, I want to be able to clearly see their Attack and Defense. Unfortunately, the text is so small in this version of the game that we were constantly asking each other what the A and D numbers were. Now, I mentioned earlier that we play and love DiceMasters as well, and that game also suffers from readability issues, so we can begrudgingly overlook that. I hope the finished version of the game addresses this and makes adjustments on visibility of important stats.

Also, the art style of the game just did not resonate with us at all. Again, it could be such that the art will change once the game is truly finished, but considering the cards we were provided, we were hoping for something a bit flashier or more polished. As you can see from the shots here on this review, the hero cards are all black and white, the gem cards have a colorful gem in the middle of the white background of the card with a smaller iteration of the gem in the upper portion of the card. The action cards are also the stark black and white similar to the hero cards. The blend cards feature different wallpapers with a somewhat improved illustration on the front. I found that I would rather see more of the text and battle stats than the illustrations of this game.

That all said, the game is really solid, the theme is interesting, and the game play is quite fun. If it looked better it would be a great option for a quick head-to-head CCG with an excellent and inventive theme. I do hope improvements to the game are planned, and if that’s the case then I will definitely be keeping it on my radar.
  
G.I. Joe: Retaliation (2013)
G.I. Joe: Retaliation (2013)
2013 | Action, Sci-Fi
Who didn’t grow up as a child of the eighties and nineties and not play with G.I. Joes? And of those, who can honestly say they were not thoroughly disappointed in G.I. Joe: The Rise of Cobra? Surprisingly, I can say that I wasn’t thoroughly disappointed, but I know the movie could have been so much more than it was. Could it have done without the surreal technology, the sappy love story and the unrealistic action scenes in the movie? Yes. Many fans cried out about this. G.I. Joe: Retaliation set out to respond.

Did they succeed? That’s debatable, but they did a lot of things right in the go-around. Don’t get me wrong, it’s not award winning or anything, and you should never expect a movie like this to be that. But let’s run through a check list. Sappy out of place love-story: gone. Surreal technology: less. Let’s face it, despite what some people felt about the first movie, it did kind of set that precedent. Retaliation is considered a true follow up to The Rise of Cobra. So would it honestly make any sense to go from one extreme of nearly impossible gadgets to none at all? Absolutely not. Besides, the cartoon series also had technology in it. I am not trying to defend the use of it, and there were some pretty crazy gadgets going on in this movie, but it seemed to jive better with what I remember of it as a kid. And they found a really unique way to tone it down without it not seeming right. Unfortunately, there is still a fair amount of unrealistic action in this movie, but that’s kind of become the norm for most action movies these days.

We pick up fairly close to where we left off in The Rise of Cobra. Duke (Channing Tatum) is now commanding a unit of the Joes with Roadblock, Lady Jaye, Flint and Snake Eyes (Dwayne Johnson, Adrianne Palicki, D.J. Cotrona and Ray Park respectively) under his command. The Joes are sent out on a mission, a good rapport is built between Duke and Roadblock, but then they go and destroy that when their convoy gets attacked by Cobra eliminating Duke from the rest of the film. Go cry spoiler somewhere else, this happens in the beginning of the movie, and it’s been everywhere since the delay of the movie from last year. I was hoping they would somehow managed to keep him in the movie, especially after seeing the chemistry between Tatum and Johnson, but alas…

So the convoy attacked, and all the Joes presumed dead. Only Roadblock, Jaye and Flint actually survive and try to get to the bottom of everything. Meanwhile President Zartan (remember how the last movie ended) is up to his own nefarious plans in breaking out Cobra Commander with the aide of Storm Shadow. The Joes work their magic, still have access to some technology (though not over the top like The Rise of Cobra), and recruit people to help them along the way, including the man who is the reason the Joes were started: General Joe Coulton (played epic-ly by Bruce Willis).

The movie was entertaining, had a lot of great and clever humor that wasn’t thrown in your face, and had some great action scenes (if you can get past the fact that in one scene they are fighting Cirque Du Soleil style on the side of a cliff). But it’s some of the little things in this movie that prevent it from redeeming the franchise after the first iteration, including the casting of RZA in a part that looks like it is meant to be serious, but his horrible acting make you really wonder if it was supposed to be a serious role or not. The other gripe I had with the movie was the unlikely resolution of the main conflict. With the Cobra Commander so confident in his plan, why would he, or any self-respecting super villain, deliver a way to foil the evil plan with literally half a second left on a silver platter. The last issue I had with the movie was Storm Shadow. I really liked the conflict between him and Snake Eyes in The Rise of Cobra, but they seemed to discredit his character a lot in this movie. Ultimately they changed the nature of Storm Shadow to make it seem as if he might switch sides in any future installments of the franchise, and that’s just not cool. The character was awesome the way he was.

As for the 3D aspect, it’s said this was the reason that the studio delayed the movie for a year. They wanted to add more effects to it. This tells me two things: the movie was shot in 2D and they had little faith in it. Honestly, I think we all know they tried to add more Duke to the movie in this time (which it’s really hard to tell if they did), but you can tell there was work done with 3D aspect. Too much. It was very distracting at points, and it seemed liked they added elements to scenes just to have 3D. For instance there was a scene where you were in a situation room viewing information on a monitor. It literally looked like they just super imposed a shoulder into the lower right of the screen so they could have in 3D as if you were looking over someone’s shoulder. That’s just silly.

All that being said. I had fun watching the movie. Dwayne Johnson is becoming a powerhouse that everyone was expecting him to years ago. I hope that he can continue this streak with some good movies (he’s got two more within the next month alone). I own the first one on Blu Ray, and I will probably buy this one when comes out as well. I would watch it in theater just for the enormity of the action on the big screen, but skip the 3D.
  
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Miss Peregrine's Home for Peculiar Children
Miss Peregrine's Home for Peculiar Children
Ransom Riggs | 2013 | Children, Young Adult (YA)
6
7.9 (128 Ratings)
Book Rating
This review can also be found on my blog <a href="themisadventuresofatwentysomething.blogspot.co.uk">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>.

I feel the synopsis of what the book is about makes it sound a lot better than what it is. I wanted to like this book, I really did. I had high hopes for it. Unfortunately, it didn't do much for me. I was expecting more of a ghost story. Instead I got more of a sci-fi story, and one that wasn't very good.

Jacob's grandfather tells him of a magical island of which he spent his childhood. He shows him photos and tells him stories about the peculiar children he grew up with. As Jacob becomes a teenager, he stops believing in his grandfather's ridiculous stories until something awful happens. Jacob travels to the mysterious island to find out about his grandfather. Little does he know that by going to that island he's put himself and many others in danger.

First off, I thought the word building/setting were fantastic. The author made me feel as if I was on the island. I'll give him props there. The description of the world was beautifully described.

I couldn't relate very much to the characters. I can't really place why that is. I just couldn't connect. I found myself not caring what happened to any of them. Perhaps the author should've spent a bit more time character building to make me relate to at least one the characters. The characters just felt a bit one dimensional. There wasn't even one that I could remotely say that I favourited. Okay, that's a lie. I liked Fiona, the Irish girl, but I only liked her because she was Irish, and I love all things Irish. That's it.

I found the pacing to be a bit slow. I'd read a chapter, then I'd get bored with it and go off to do something else. I really struggled with this book. There are a couple of chapters that the pacing is great in, but it's not until the last two chapters that the pacing definitely picks up.

The dialogue was easy to understand although some Americans may not get all the slang British terms. There was one scene where a character says "I was taking a piss" where he meant that he was joking around. The phrase he meant was "taking the piss" which is a British slang phrase for joking. "Taking a piss" isn't a typo either as it's mentioned a few more times. This annoyed me because taking a piss, is just that, it means urinating. "Taking the piss" means to be joking around. Other than that, the dialogue was good.

The best part of the book was the photographs found within the book. I loved that little touch! I found myself studying the photos and enjoying them a million times better than the actual book.

The cover is also something I loved about the book. How freaky does that little girl look??? The German cover looks even better. It's the same photo, just with a green hue. If I was marking the book based on the cover alone, it'd get 5 out of 5 for me.

The title of the book doesn't really leave anything to make you wonder what the books about. It says exactly what the book is about - a home for peculiar children.

All in all, this book left me feeling empty. I didn't really feel much of anything reading it until I got to the last two chapters where it got exciting. However, I will not put myself through the torture of reading the second book in the series especially as I don't care about the characters or what happens to them. I'm just glad I won this book in a competition and didn't buy it.

I was going to give this book a 2 - 2.5 star rating but the ending saved it a bit.
  
Asbury Park
Asbury Park
Rob Scott | 2011 | Crime, Paranormal
10
10.0 (1 Ratings)
Book Rating
Virginia State Trooper Samuel 'Sailor' Doyle is recovering from his previous case, also trying to save his marriage and his job. Although he is a national hero he is suspended and under investigation for shooting a suspect while under the influence of prescription pain killers. To rehabilitate he takes his wife, young son and baby daughter to the beach near Asbury Park in New Jersey.

Doyle's problems are many: His wife has discovered that he had an affair, he is in withdrawal from his drug and alcohol abuse and he is still recovering from being shot. But far from getting away from it all his vacation just throws mysterious deaths at Doyle and strange things happen. He hears Pink Floyd's Wish You Were Here playing from what seems like every car that passes and every shop he goes into as well as an old callope fairground tune. He starts to persuade himself that events are connected and sets out to find out what is going on.

This book definitely follows its own path and refused to be pigeon- holed into one genre or another. In the main this is a police procedural with Doyle assisting the local police with a gang related shooting and his own investigations into events that occurred in the 1970s in Canada. But the weirdness of the Pink Floyd, scratches and greasepaint (to name just a few of the odd occurrences that Doyle encounters) takes it beyond this and into the realms of the paranormal with Doyle convinced he is being haunted by the ghost of a dead teenager - or that he is going insane.

All this means that it is going to divide opinion (and quick check of the scores given to the book confirm that). It is not a standard police procedural so will disappoint if that is what is expected. But neither is it a ghost or horror story in the classic sense and so will disappoint if that is what is expected as well. What it is is an exploration of despair, revenge and redemption set against the decaying backdrop of the faded glory of the towns between Asbury Park and Spring Lake. Take the story on its own merits and go where it leads is my advice. Live a little.

I really liked the writing. There is a very noir feel to the way Doyle narrates the events first person and a certain nihilism to a lot of his observations that can be quite amusing. The other characters are also good and his interations with them very well written. Hodges the local detective he both assists and irritates is great as is her right hand man, Ed Hess to name just two.

The pace is slow, giving the story time to unfold but never dull or boring. When events do occur they are almost jarring and some of the more supernatural experiences of Doyle did send shivers down my spine.

The revelations of the story behind everything does work (in the terms of the book) and closure is finally achieved at the end, I couldn't think of a loose end that wasn't tidied up. Yes there isn't a rational explanation for everything - at least not if filtered by Doyle's somewhat damaged perception - but there is an explanation.

I didn't hesitate to give this book 5 stars. It was one of those that I enjoyed reading hugely and didn't want to get to the end... but wanted to get to the end to find out what happened. Overall I rate this book very highly.

Rating: Lots of violence, language and dead bodies
  
The Making of a Duchess (The Sons of the Revolution, #1)
The Making of a Duchess (The Sons of the Revolution, #1)
Shana Galen | 2010 | Fiction & Poetry, History & Politics, Romance
6
7.0 (2 Ratings)
Book Rating
Sarah Smith is just a governess… but then her employer sends her off to spy on the French Duc de Valère, Julien. Sarah takes on an identity of someone who died years ago. Insecure and out of her comfort zone, she does her best to figure out if Julien is a traitor… but gets nearly swept away by him. Being discovered as a spy doesn't help her situation any, either. But Julien isn't going to turn her out on the streets. He's going to use her to keep himself safe from the men trying to catch him… and he might just marry her.

Julien knows it's his duty to ask Serafina Artoris to marry him, and after seeing her once and being astounded by her beauty, he's fully prepared to marry her—but she rejects him. He tries his best to keep his head on straight as he continues his search for his brothers, who he is convinced are alive. But he never counted on Serafina being so attractive, so unique, so different… and discovers that he is willing to give her a second chance.

Both Julien and Sarah struggle with their feelings about each other, but unite in a common cause: to prove that Julien is not a traitor to his country, by finding his brother who may or may not be alive, using information from a man who may or may not be luring them into a trap. But there are many mysteries and complications along the way, such as compromised reputations, jail breaks, at least three marriage proposals, and pirates… and a Duc madly in love with a governess.

The Making of a Duchess was romantic, exciting, and sweet. It kept me reading and sat in the forefront of my mind.

The plot was exciting near the end when the action took place, but there wasn't much happening through the rest besides a lot of sneaking and a lot of kissing. I figured out a key element of the story the second the hint was dropped, in one of the first chapters, and I was a little disappointed that the mystery didn't get unveiled later. And, again with the last-page love confession… is it a requirement for men in romance novels to put off saying "I love you" for as long as they can? It was the only thing that bugged me about Julien. He was such a bright man, but he didn't even tell her that he loved her. Not until it was quite obvious. At least he said it, though.

I liked the characters a lot: I felt really bad for poor Sarah—although her repetition of doubts did get annoying after a while—and I cared a lot for her happy ending. She had so many doubts about who she was, her family, what was right and what was wrong, and even whom she was loyal to. Julien was just one of those heroes that everyone wants but nobody can seem to get their hands on, so there was no way to not love him. He was brave, courageous, had his priorities set straight, a hard worker, and a romantic (and extremely good looking). Their relationship was a little fast paced, and it was hard to see what it was based off of at first. Sarah had a hard time figuring out what was desire, and what was love… but I think she got it right in the end.

Content/Recommendation: little language, some sex. Ages 18+