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A Celebration of Mothers in Rhyme (Mariana Books Rhyming #11)
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Mothers hold a special place in the world. When you think of many of your fondest memories, your...
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KittyMiku (138 KP) rated Brokenhearted: The Power of Darkness in Books
May 23, 2019
I had first though this was taking on another Twilight Sage feel, with Gemma being all dressed and even making it seem the love interests will change in a way. This might have been slightly annoying at first. Even though I love Evan and all his character stands for and often wanted to cry a bit myself, I couldn't help but have that feeling it might have been inspired by the Twilight Saga. I was glad I held my breath though. I understand that the depression and what not had to be endured as it was crucial to learning more about Gemma and her role in everything. And though it seemed slow moving at first, it wasn't long before things began to piece together.
Learning that Gemma wasn't as mortal as she appeared to be, even with her ability to see things she shouldn't, was quite unrealistic and not exactly what I expected. I had thought maybe she was an angel as well, but to find out she was a witch left me breathless. I was intrigued to learn more about witches and how Hell works was quite a breath taking experience. I hadn't ever thought to Hell being a beautiful but twisted place to reside. I found that I quite enjoyed learning about the Souls residing in Hell as well as how it worked. The details on the different souls, the wildlife, and different things that can be found in Hell were truly awe inspiring. I was floored by how the images Amore had given me through her details of Hell and the Souls that resided there. I especially loved how the level of humanity also determined how the Souls lived and how some of them can be grouped up and live in villages together. To see how the way one mortal lives to be the determinating factor in how their soul is affected in Hell. I was just truly amazed to how it all worked and how the Witches would take claim to the Angels they managed to capture and how that Witch blood could lead to ecstasy to the Souls in their realm was a concept that was new to me, and I loved it.
We all know that we have that one person we would do anything to keep by our side and to watch Gemma be willing to become a full fledged witch in order to save Evan was truly liberating. I couldn't help but be moved by this sacrifice she was willing to make. To see how her love could allow her to see the deceptions and give her courage to stand against Sohpia, or Lucifer, was truly encouraging and proving her character has grown stronger and even more brave than she had when the series started. I was just excited by her actions and her willingness to do whatever it took to keep her Evan close to her, no matter what.
Overall, Brokenhearted was a truly amazing book. I would rate it five stars out of five stars. I firmly believe that out of the series thus far, this has to be my favorite book. It not only allowed the reader to see how much Gemma would do for her love, but brought up Hell and all the interesting concepts Amore had thought of where Witches and Souls acted in Hell.
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Ultimate Horse Simulator
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Gallop into a brand new adventure as a beautiful wild Horse! Live wild and free in a gorgeous new...
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Jump into a brand new adventure as a wild Wolf! Survive in a massive world of wilderness that’s...
Chris Sawin (602 KP) rated Up (2009) in Movies
Jun 22, 2019
Pixar always seems to release one of the best films each and every year. This year is no exception. Up is able to take its audience through so many ups and downs throughout its running time. It makes your heart heavy in the first ten to fifteen minutes before the actual story begins, then the rest of the film seems to juggle its audience between humor, excitement, and being genuinely heartfelt. Pixar films seem to have this ability to accomplish more than other films. The writing is always extremely solid and the film is always built around an incredibly creative idea. It's like a Pixar film holds your emotions in the palm of its hand. Every emotion you have is a labeled button on the remote in this imaginary hand and Pixar can access these emotions at the simple push of a button. In fact, Pixar is at its strongest when there is no dialogue at all. The first half of WALL-E is a perfect example, but the short shown before Up (Partly Cloudy) is another great example. There's no dialogue at all, but my eyes were welling up before it was all said and done. When the credits roll to a Pixar film, a sense of fulfillment washes over its viewers. They're left with that warm fuzzy feeling that many films only dream of leaving their audience with.
There's nothing else that can really be said about the animation in this film that people aren't already expecting. It's top notch as the animation is fluid, character features (such as hair) look realistic (Carl grows a five o'clock shadow by the time the third day in Paradise Falls rolls around), and everything is just so colorful and vibrant. While knowing full well it's an animated feature, characters seem to jump off the screen and scenery looks like what would be found in actual wildlife. The 3-D was a nice touch, but isn't necessary to enjoying the film to its full extent. Although seeing 3-D animated characters in a 3-D world in actual 3-D really seemed to fit like a glove.
Each character is given just the right amount of screen time in the film to make its audience really care about them. Russell has this whole back story as to why he wants his "helping the elderly" badge, "Kevin" (the giant, colorful snipe) really just squawks and makes weird noises but is actually just trying to get home to serve its real purpose, and Dug (the dog with the collar that enables it to talk) is the outcast of his pack but pretty much steals whatever scene he is in. The whole story is built around Carl, so caring about him is pretty much a given after that heartbreaking opening that was mentioned earlier. The whole film is filled with oddball characters that all have their own quirks and gags (SQUIRREL!) that you really want nothing more than to see more of each and every one of them.
Up is one of the year's best films and will more than likely be on most best of lists by the time this year comes to a close. It is a family film, but it generally has something to offer for everybody. It is definitely the type of film to see to put anyone in a better mood and put a smile on your face. Up is a whimsical and heartwarming animated feature that's incredibly fun for anyone.
Purple Phoenix Games (2266 KP) rated Reef in Tabletop Games
Aug 1, 2019
Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!
On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.
Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!
As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
Onearmedcookie (6 KP) rated the PlayStation 4 version of Assassin's Creed: Origins in Video Games
Feb 10, 2018
Yet since the second game appeared, and introduced us to the charming Ezio, I have been hooked. The latest installment – entitled Origins has seen Ubisoft go back to the drawing board redesigning some of the games mechanics. Hoping to breathe new life into the series, whilst spinning another tale in history. I have to confess for the most part it has proved to be rather successful.
I have rather enjoyed this series, playing through all of the different historical places. The last in the series though, Syndicate was superb. Instantly my favourite so far so for me Origins – had a lot to live up to! I was worried initially when, Ubisoft had decided to delay the next instalment for a year whilst they looked at redesigning elements that for me had previously worked fine.
With this in mind, I loaded the game into my trusty PS4 and began my journey! Origins takes place in ancient Egypt just as Cleopatra is fighting for the throne. The game centres around a Medjay named Bayek and his wife Aya who find themselves thrust into the fight for Egypt between Cleopatra and the new Pharaoh – her brother - Ptolemy XIII. This is the birthplace of the assasins guild and the beginning of their fight against the knights of the templar!
The story is captivating, well thought out and the characters soon jump from the screen making you want to push forward to see what happens to them. In fact the characters are some of the best in the series, they have been developed well with real character development making them seem even more real. You can’t help but feel immersed in this new word as you discover more of Egypt. I also want to point out how well the characters are voiced, the voice acting in Origins is top notch. Fuelled with emotion and true grit, this only opens them up more. Making the game feel deeper than any before in the series. This is tory telling at its best.
I mentioned that Ubisoft went back to the drawing board on this one, changing some of the formula that we’ve all become used to. This is a bigger world to explore than any before it, Egypt is epic in scale and lovingly recreated. The world is brimming with life and it certainly feels like a more open world adventure than the previous instalments in the series. You can backtrack revisiting other areas or totally bypass them – the choice is yours.
There also seems to be a bigger range of side quests, helping you level up the character – unlocking handy upgrades as you go. Crafting is even present albeit in a simpler format than in most RPG’s. Similar to the Farcry series you can now hunt the wildlife in the area to help craft better equipment.
One of the biggest changes for me though, was the Eagle vision! Gone is the yellow vision highlighting heat signatures in red, with targets in gold allowing you to see through walls. Now you get to fly a real Eagle above you in the sky – tracking enemies and other areas of interest. It adds a whole new dimension to the game, casing an enemies camp from the sky – tracking their movements from up above really adds to the feel of the game. As you level up you can also have the Eagle attack and distract enemies allowing you to sneak past areas unseen. I love this idea and could quite happily fly Sensu around the environment for hours on end.
Combat has also been overhauled. Alas, for me this is probably the weakest part of the game. You can now block with your shield by pressing the L1 shoulder button. Heavy and medium attacks are found on the R1 & R2 buttons. For ranged attacks you press L2 to equip your bow! Sounds okay, but in practice I have found this new layout a trifle irritating. Imagine three guards are rushing you, you hit one and then go to block a blow with your shield – darn it you accidently hit L2 instead and suddenly you have your bow in your hand, getting cut up by two other guards! Frustrating isn’t the word. Especially when you get to some of the higher level guards with better AI.
Other than the combat though this is a solid game, with a very in depth strong story and well developed characters. If you got a little bored with the series, then this is the game to get you back in. It’s bold, with a beautifully crafted world to explore. Assassin’s Creed is back and it’s about time!
Gareth von Kallenbach (980 KP) rated Maneater in Video Games
Jul 26, 2019
Recently I spoke with Bill Munk – Game Director at Tripwire Interactive about their pending game Maneater. I saw the game at E3 and it looks like a promising game indeed.
What is the background and setting for the game?
Maneater is a single-player, open world, action RPG set in a fictionalized version of the US Gulf Coast. Players take on the role of a baby bull shark torn from its mother’s belly. Your only tools are your wits, your jaws, and an uncanny ability to evolve as you feed. Anything and everything is on the menu… provided you kill it before it kills you.
How did the idea to play as a Shark come about?
The concept for Maneater originally came from Alex Quick, the creator of Depth and director for the original Killing Floor. Tripwire Interactive loved the over-the-top and new approach to the action RPG and open world genres so much, they decided to bring the project in-house, increasing the development staff and budget to bring the team’s concept to life.
How many levels and areas are planned for the game at release?
Players should expect a vast variety of environments to explore, including, swamps, beach resorts, sunken ship wrecks, all the way out to the deep blue sea.
What are some of the customizations that will be available and how will players be able to upgrade their character?
As players continue to eat and explore, they’ll acquire key nutrients, which can be used to help them evolve. This is where the “RPG” progression systems in Maneater really come into play. Players can choose from a variety of evolutions, that may help with increased biting power, more maneuverability, armor, and more.
What are some of the moves players will be able to do and will new moves unlock later in the game?
We really want to make sure the act of swimming and feeding feels satisfying and meaty. During our E3 demo, you saw players knifing along the surface of the water, breaching onto land, barrel rolling and charging shark bounty hunters, and diving deep into the water to gain momentum for large leaps.
What can you tell us about the enemies that players will face in the game?
Each region in the game has an Apex Predator. As you battle smaller predators and consume food in each region, the apex will do whatever it takes to protect their food source. Maneater also features a bounty system. As you wreak havoc along the coast, your infamy level will rise. This causes local bounty hunters to search for you while trying to end your feeding frenzy. Depending on your infamy level, the bounty hunters will become more difficult ranging from hunters on small skiffs, all the way up to bringing out the coast guard.
The gameplay we saw at E3 looked like fun but I was curious about how the story will advance and how do you avoid the issue of repetition in the gameplay?
Maneater is a “dueling tales of revenge” story featuring Scaly Pete, who we revealed in our newest E3 trailer. Without revealing too much, Scaly Pete is responsible for tearing you from your mother’s belly, and you manage to escape into the open waters of the gulf. That’s where our story begins. Maneater is presented through the lens of a reality TV show called “Shark Hunters vs. Maneaters” that follows the adventures of Scaly Pete as he’s hunting you throughout our world. This also allows us to follow our player shark and give a voice to the actions of the player through the show’s narrator, who is voiced by Chris Parnell.
Will the game offer multiplayer or DLC?
Right now, we want to focus on making Maneater a fantastic single-player Action RPG experience.
What are some of your favorite moves in the game?
Breaching is one of the most satisfying shark moves we’ve been working on. Breaching out of shallow waters to feed on unsuspecting beach goers on land or even on a large shark bounty hunter boat captures the over-the-top fun and ridiculousness we’re aiming for with Maneater. We’re also working really hard on what we call the “whip-shot”, where you can tail whip anything that’s in your mouth, turning objects into weaponized projectiles.
What can you tell us about the music and sound effects in the game?
We’ve been working really hard on our dynamic music system, that is constantly adapting to what the player is doing throughout the game. It’s also been an interesting challenge creating sound effects for above the water with boats, explosions and civilians and then creating a whole new set of sound effects for the underwater world, including for the underwater wildlife, underwater sounds of the boats and swimmers and so much more.
Are you planning on being at PAX West with the game?
We can’t wait to tell you more about our plans for Maneater at future shows. In the meantime, we’d recommend your readers follow @maneatergame on Twitter for the latest.