Search

Search only in certain items:

TEN
TEN
2021 | Card Game
When it comes to game mechanics, set collection is my JAM. Auction/bidding and push your luck, not so much….. So when Alderac Entertainment Group brought TEN into my life, I was a bit wary at first. A game of collecting sequences/sets of numbers? Awesome!! Add in bidding for Wildcards or pushing your luck to not Bust each turn? A bit too risky, at least for my gaming tastes. After having had the opportunity to play TEN, were my initial feelings misplaced? Spoiler: Yes. For me, TEN was a prime example of “Don’t judge a game by its mechanics.” Keep reading to find out why.

Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L

TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.

On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).

So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.


If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.

When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!


To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.
  
The Manhattan Project: Energy Empire
The Manhattan Project: Energy Empire
2016 | Civilization, Dice Game, Economic, Environmental, Business / Industrial
Excellent Work Placement Game
The Manhattan Project: Energy Empire- is a excellent work placement game. I love work placement games and this one is one of them. Lets talk more about the game.

Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.

To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.

Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.

Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.

Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.

The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.

Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.

The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.

Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.

Its a excellent work placement game. One i highly recordmend getting and play.
  
Zack Snyder's Justice League (2021)
Zack Snyder's Justice League (2021)
2021 | Action, Adventure, Fantasy
Contains spoilers, click to show
Zack Snynder's Justice League is the original cut of the Justice League film that was released in 2017 which was started by by Snyder and re written / cut by Josh Whedon, cutting the film from Snyders 4 hour, R/15 rated vison to a 1.30 pg/12 rated version. The film was meant to be the big connecting point for the DC equivalent version of the MCU after following on from 'Man of Steel' and Batman vs Superman' but the Whedon cut was met with a lot of criticism as fans felt that it didn't give what was promised and so the DCCU seemed to stall, or go in a different direction with 'Birds of Prey'. We don't know if, with the release of the Snyder, the DCCU will be restarted.

Zack Snyder's Justice League follows the same basic story of the Whedon cut, after the events of 'Batman vs Superman', Batman begins to form a super hero team to be ready for the invasion Lex Luthor warned of.
The film is of a similar dark tone as the two previous films, with some humour added by Ezra Miller's Flash, and adds more back story to both the flash and Cyborg as well as more information about the villains, Steppenwolf and Darkseid.
The biggest problems of the Snyder cut is the 4 hour run time and I wonder if that would have been cut if; 1) it had been originally released without Josh Whedon's input and 2) if marvel hadn't already released the 3 hour long Avengers end game.
Any other problem I have with Justice League are minor, I'm still not sure if DC have handled the resurrection of Superman right but that's based off what they did in the comics and Snyder did... well I'll get to that in a bit.
The inclusion of Martian Manhunter was good but his first appearance in the film was a bit odd.
The last main problem I had were Stepenwolf's eye's, part way through the film his eyes seem to get too big for his face, almost giving him a cute, Anime girl look. At least until they go blue.

Zack Snyder's Justice league did a lot of things right, the inclusion on Darkseid is the big one as it makes Steppenwolf's motivation more believable and adds to the history of the DCU earth, not to mention introducing the Green Lanterns (with out CGI costumes).
Now back to Superman, I've already said that DC may have missed a trick with his resurrection but Snyder left him in his black outfit (I'm sure you se him back in his original outfit, in the present in the Whedon cut ) and anyone familiar with the 'Reign of the Superman' Comics/animated film know that the Black costumed superman is in fact the Eradicator so, depending on what DC have/had planned in Superman's future they could be planning something else, especially now the Green lanterns have been introduced .
Because of the longer runtime the new characters did seem more filled out which helped with the overall motivation and flow of the film.
Like the previous two films (I'm not counting suicide squad because it's only linked by the end scene) Justice league is quite slow paced and dark, taking time to build up to the action but the narrative does fit the pace and doesn't let it feel rushed or leave any loose ends. In fact the only part that almost felt like something was missing was when Flash repapered after breaking the speed of light however that may be because I've read a few comics and know that something normally happens when he does that.

I do hope that DCCU does continue from Zack Snyder's Justice league, if only to find out what they are planning with the whole 'nightmare future/Lois is the key' storyline they started in 'Batman vs Superman' and continued here.

Even if you have seen the Whedon cut and if you can find the time I would recommend watching the Snyder cut as there is a lot more to the film even though there are a few scenes from the Whedon cut missing and the Snyder cut does pull on a lot more law from the comics that was only hinted at in the shorter version. (I still find hard to believe they left Darkseid out of the Whedon cut considering the story they were trying to tell.)
  
Century: Golem Edition
Century: Golem Edition
2017 | Card Game, Economic
You know how sometimes you open a game box for the first time and you just know that it’s going to be amazing? You pull out all the components for inspection and admiration. You flip through the cards. You notice that the gems are all individual, unique models and not just a painted wooden cube. Nor even a translucent acrylic cube. And you count out the metal coins. METAL COINS?? OMG I got someone’s blinged out Kickstarter copy! They are going to be so mad. Wait, all this is standard component quality for this edition of the game? We need to play NOW.

In Century: Golem Edition you are part of a trading caravan. A procurer and trader of beautiful crystals, which seems like a way more exciting job than a trader of spices. You are collecting crystals not to trade to other players, but to summon forth great golems from the earth to aid you in your toils, protect your crystal hauls, and place you heads above your opponents. Kinda.

So you are using cards from your hand to exchange crystal types for other crystal types, grabbing crystals for the exchanges, resting to gather your action cards back to your hand, and summoning the crystal golems. As the whole point of the game is to have the most Victory Points from these golem cards, they are the most important goals to achieve. Some golems require you to have three pink crystals. But you only have five green ones! You better get to exchanging and upgrading, my friend. Oh, and your opponents see what you are trying to gather and are trying to summon the same golems. It’s a race!

Sticking with that, this game is learned very quickly; the rulebook is one printed page, and also played very quickly. Yes, it says on the box that the game will last 30-45 minutes, but between players who know the game well, this can be a 15-20 minute game. Turns are fast, if you aren’t playing with opponents who are AP-prone, and the game just zooms along until someone summons their fifth golem. Count up the points (remember those metal coins? They are your bonus VPs) and see who is the golem master! (That’s not what the winner is called, but I was on a roll.)

This game is amazing. The game play is fast and stressful and fun. The components are some of the best we have seen. Heck, even the insert is great! I really have nothing bad to say about this at all other than I wish we played it more often. That said, Purple Phoenix Games gives this one a golemtastic 23 / 24.

https://purplephoenixgames.wordpress.com/2019/01/30/century-golem-edition-review/
  
The Girl Who Drank the Moon
The Girl Who Drank the Moon
9
9.7 (3 Ratings)
Book Rating
I adore this cover. It was what first caught my eye when people started talking about this book, and then to find out it was a fairytale about a girl, a witch, and a dragon? I was sold. The trouble was getting my hands on it! But it has finally worked its way through the long line of other people who wanted to read it at my library, and I got to check it out. I've labeled it YA Fantasy, but it's actually pretty close to middle-grade Fantasy. Definitely something younger readers could understand, but enough meat in it for older readers who like fairy tales to enjoy it as well.

I would argue that the main character is not, in fact, the titular one, but the forest witch, Xan. Xan has been rescuing the babies left outside the Protectorate for many, many years, thinking the parents were abandoning them willfully, not that they were bullied into "sacrificing" wanted children. She'd cluck, take the babies, and deliver them to towns on the other side of the forest, where the villagers knew and loved her and cherished the children, calling them blessed and Star-Children. Meanwhile, the people of the Protectorate lived their days under a gray haze of misery, ruled by a Council who cared only for themselves and used Xan and the forest as a scare tactic.

Into this world Luna is born, and her mother refuses to give her up to be sacrificed, and goes "mad" when she is forced to. She is imprisoned in a tower, watched by fearsome nuns, while the oblivious Xan spirits her daughter away. On the journey, Xan winds up wandering instead of going straight to a village, and accidentally feeds Luna moonlight instead of starlight. Realizing the girl would be too much for a normal family to raise, she takes her home. (She also can't bear the thought of giving this particular child up.) She raises Luna as a granddaughter.

But Luna's mother wants her back, and some of the people of the Protectorate have started to wise up to the Council's games, and the plot really begins.

I really enjoyed this book - the characters were fun, the emotional conflicts were realistic, and the world-building was cute. This would actually be an excellent book to read to a child as a bedtime story, one chapter a night. (My parents read to us that way, working through Laura Ingalls Wilder, The Chronicles of Narnia, Tolkien, and Anne of Green Gables.) Adorable book, gorgeous cover. Slightly simplistic, but it strikes a perfect balance between a middle-grade read and something adults will still enjoy.

You can find all my reviews at http://goddessinthestacks.com
  
40x40

Neon's Nerd Nexus (360 KP) rated Bad Boys for Life (2020) in Movies

Jan 18, 2020 (Updated Jan 18, 2020)  
Bad Boys for Life (2020)
Bad Boys for Life (2020)
2020 | Action, Comedy, Crime
Fly Together Die Together
Bad Boys For Life doesnt suck. That sentence alone could be the review many of you were hoping for right there but its actually true and as a matter of fact I think this is also my favourite out of the 3 movies. A decision was made to pass this movie over to a diffrent director (watch out for a brilliant cameo almost giving blessing this) and while personally I love Micheal Bays explosive syle of directing every now and then for the franchise this was a great move. For Life is not only a tighter more mature outing but it also shows the franchise has evolved, learnt and adapted with the times something most sequels fail to acomplish. Ill start with the action this time it certainly feels tighter, better shot and grittier going for more of a John Wick approach which without a doubt leads to some very impressive visual flare, lovely cinematography, great choreograph and some fabulously unique and stylish camera angles too. Theres no quick cuts either (thank god) but there is however one scene that had green screen so bad I wondered why its inclusion was necessary at all. Its uber violent too with some scenes being shockingly grizzly to watch but these combine with villians which feel so evil/methodical really adds a lot of urgency, fear, threat and tension to the story making the film feel way more adult the previous outings. Story wise things are layed out nicely too however it does take a strange turn in the third act which I feel doesnt quite work or fit a character we know and love. Chemistry between Will Smith and Martin Lawrence is as flawless as ever and while the jokes may not be laugh out loud funny watching them bicker/fight is still so entertaining and Infact theres actually some really great acting too from both the Bad Boys too. As we are introduced to new members of the team we also see how times have changed, how roles have been reversed and how a gung-ho approach to situations just isnt viable anymore as it causes to much collateral damage and ends in to many casualties. Seeing Marcus and Mike forced to change thier approach, grow up and realise they are getting old works really well and helps keep the film feeling unpredictable too. While not groundbreaking I had a bloody good time with Bad Boys 3 and feel with this new aproach Id be happy to see the franchise continue on for a bit longer. Its a fast, violent, stylish, thrilling, funny and above all a highly enjoyable 'one last ride'.
  
40x40

Louise (64 KP) rated Camp Midnight in Books

Jul 2, 2018  
CM
Camp Midnight
6
6.0 (1 Ratings)
Book Rating
I received an advanced readers copy of this book from the publisher and Netgalley in exchange for an honest review.

Skye is on her way to her fathers house for the summer, since the seperation of her parents she spends the holidays with him while her doctor mother travels to Rwanda. Skye really hates staying with her father and not because she doesn’t love him, it’s the evil step-mother (Gayle) or in Skye’s terms step-monster! Skye’s father, step -monster and even mother have a suprise in-store, instead of staying with her dad she is to go to Summer Camp! To Skye this is worse than staying with the Step-monster, but to make her father happy she agrees to go. Only when they arrive at the station they are very late and buses are starting to leave, in haste her father sees the bus ‘Camp Midnight’ and informs Skye thats her ride. Upon stepping on the bus Skye soon realises that some of these other kids are not normal and she is clearly on the wrong bus. She befriends Mia and they plan to stick together throughout their time at camp. Camp Midnight is full of witches, werewolves and other monsters of the night, Where the regime is to sleep through the day and wake at midnight. There are all sorts of activities which Skye is set that she is not participating, the group want her to reveal her inner monster but can she?

I enjoyed this book it was an easy quick read and humourous in places even when there were no words the pictures alone were comical (no pun intended) The writing text that was used was sometimes hard to read i.e. Mia looked a lot like Ma because it was so close together. I wasn’t a massive fan of the artwork it had a retro feel to it, the colours were mostly blue, red, orange and green but did complement the story well.

Skye obviously never took her parents separation well and with becoming a teenager, along comes the bitterness and sarcasm which is ineveitable in this stage of life. She is hostile towards her step mother and generally not a nice kid to be around. But true to its form a story like this would’t be worth telling if it didnt have, self discovery, friends, a love interest and also that can people can be different to what they appear to be.

Mia is the timid friend that Skye meets on the bus. Discovering that Mia has been here before and that she has enjoyed it they vow to stick with each other to ride the time out. Mia is very shy, appears to being picked on at the camp for being different and likes to be by herself but will not reveal her true-self to Skye as she believes that she will leave and once again become friendless.

The parents were just vulgar and neglectful, the step-mother was a bitch (sorry had to be said) and the father was easily persuaded by her and backed down and obeyed her demands like a dog…….THIS IS YOUR FRIGGIN KID FOR GOD SAKE!!!. Though I have to say, why is the step mum always evil? I know some great step mums! Annoying trope alert.

This book is not scary whatsoever, yes it has witches, werewolves and other mosters in there but the monster is used as a metaphor for teenagers, with them being confused of who they really are, moodswings etc etc….you get what I am getting at.

I would say this is for middle-grade to teens – it’s not scary but send out an important message.

Overall I rated this 3 stars
  
Max Winslow and the House of Secrets (2019)
Max Winslow and the House of Secrets (2019)
2019 | Family, Sci-Fi, Thriller
6
7.0 (2 Ratings)
Movie Rating
Max Winslow and the House of Secrets is a family film, very much in the vein of Charlie and the Chocolate Factory. Maxine Winslow (Sydne Mikelle), or Max for short, is our Charlie Bucket, coming from a single-parent family and living with a mother who is struggling with debt. Tech-savvy Max is also a skilled hacker, demonstrating this by taking control of her neighbours video doorbell and making it ring so that he comes running outside. Kind of like a modern-day Knock-Down Ginger.

Max heads into school, where we’re introduced to some more teens who are set to join her later on, including a social-media obsessed girl, a boy addicted to gaming and a boy who enjoys trolling people online. As they settle down at their desks, the face of eccentric billionaire Atticus Virtue (Chad Michael Murray) takes over all of the TV screens throughout the school. He tells them that five students are to be selected to spend the night in his high tech mansion, and undertake a series of games, with the winner becoming the new owner of the mansion. When the confirmation text messages start coming through to the student phones later that day, we already know most of those that receive the big green tick on their screens, so they head off to the mansion, ready to spend the night.

Atticus himself isn’t at the mansion to greet the group. Instead, an AI named Haven (voiced by Marina Sirtis) opens the door for them, orders a takeaway delivery and gives them their instructions for the night. Basically, whoever solves the most puzzles and earns the highest score wins the mansion!

The puzzles start off ridiculously hard, with a locked door requiring a six-digit code to open, and only three attempts allowed. Max spots three jars of candy in the room and automatically decides that the total pieces of candy in each jar can be combined into a six-digit number, obviously. And you’re not supposed to think about how she managed to get them in the right order, or why the plate of cookies on the table wasn’t included in the code…

From there, the points come a lot easier for the team, such as simply putting on a pair of sunglasses(!), before turning slightly sinister as the group separates and everyone heads off on their own. Haven begins to go a little bit rogue, although with her monotone delivery of thinly veiled threats, she never really comes across as scary as I think she is meant to be. The games become a way of showing each individual the error of their ways - narcissistic Sophia is trapped in a bathroom talking to her mirror reflection, which has now turned into a nastier version of herself, while others are trapped in VR scenarios designed to show them where they’ve gone wrong in life.

It’s at this point that the movie struggles. The VR recreations are mostly dull, while other scenes utilise some pretty dodgy VFX and there’s never any real feeling of peril or threat. The young cast, for the most part, give some pretty good performances. However, with a mediocre script, none of them is really given very much to work with. Consequently, some of them, particularly the character of Max, feel a little wasted, not fleshed out enough.

While entertaining at times, Max Winslow and the House of Secrets is too scary for young children and not dramatic or scary enough for adults to really enjoy. Hopefully, though, the teen audience that this is squarely aimed at will pick up on the strong moral messages at the heart of the movie and will manage to gain some enjoyment from it.
  
Turtles All The Way Down
Turtles All The Way Down
John Green | 2017 | Fiction & Poetry
6
8.4 (60 Ratings)
Book Rating
Mental Illness Representation (0 more)
Marketed As A Mystery But It Isn't (2 more)
Unhealthy Friendships
Unsatisfactory Ending
Mental Illness Representation But No Mystery
Contains spoilers, click to show
As a casual fan who has watched a few of John Green’s YouTube videos and read a few books of his, I can honestly say he seems like such a genuinely honest and funny person. Plus, I have read a book or two of his in the past (Example: Paper Towns) and while I did enjoy this book there were quite a few things that made me stray away from a five or even four-star review.

The first thing that I felt was a let down in this novel was the fact that the book was actually not a mystery novel but instead dealt with more of Aza’s own anxiety. While I do love the fact that the book dealt with the topic of anxiety and mental illness in what I felt like was a realistic way I am disappointed that there was not as much mystery. To me, it seemed like the book was marketed around the fact that Aza was trying to solve the mystery of Russell Pickett and where he went. I incorrectly assumed that this novel would be some kind of Scooby-Doo mystery. We did see the characters wonder about Mr. Pickett’s “magical” escape and we did get an ending where everything was wrapped up and solved but it didn’t seem like the characters worked that hard towards it and the book was more about Aza’s own self-realization.

Speaking (or technically typing) about Aza’s struggle with anxiety and mental health I felt like the book did a good job of realistically representing the struggles and many difficulties people experience. I will say that I have personally never had a problem with mental illness and while I do have people I love and care for go through it my experiences are mainly from trying to help them. Therefore, I am not necessarily an accurate source when it comes to the reality of mental illness. I am able to see what my loved ones experience but those are on two different scales.

The simple fact is there is nothing pretty about struggling with mental illness. No matter how hard people try no one is able to always able to stay above the rainbow. Everyone has their bad days and Aza’s experiences, while cringe-worthy in some cases (Ex: digging into her fingernail and swallowing hand sanitizer) is the reality for many people.

While I am pleased by the fact that this book dealt with mental illness and the struggles that come along with it there are a few things that I am disappointed by besides the let down on the mystery front. Overall, the ending was not satisfying. While yes, we were able to see Aza grow and confront the fact that she will always have bad days and good days I felt like certain endings or wrap-ups were not satisfactory. One huge thing I felt strongly about was Aza’s relationships. With Daisy, her best friend, we eventually find out she has been writing about Aza in her fanfiction. But that isn’t the issue. The issue is that Daisy finally exposes her true feelings about her best friend. Turns out Daisy more or less has a lot of bottled up issues resolving Aza and reading Aza’s reaction to this is simply heartbreaking. I also felt that the ending where they simply go back to being friends was not good enough for me. If I found out one of my best friends had been writing hurtful things about me behind my back I would, of course, do what Aza did and confront them but I also do not think I could go back to being friends. Friendships are based on trust and respect for one another and Daisy was not being a true friend.

Now that I have gotten through my thoughts and let downs of the novel there were redeeming qualities. As mentioned above I am a huge fan of representation from several different areas such as mental health as is represented in this novel. This book gave representation to people who on a regular basis may not receive the care they are entitled to or feel like they are alone in the world. This book gives these people ownage and that is a truly beautiful thing. John Green, I believe, wrote this based on his own experiences with anxiety (though obviously, it is not his exact account) and I, therefore, feel like this is a fairly accurate source to read when wondering about the realities of anxiety. Now, I know this book is fiction but I personally feel like it did a great job on that front, which is what I believe John Green was aiming for.

Would I Recommend It?: Maybe. I do enjoy certain aspects of this book such as the amazing representation of mental illness such as OCD (Obsessive-Compulsive Disorder) and anxiety. Not to mention I truly loved the mentions of fanfiction. However, there were a few bits here and there that made my rating decrease down to three-stars. One of the main things was the fact that the book, from my point of view, appeared to be marketed with the mystery factor and while it was solved the solution was a letdown and the book wasn’t truly focused on the mystery. Plus, Aza’s relationships with her friends seemed to be unhealthy and the last chapter or two of the book did not hold a satisfactory ending for me.
  
Wordslingers: The Story of Self-Publishing (2021)
Wordslingers: The Story of Self-Publishing (2021)
2021 | Documentary
7
7.0 (1 Ratings)
Movie Rating
They say that everyone has a book in them. I guess the key question is whether anyone else wants to read it. Such is the subject of this new documentary from A. Brooks Bennett. As a publisher says at one point “Writing a book is a creative act; publishing a book is a business”.

The democratization of publishing
The internet has brought many advantages to modern life, but perhaps one of the most interesting is the democratization of publishing. No longer is control in the hands of publishing houses, who might glance at and immediately dismiss new ideas in literature. It’s worth remembering that 12 publishing houses turned down J.K. Rowling’s draft for Harry Potter! Now anyone can be creative in writing and self-publish on the web. My own wife – Sue Mann – did just this, self-publishing the WW1 poems and reminiscences of two of her great-uncles. (It’s available from all good bookshops… oh, no…. actually just from here!) Are the poems artistically any good? I have no idea! Will it sell many copies? Clearly not! Was it a personal goal achieved in honouring their memory? Absolutely! Different people want different things from the medium.

Very ‘American’.
It’s probably down to the pioneer spirit, but as a generalisation Americans seem far more ambitious than Brits: or at least, more OPENLY ambitious. Whereas most Brits will quietly get on with building their careers, some Americans will go hell-for-leather towards their vision of “success” no matter the cost: no guts; no glory; and be noisy about it!

But for every J.K. Rowling or Bill Bryson there are several thousand writers who have ‘failed to launch’.

Here we follow two budding authors – one from California; the other from North Carolina – self-publishing their work and seeking sales.

One – Giles A (“Andy”) Anderson – has self-published a seemingly disturbing work called “Vidu” – the first of what he hopes will be a five-part series. He first talks from a ghoulish bookstore, speaking psycho-babble with the requisite hyperbole of an ‘artiste’. (It suggests how the books might read… but perhaps that’s misjudging). It comes then as a surprise when we find he doesn’t live alone in a coffin playing video games on his own, but has a lovely wife and two young and perfectly normal children. So his book is an “off the beaten track kinda book”, but the man seems well-grounded and following his dream in bite-size pieces.

Moral: Avoid the Travel Books
As is often the case though, the documentary homes in on, and spends most of its time with, the other author – Adam Shephard. Shephard is struggling to launch as an author and also – in parallel – wrestling with the Green Card process for his supportive and vivacious Croatian wife Ivana. The problem is that Shephard has written an extended travel blog: ten-a-penny on sites like WordPress.

I read a Forbes article last year that reported that – astonishingly – in a survey 11% of American respondents had never travelled outside of their home state and 40% had never left the country. For such a well-heeled country, the US is incredibly insular. So Shephard’s vision is to encourage youngsters to step outside of their comfort zone and jump on that plane to Guatemala. It’s a fine objective. But does anyone want to listen? And – crucially – is the book any good and commercial enough? As the famous ‘founder of self-publishing’, the late Dan Poynter (to who the film is dedicated) says “You can’t make any money off a travel book”.

The film never goes as far as having either of the featured books critically reviewed: that might have added some extra spice to the story (and possibly provoked some painful reactions). But the piles of unopened boxes in Adam’s clinically white storage facility rather speaks for itself. Since Shephard never seems to do anything by halves, the boxes are piled high and thus the fall from grace is hard, long…. and absolutely riveting. (Ivana’s support and love in such difficult circumstances is commendable: he is a truly blessed man).

Jaw-dropping Walmart scene
At least at the start of the film, Adam’s self-belief and confidence in himself is infectious. The peak of his bravado, and a jaw-dropping highpoint in the movie for me, was a scene filmed in Walmart. Shephard, in a case of “reverse shoplifting”, sneaks HIS books onto the bookshelves of Walmart. What happens when they then try to buy one? It’s a real eye-opener and worth watching the documentary for in its own right.

It’s an interesting legal position: if Walmart were to be upset about this scene, what on earth could they charge them with!? Littering?

Highs and lows.
Shephard seems to have talent as a speaker, and it struck me that he would be genuinely suited to a job in sales. In the movie we see him performing self-confidence-building pitches to young people (and, boy, could we sometimes use that in the UK post-Brexit). A few books sold. But another event barely breaking even. The pattern becomes familiar and, in a way, rather tragic.

There are unexpected highs and lows for Adam and Ivana along the way though, unrelated to the publishing story, and the filmmaker skillfully weaves them into the narrative to good effect.

Thought-provoking.
I watched this on a whim and thought I’d probably switch off after 10 minutes. Documentaries normally are not my thing! But no. It had me gripped to see how things would turn out – like watching a slow-motion car crash! The journey was well-worth the ride: a real page-turner you might say.