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Beyond Good and Evil by Friedrich Nietzsche
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Beyond Good and Evil, by Friedrich Nietzsche A searing indictment of concepts like “truth” and...

Darren (1599 KP) rated Thirteen Days (2000) in Movies
Aug 26, 2019
Verdict: History Lesson
Story: Thirteen Days starts like a normal day in the Kennedy administration, his assistant Kenny O’Donnell (Costner) joins the President John F Kennedy (Greenwood), his brother Robert F Kennedy (Culp) and advisers from every side for an emergency meeting.
The meeting is called to discuss the appearance of nuclear warheads in Cuba, believing Russia are moving to a closer position which could destroy large parts of America in minutes. What follows in Kenny trying to help JFK make the smartest decision, despite how many different people are advising with multiply options, all leading to one of the most intense stand offs in military history.
Thoughts on Thirteen Days
Characters – Kenny O’Donnell is the assistant advisor to the President, he gives him advice which would see him make decisions which would support the image of the President and the country instead of agree with the fast track answers which would see America go to war, he is the man that people turn to if they are not prepared to challenge the President’s decisions. President John F Kennedy is the man in the middle of the situation, the man that needs to make the final decision after taking on all the advice from his experts, he wants to remain in control of the situation to the best of his ability. Robert F Kennedy is one of the men advising his brother, he knows how John thinks and knows how the help him make the right decisions to remain calm and in control. We do have plenty of different advisors who are trying to offer a plan to what could make this stand off end quicker.
Performances – Kevin Costner is always entertaining to watch in a political movie, this is no different as he plays the pivot to everything going on. Bruce Greenwood as the President is great to watch through the film, with the whole cast looking like they would have been the people they are playing.
Story – The story here follows the events around the Cuba Mission Crisis, from the point of view of the Americans. This does break down to be a political thriller that does keep us on edge as we see all the potential ideas that were thrown out which could have seen the world in a different place if different outcomes had been used, while this is a 2 hour story, we only focus on the different ideas, which is interesting to see. Each person could have their own agenda which could show the mindset of the public during the events. We could have more intense moments, but it just doesn’t really do that much more, which doesn’t display just how dangerous the event could have been.
History – This is a big historical moment and it does show how the people in power were put on panic station when the events started to unfold.
Settings – The film uses the political settings for the most part, which does show us just how the people stayed together through the events of the crisis.
Scene of the Movie – Putting the Admiral in his place.
That Moment That Annoyed Me – We could have had more intense sequences.
Final Thoughts – This is an interesting look at one of the biggest stand offs in modern history, we do see how it could have gone very differently and how everything unfolded.
Overall: Interesting look at history.
Story: Thirteen Days starts like a normal day in the Kennedy administration, his assistant Kenny O’Donnell (Costner) joins the President John F Kennedy (Greenwood), his brother Robert F Kennedy (Culp) and advisers from every side for an emergency meeting.
The meeting is called to discuss the appearance of nuclear warheads in Cuba, believing Russia are moving to a closer position which could destroy large parts of America in minutes. What follows in Kenny trying to help JFK make the smartest decision, despite how many different people are advising with multiply options, all leading to one of the most intense stand offs in military history.
Thoughts on Thirteen Days
Characters – Kenny O’Donnell is the assistant advisor to the President, he gives him advice which would see him make decisions which would support the image of the President and the country instead of agree with the fast track answers which would see America go to war, he is the man that people turn to if they are not prepared to challenge the President’s decisions. President John F Kennedy is the man in the middle of the situation, the man that needs to make the final decision after taking on all the advice from his experts, he wants to remain in control of the situation to the best of his ability. Robert F Kennedy is one of the men advising his brother, he knows how John thinks and knows how the help him make the right decisions to remain calm and in control. We do have plenty of different advisors who are trying to offer a plan to what could make this stand off end quicker.
Performances – Kevin Costner is always entertaining to watch in a political movie, this is no different as he plays the pivot to everything going on. Bruce Greenwood as the President is great to watch through the film, with the whole cast looking like they would have been the people they are playing.
Story – The story here follows the events around the Cuba Mission Crisis, from the point of view of the Americans. This does break down to be a political thriller that does keep us on edge as we see all the potential ideas that were thrown out which could have seen the world in a different place if different outcomes had been used, while this is a 2 hour story, we only focus on the different ideas, which is interesting to see. Each person could have their own agenda which could show the mindset of the public during the events. We could have more intense moments, but it just doesn’t really do that much more, which doesn’t display just how dangerous the event could have been.
History – This is a big historical moment and it does show how the people in power were put on panic station when the events started to unfold.
Settings – The film uses the political settings for the most part, which does show us just how the people stayed together through the events of the crisis.
Scene of the Movie – Putting the Admiral in his place.
That Moment That Annoyed Me – We could have had more intense sequences.
Final Thoughts – This is an interesting look at one of the biggest stand offs in modern history, we do see how it could have gone very differently and how everything unfolded.
Overall: Interesting look at history.

Gareth von Kallenbach (980 KP) rated The Promise (2017) in Movies
Jul 11, 2019
Roughly a year ago, I found myself in a heated exchange with a friend about full and appropriate representation of people and history in films. I discussed the merits of expanding the scope beyond films about slavery and segregation with respect to African-Americans and stories of despair for other marginalized groups. It is, for me, demeaning to a people’s contributions in society and trivializes experiences. After engaging in what seemed to be an hour, my friend focused more on what she had to say that considering what I was addressing. It proved true when she stated “Well… at least black people have movies about slavery! You should be happy. We don’t even have a movie about the Armenian Genocide!” I was shocked, momentarily. I had never stated that one group deserved more of the spotlight or one’s history is more important that another, just that we need to have appropriate representation and inclusion of stories. All of our stories should be told and shared, especially the ones that are not widely known, understood, or even having a place within social studies courses in our public schools.
I knew of the Armenian Genocide and had a general understanding about the atrocities committed by the Ottoman Empire. There are several international films that address what took place or have the Genocide as part of the story. Even My Big Fat Greek Wedding makes reference to how Greeks were brutalized by the Turks during the period. What we were missing, at least in the realm of American Cinema, was a representation for US audiences to witness the horrors that these people fell victim to and, for some, were able to survive. In The Promise, audiences will get a history lesson about man’s inhumanity to man.
When I first heard that this film was in production, I was interesting in how it would pan out. Would it be truthful, as painful as it may be? Would they overdo certain aspects? How much would they play with the truth? The filmmakers faced the same problems as those who brought forth Schindler’s List, The Pianist, and Life is Beautiful: How do you approach telling the story of genocide? How do you draw people in to a story that they may not be familiar with? Are people ready?
Summaries of the film that I read online made it seem as though this would be an Armenian version of Pearl Harbor in that this was a love story in the foreground of a film that features violence in the background. The summaries were misleading, maybe by design or maybe by mistake. The Promise, stars Oscar Isaac (Star Wars: The Force Awakens) as a young Armenia medical student, and Christian Bale (The Dark Knight) as a journalist for the associated press reporting on developments in the Ottoman Empire as war breaks out. The film whose description touts a love triangle in the midst of the Great War is far from what this films discusses and presents. There is a love story, however, it is not what the film is about or what is able to get the attention of the viewers.
The film reveals the deep held animosity of Armenians and other minority groups in the Ottoman Empire. It demonstrates the depth of mistrust and mistreatment of people who cast as “the other.” It is not simplistic in approach nor relying on over-the-top examples of violence in order for those watching to feel something. The development of events and characters permits the audience to connect with each of the characters, their families, their circumstances, and look for any moment in which they can escape the violence that is being committed to them. In no way does this film minimize what the victims went through. It doesn’t trivialize their experience in order to gain one’s attention.
The Promise satisfies the need for a discussion to emerge allowing for a truer examination of the genocide’s place in world history and within the framing of World War I. It presents a more representative picture of what people bore witness to or experienced themselves. With history, we are continuously searching for the truth and ensuring that history itself does not remained buried or ignored. This films serves the purpose in ensuring that more people are aware of not only the Armenian genocide, but all of the moving pieces that come with people fighting against an injustice or violence that is committed upon them because they are seen as less than or undesirable. It is my hope that with this film, studios see the necessity of bringing more stories of struggle, survival, and the will of humanity to overcome hardship and violence to audiences. The Promise although highly overdue, is essential, poignant, timely, and necessary in order for all of us to see that people are not forgotten.
I knew of the Armenian Genocide and had a general understanding about the atrocities committed by the Ottoman Empire. There are several international films that address what took place or have the Genocide as part of the story. Even My Big Fat Greek Wedding makes reference to how Greeks were brutalized by the Turks during the period. What we were missing, at least in the realm of American Cinema, was a representation for US audiences to witness the horrors that these people fell victim to and, for some, were able to survive. In The Promise, audiences will get a history lesson about man’s inhumanity to man.
When I first heard that this film was in production, I was interesting in how it would pan out. Would it be truthful, as painful as it may be? Would they overdo certain aspects? How much would they play with the truth? The filmmakers faced the same problems as those who brought forth Schindler’s List, The Pianist, and Life is Beautiful: How do you approach telling the story of genocide? How do you draw people in to a story that they may not be familiar with? Are people ready?
Summaries of the film that I read online made it seem as though this would be an Armenian version of Pearl Harbor in that this was a love story in the foreground of a film that features violence in the background. The summaries were misleading, maybe by design or maybe by mistake. The Promise, stars Oscar Isaac (Star Wars: The Force Awakens) as a young Armenia medical student, and Christian Bale (The Dark Knight) as a journalist for the associated press reporting on developments in the Ottoman Empire as war breaks out. The film whose description touts a love triangle in the midst of the Great War is far from what this films discusses and presents. There is a love story, however, it is not what the film is about or what is able to get the attention of the viewers.
The film reveals the deep held animosity of Armenians and other minority groups in the Ottoman Empire. It demonstrates the depth of mistrust and mistreatment of people who cast as “the other.” It is not simplistic in approach nor relying on over-the-top examples of violence in order for those watching to feel something. The development of events and characters permits the audience to connect with each of the characters, their families, their circumstances, and look for any moment in which they can escape the violence that is being committed to them. In no way does this film minimize what the victims went through. It doesn’t trivialize their experience in order to gain one’s attention.
The Promise satisfies the need for a discussion to emerge allowing for a truer examination of the genocide’s place in world history and within the framing of World War I. It presents a more representative picture of what people bore witness to or experienced themselves. With history, we are continuously searching for the truth and ensuring that history itself does not remained buried or ignored. This films serves the purpose in ensuring that more people are aware of not only the Armenian genocide, but all of the moving pieces that come with people fighting against an injustice or violence that is committed upon them because they are seen as less than or undesirable. It is my hope that with this film, studios see the necessity of bringing more stories of struggle, survival, and the will of humanity to overcome hardship and violence to audiences. The Promise although highly overdue, is essential, poignant, timely, and necessary in order for all of us to see that people are not forgotten.

Jamie (131 KP) rated 1984 Nineteen Eighty-Four in Books
Jun 4, 2017
Overwhelmingly bleak (1 more)
Stars slow and a little bit didactic
A true nightmare world, a dystopian classic
Winston is our everyman, a middle aged average male living under the heel of a totalitarian regime. His work is bland, his food is bland, his every day routine is bland. Winston is losing it, he wonders about the world that was before the party and resists in small ways. He ponders about the subtle ways that the party exerts it’s control, by perpetual war, by rewriting history, by lying so blatantly that the members of the party have to accept the lies as truth. Winston dreams of revolution and finds himself seeking out others likes him.
Nineteen Eighty-Four was not an easy ready by any means, it’s startlingly brutal. The beginning starts off rather slow as the readers gets to know Winston, the way he thinks and learns about his every day routine and are introduced to key characters. The middle of the book picks up, but it breaks up the pacing of the novel due to the fact that it essentially turns into an essay that outlines the structure of the party and the moral implications of it’s actions. While info dumps can be a bit disjointing to read, I could bear with it for this novel. The third half of the novel caught me off guard and it spun wildly out of control. I loved it, even when I found it difficult to digest. This is what made the book so brilliant, it doesn’t just tell you about right and wrong and then wrap things up nicely, the horrible reality of the book comes crashing down on both Winston and the reader’s head in full force.
The power structure of the party is just downright diabolical. I could think of any other way to describe it; the method of control, the reasons for maintaining such a strict social order, the sheer scale of the party’s reach – all of it was terrifying when taken as a whole. There were points in the second half of the novel where I had to put the book down because it was stressing me out too much, and this was a first for me. I now understand fully what folks mean when they label something as “Orwellian,” and why this novel is hailed as one of the very best of the dystopia genre. Hell, there are others that I read that I thought were bleak, but none quite to this degree. Nineteen Eighty-Four makes other books in the dystopia genre seem like lighthearted adventures novels.
The novel is extremely effective in the delivery of it’s core message about government control and humanity by creating a potential future that is harrowing, particularly because of it’s plausibility, as a warning to all. This is the type of book that will stick with me for a long time and I’m glad I finally sat down to read it.
Nineteen Eighty-Four was not an easy ready by any means, it’s startlingly brutal. The beginning starts off rather slow as the readers gets to know Winston, the way he thinks and learns about his every day routine and are introduced to key characters. The middle of the book picks up, but it breaks up the pacing of the novel due to the fact that it essentially turns into an essay that outlines the structure of the party and the moral implications of it’s actions. While info dumps can be a bit disjointing to read, I could bear with it for this novel. The third half of the novel caught me off guard and it spun wildly out of control. I loved it, even when I found it difficult to digest. This is what made the book so brilliant, it doesn’t just tell you about right and wrong and then wrap things up nicely, the horrible reality of the book comes crashing down on both Winston and the reader’s head in full force.
The power structure of the party is just downright diabolical. I could think of any other way to describe it; the method of control, the reasons for maintaining such a strict social order, the sheer scale of the party’s reach – all of it was terrifying when taken as a whole. There were points in the second half of the novel where I had to put the book down because it was stressing me out too much, and this was a first for me. I now understand fully what folks mean when they label something as “Orwellian,” and why this novel is hailed as one of the very best of the dystopia genre. Hell, there are others that I read that I thought were bleak, but none quite to this degree. Nineteen Eighty-Four makes other books in the dystopia genre seem like lighthearted adventures novels.
The novel is extremely effective in the delivery of it’s core message about government control and humanity by creating a potential future that is harrowing, particularly because of it’s plausibility, as a warning to all. This is the type of book that will stick with me for a long time and I’m glad I finally sat down to read it.

Gods and Glory: Throne wars
Games and Stickers
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Throw yourself into intense and tactical real-time fantasy PvP strategy. Clash with warriors...

Los Angeles Stories
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A Los Angeles Times's and Southern California Indie Bookseller Association's Bestseller! Los Angeles...

Ross (3284 KP) rated Cold Iron (Masters & Mages #1) in Books
Jan 22, 2019
Elaborate prose and an unsettling amount of "wait and see" damaged my enjoyment
This book feels like your standard coming-of-age fantasy - young man from a simple village finds himself in the big city destined for greatness and surrounds himself with strong watchers while he grows into his potential. It is that and it is so much more.
The story that is told is how Aranthur, this young man (selected from his village to attend the big city university) finds himself in the midst of conflict and significant events in the empire's changing status. The idea of fate dictating that this one man would be at the centre of things (see Wheel of Time) is not one that is explored here. While it is hinted at (he is frequently told off for ending up in unusual circumstances), it isn't overly laboured. Nobody tells him he was chosen or anything like that. Instead he gradually learns that he has found himself at the centre of political intrigue, plotting, counter-plotting, conspiracies and war.
This book is not about Aranthur. He is just the focal point of the book, the story is so much bigger than him. This meant it did at times become a little hard to take that he always just happened to meet the right person, go to the right place at the right time in order to witness or participate in a number of significant plot events. In hindsight, this is largely all explained as some hidden agenda and him being put in those places to make those decisions but at the time it was a little jarring.
The narrative is more akin to Robert Jordan than many contemporary writers - so much overly elaborate description of people, places, clothes, horses, weapons etc. At times this adds to the reading experience but I found it over-used and made the book feel like a much longer read (I was shocked when I found out it was just under 450 pages - it reads like around 700). Also, so much of the narrative is in either italics (to show it is a magic/majick/magik delete as appropriate) or is in some odd variation of French ("gonne" for gun, "quaveh" for coffee etc) to become irritating. At times the book is more like a decent fantasy tale or conspiracy and intrigue which has been edited by a historical re-enactment nut. Given this is fictional and the world is the author's to do with as he wishes, forcing some historical accuracy at the expense of reader enjoyment seemed an odd decision to make.
The magical system seems fairly standard fantasy fayre, albeit it is not described or explored in any detail, people just suddenly do things which haven't previously been mentioned. A large aspect of the book is Aranthur's being chosen to translate an ancient text to decode the magical secrets hidden there. I think in all he decodes three of these, and uses them, but there is no mention of them until he has to use them in a fight. It could just be that I have been reading a lot of LitRPG recently, where every spell is described in intimate detail and its uses are discussed way in advance of being needed in combat, but I felt like it was something of an afterthought or rescue from a plot dead-end ("oh sod it, say he done a magic").
While I did enjoy this book on the whole, the narrative style and the focus being on clothes rather than describing the interesting aspects of the world were to its detriment. Also, the book is written as two "books" (chapters), the first "book" covers around 80% and all in one long chapter without breaks. To my mind, ending there would have sufficed. The final 20% in "book 2" felt like part epilogue, part sequel and should maybe have been split as such.
My advice to anyone reading this, is to suspend disbelief that little bit further and trust that things do largely get explained satisfactorily before the end.
The story that is told is how Aranthur, this young man (selected from his village to attend the big city university) finds himself in the midst of conflict and significant events in the empire's changing status. The idea of fate dictating that this one man would be at the centre of things (see Wheel of Time) is not one that is explored here. While it is hinted at (he is frequently told off for ending up in unusual circumstances), it isn't overly laboured. Nobody tells him he was chosen or anything like that. Instead he gradually learns that he has found himself at the centre of political intrigue, plotting, counter-plotting, conspiracies and war.
This book is not about Aranthur. He is just the focal point of the book, the story is so much bigger than him. This meant it did at times become a little hard to take that he always just happened to meet the right person, go to the right place at the right time in order to witness or participate in a number of significant plot events. In hindsight, this is largely all explained as some hidden agenda and him being put in those places to make those decisions but at the time it was a little jarring.
The narrative is more akin to Robert Jordan than many contemporary writers - so much overly elaborate description of people, places, clothes, horses, weapons etc. At times this adds to the reading experience but I found it over-used and made the book feel like a much longer read (I was shocked when I found out it was just under 450 pages - it reads like around 700). Also, so much of the narrative is in either italics (to show it is a magic/majick/magik delete as appropriate) or is in some odd variation of French ("gonne" for gun, "quaveh" for coffee etc) to become irritating. At times the book is more like a decent fantasy tale or conspiracy and intrigue which has been edited by a historical re-enactment nut. Given this is fictional and the world is the author's to do with as he wishes, forcing some historical accuracy at the expense of reader enjoyment seemed an odd decision to make.
The magical system seems fairly standard fantasy fayre, albeit it is not described or explored in any detail, people just suddenly do things which haven't previously been mentioned. A large aspect of the book is Aranthur's being chosen to translate an ancient text to decode the magical secrets hidden there. I think in all he decodes three of these, and uses them, but there is no mention of them until he has to use them in a fight. It could just be that I have been reading a lot of LitRPG recently, where every spell is described in intimate detail and its uses are discussed way in advance of being needed in combat, but I felt like it was something of an afterthought or rescue from a plot dead-end ("oh sod it, say he done a magic").
While I did enjoy this book on the whole, the narrative style and the focus being on clothes rather than describing the interesting aspects of the world were to its detriment. Also, the book is written as two "books" (chapters), the first "book" covers around 80% and all in one long chapter without breaks. To my mind, ending there would have sufficed. The final 20% in "book 2" felt like part epilogue, part sequel and should maybe have been split as such.
My advice to anyone reading this, is to suspend disbelief that little bit further and trust that things do largely get explained satisfactorily before the end.

Phil Leader (619 KP) rated The Long Mars in Books
Nov 20, 2019
The third book in the Long Earth series by Terry Pratchett and Stephen Baxter very much carries on with 'more of the same' as the previous books. Therefore if you haven't liked the series up until now, you probably won't like this installment.
The usual characters are here. Lobsang is less in evidence than previously, despite driving what is the core of the book. Joshua is also a little sidelined as his story is tied closely to that of Lobsang. The bulk of the actual pages are concerned with Sally Lindsay and Maggie Kaufmann as they set off on their own voyages of discovery on the seemingly infinite copies of Earth and - not too much of a spoiler since it's in the title - Mars.
Whereas the previous books have essentially had one thread of a story around which the characters revolve towards some sort of end. This book seems more as if the authors couldn't really decide what they wanted to write about.
Should they write about more versions of the Long Earth, more fantastic worlds and lifeforms? Or perhaps investigate what has really been happening at Happy Landings, the seemingly too perfect town which existed long before Step Day? Or perhaps you are Stephen Baxter and can't resist going to Mars and showing many stepwise possibilities for that planet?
Rather than focus on one of these, all three are covered.
Maggie Kaufmann takes a brand new Twain far beyond the current limits of exploration into completely uncharted - and very strange - worlds. She must deal with the crew during their long trip, a surprise guest and aims to find out what happened to a previous expedition that vanished. Once again Pratchett and Baxter dig up some potentially different outcomes for both life on Earth and the planet itself, although many of the worlds are skimmed over and this part does get a little repetitive - another world, another odd ecology. This thread did feel a little like filler, there for those who want to see what might happen at the extremes of the Long Earth, although events do tie in with Lobsang's story.
Lobsang (the omnipresent super computer) has become concerned with matters of existence and what might come after. In particular is the human race evolving? He asks Joshua to help out and discover if there is any evidence for a breed of super human evolving as Lobsang theorises there must be. It seemed to me this is the real story of the book, a query on what would happen if a vastly more intelligent form of humanity evolved as a step change rather than a gradual one. What would they do? Would the rest of humanity accept them or feel threatened by them? The thread is short - barely more than an essay - and takes a good while to work through but provides the ultimate ending to the book.
Meanwhile, Sally Lindsay finds herself at The Gap, preparing to visit Mars, part of some mysterious quest for 'something' by her father. Here Baxter's history of writing Mars colonisation stories (they even get a mention) comes to the fore as the possibilities of a Long Mars are explored. In the real world Mars is cold, arid and inhospitable but there may be the odd chance for life to have developed. What would this be like? Again we have many different worlds although these are skipped through a little better than the Maggie Kaufmann Long Earth voyage and seem a little less repetitive - or where there is repetition it is more interesting than mundane.
Overall this is a good read in the series, probably a little better than The Long War but again lacking the coherence and sheer enthusiasm of The Long Earth (perhaps inevitably). As a work of science fiction it works well - the broad brush 'imaginary worlds' of the Long Earth and the Long Mars juxtaposed by the more existential investigation into human evolution.
Would I read a fourth installment? Undoubtedly, there are stories yet to be told. Would I recommend this book? Only if the recommendee had enjoyed the previous two books.
The usual characters are here. Lobsang is less in evidence than previously, despite driving what is the core of the book. Joshua is also a little sidelined as his story is tied closely to that of Lobsang. The bulk of the actual pages are concerned with Sally Lindsay and Maggie Kaufmann as they set off on their own voyages of discovery on the seemingly infinite copies of Earth and - not too much of a spoiler since it's in the title - Mars.
Whereas the previous books have essentially had one thread of a story around which the characters revolve towards some sort of end. This book seems more as if the authors couldn't really decide what they wanted to write about.
Should they write about more versions of the Long Earth, more fantastic worlds and lifeforms? Or perhaps investigate what has really been happening at Happy Landings, the seemingly too perfect town which existed long before Step Day? Or perhaps you are Stephen Baxter and can't resist going to Mars and showing many stepwise possibilities for that planet?
Rather than focus on one of these, all three are covered.
Maggie Kaufmann takes a brand new Twain far beyond the current limits of exploration into completely uncharted - and very strange - worlds. She must deal with the crew during their long trip, a surprise guest and aims to find out what happened to a previous expedition that vanished. Once again Pratchett and Baxter dig up some potentially different outcomes for both life on Earth and the planet itself, although many of the worlds are skimmed over and this part does get a little repetitive - another world, another odd ecology. This thread did feel a little like filler, there for those who want to see what might happen at the extremes of the Long Earth, although events do tie in with Lobsang's story.
Lobsang (the omnipresent super computer) has become concerned with matters of existence and what might come after. In particular is the human race evolving? He asks Joshua to help out and discover if there is any evidence for a breed of super human evolving as Lobsang theorises there must be. It seemed to me this is the real story of the book, a query on what would happen if a vastly more intelligent form of humanity evolved as a step change rather than a gradual one. What would they do? Would the rest of humanity accept them or feel threatened by them? The thread is short - barely more than an essay - and takes a good while to work through but provides the ultimate ending to the book.
Meanwhile, Sally Lindsay finds herself at The Gap, preparing to visit Mars, part of some mysterious quest for 'something' by her father. Here Baxter's history of writing Mars colonisation stories (they even get a mention) comes to the fore as the possibilities of a Long Mars are explored. In the real world Mars is cold, arid and inhospitable but there may be the odd chance for life to have developed. What would this be like? Again we have many different worlds although these are skipped through a little better than the Maggie Kaufmann Long Earth voyage and seem a little less repetitive - or where there is repetition it is more interesting than mundane.
Overall this is a good read in the series, probably a little better than The Long War but again lacking the coherence and sheer enthusiasm of The Long Earth (perhaps inevitably). As a work of science fiction it works well - the broad brush 'imaginary worlds' of the Long Earth and the Long Mars juxtaposed by the more existential investigation into human evolution.
Would I read a fourth installment? Undoubtedly, there are stories yet to be told. Would I recommend this book? Only if the recommendee had enjoyed the previous two books.

Paul Kellett (118 KP) rated Fallen Land: A Post Apocalyptic Board Game in Tabletop Games
May 9, 2019
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.

Bob Mann (459 KP) rated Spider-Man: Homecoming (2017) in Movies
Sep 29, 2021
When I heard the news last year that Spider-Man was going to be rebooted yet again, I was like “are you freaking serious”? After the successful Toby Maguire trilogy (though the less said about “Spider-Man 3” the better) and the mildly successful “Amazing Spider-Man” duo with Andrew Garfield only finishing in 2014, did we REALLY need another reboot? More dramatic spider biting? More Uncle Ben spouting then dying? The same old – same old, rewarmed in a pan with a bit of red wine added just to stop it feeling so dry and tasteless.
And I still feel the same way. I understand that its more to do with rights ownership between Sony, Marvel and Disney that this got made so quickly…. but in the words of Ian Malcolm “they didn’t stop to think if they should”.
But actually, although I still don’t really approve of it, they’ve done a pretty good job in rebooting in a different manner. I commented in my review for “The Amazing Spider-Man 2” that that first reboot was “much less earnest and quirkier than the original Tobey Maguire series, and reveling more in the fun to be had around a superhero’s schooldays.” This latest reboot moves even further along that scale, being very much more of a high-school comedy that a pure superhero flick.
Wearing the suit this time is a far more age-appropriate Tom Holland, winner of last year’s BAFTA Rising Star award. And very personable he is too. The suit in question has been jizzed up by Iron Man (Robert Downey Jnr) – perhaps I could have rephrased that better! Because here the Spider-Man story carries on from the brief cameo in “Captain America: Civil War” that crossed Spidey into the mainstream Marvel timeline.
Within the high-school setting, Peter Parker’s geeky, and almost too deliberately multi-racial, gang includes his pal Ned (Jacob Batalon), very funny with a “chair guy” sequence, the unattainable Liz (Laura Harrier) as the love-interest, Betty (the excellent Angourie Rice who made such a great impression in “The Nice Guys” but didn’t really move the meter for me here I’m afraid), Flash (Tony Revolori) and best of all for me the almost horizontally laconic Michelle (Zendaya, of Shoshone heritage) – uber-cool but harbouring a secret crush on Peter.
Chris Evans pops up for comic relief as Captain America doing motivational high-school videos. And older viewers might want to have fun watching out for Tyne Daly: Lacey in the old cop show “Cagney and Lacey”.
But stealing the show in the acting stakes is Michael Keaton as Adrian Toomes (aka “The Vulture”) who could for all the world be auditioning for “Birdman 2”. The well-judged thing about this villain is that he is no hyper-galactic being with superpowers, or a typical “rule the world” Bond villain, but just an ordinary Joe in search of financial profit to keep his family in the manner to which they are accustomed. I really liked that. The script (an army of people, but led by Jonathan Goldstein and John Francis Daley, who also wrote the story) also nicely counterpoints the thin-line between the “good arms dealer” (Tony Stark) and the “bad arms dealer” (Toomes).
The script also very wisely leaps several months into where the reboot could have started. None of the tedious spider biting. No Uncle Ben – just a sly reference to “what Aunt May’s been through”. Now this might confuse anyone not familiar with the Spider-Man story, but the percentage of people in the Western world in that segment must be less than 2%.
There are however also significant character changes that may annoy Spider-Man devotees. Aunt May herself is no longer the frail old lady of previous depictions, but a hot and attractive middle-aged woman (AILF?) played by Marisa Tomei (who does indeed look ‘Mila Kunis‘).
Many of the action scenes are well done, with a scene at the Washington Monument being particularly exciting. It all gets rather overblown though with a later scene aboard the Avenger’s plane. And this scene sums up my problem with many of these films: the superhero characters are pretty well indestructible. You know they are. So the scenes of peril, that might thrill in an Indiana Jones, an M.I. or a Bond film, lack any sort of tension. Even when the protagonist does have a superhero on the ropes, they don’t carry on kicking the proverbial c**p out of them until they are “dead”…. they lay off so the superhero can recover and kick their ass in a few minutes time!
The director is Jon Watts in only his third directorial outing (with only the much praised “Cop Car” to pretty up his CV). With such a lot on his shoulders he does a good job.
At 133 minutes its a tad over-long (I watched this in a double bill with “War for the Planet of the Apes” so my eyes afterwards were 16:9!). But it’s a fun summer flick that both amuses and entertains. If you have the choice between this and Planet of the Apes though for your Saturday night at the movies, I would personally choose the latter.
By the way, in terms of “monkeys” – yep, it’s a Marvel film, of course there are monkeys! One early on in the credits and another one at the end… which is actually very funny indeed.
And I still feel the same way. I understand that its more to do with rights ownership between Sony, Marvel and Disney that this got made so quickly…. but in the words of Ian Malcolm “they didn’t stop to think if they should”.
But actually, although I still don’t really approve of it, they’ve done a pretty good job in rebooting in a different manner. I commented in my review for “The Amazing Spider-Man 2” that that first reboot was “much less earnest and quirkier than the original Tobey Maguire series, and reveling more in the fun to be had around a superhero’s schooldays.” This latest reboot moves even further along that scale, being very much more of a high-school comedy that a pure superhero flick.
Wearing the suit this time is a far more age-appropriate Tom Holland, winner of last year’s BAFTA Rising Star award. And very personable he is too. The suit in question has been jizzed up by Iron Man (Robert Downey Jnr) – perhaps I could have rephrased that better! Because here the Spider-Man story carries on from the brief cameo in “Captain America: Civil War” that crossed Spidey into the mainstream Marvel timeline.
Within the high-school setting, Peter Parker’s geeky, and almost too deliberately multi-racial, gang includes his pal Ned (Jacob Batalon), very funny with a “chair guy” sequence, the unattainable Liz (Laura Harrier) as the love-interest, Betty (the excellent Angourie Rice who made such a great impression in “The Nice Guys” but didn’t really move the meter for me here I’m afraid), Flash (Tony Revolori) and best of all for me the almost horizontally laconic Michelle (Zendaya, of Shoshone heritage) – uber-cool but harbouring a secret crush on Peter.
Chris Evans pops up for comic relief as Captain America doing motivational high-school videos. And older viewers might want to have fun watching out for Tyne Daly: Lacey in the old cop show “Cagney and Lacey”.
But stealing the show in the acting stakes is Michael Keaton as Adrian Toomes (aka “The Vulture”) who could for all the world be auditioning for “Birdman 2”. The well-judged thing about this villain is that he is no hyper-galactic being with superpowers, or a typical “rule the world” Bond villain, but just an ordinary Joe in search of financial profit to keep his family in the manner to which they are accustomed. I really liked that. The script (an army of people, but led by Jonathan Goldstein and John Francis Daley, who also wrote the story) also nicely counterpoints the thin-line between the “good arms dealer” (Tony Stark) and the “bad arms dealer” (Toomes).
The script also very wisely leaps several months into where the reboot could have started. None of the tedious spider biting. No Uncle Ben – just a sly reference to “what Aunt May’s been through”. Now this might confuse anyone not familiar with the Spider-Man story, but the percentage of people in the Western world in that segment must be less than 2%.
There are however also significant character changes that may annoy Spider-Man devotees. Aunt May herself is no longer the frail old lady of previous depictions, but a hot and attractive middle-aged woman (AILF?) played by Marisa Tomei (who does indeed look ‘Mila Kunis‘).
Many of the action scenes are well done, with a scene at the Washington Monument being particularly exciting. It all gets rather overblown though with a later scene aboard the Avenger’s plane. And this scene sums up my problem with many of these films: the superhero characters are pretty well indestructible. You know they are. So the scenes of peril, that might thrill in an Indiana Jones, an M.I. or a Bond film, lack any sort of tension. Even when the protagonist does have a superhero on the ropes, they don’t carry on kicking the proverbial c**p out of them until they are “dead”…. they lay off so the superhero can recover and kick their ass in a few minutes time!
The director is Jon Watts in only his third directorial outing (with only the much praised “Cop Car” to pretty up his CV). With such a lot on his shoulders he does a good job.
At 133 minutes its a tad over-long (I watched this in a double bill with “War for the Planet of the Apes” so my eyes afterwards were 16:9!). But it’s a fun summer flick that both amuses and entertains. If you have the choice between this and Planet of the Apes though for your Saturday night at the movies, I would personally choose the latter.
By the way, in terms of “monkeys” – yep, it’s a Marvel film, of course there are monkeys! One early on in the credits and another one at the end… which is actually very funny indeed.