Search

Search only in certain items:

Shelfie Stacker
Shelfie Stacker
2021 | Dice Game
I don’t know about you, but I love getting a new game. Unboxing it, punching tokens, reading the rules – it’s so satisfying! Now after that fun is done comes my dilemma: where to put it on my shelves… I know I’m not the only one that runs into this problem. I often see on Board Gamer Facebook groups queries about how to store/organize games. Do you place them vertically or horizontally? Organize by publisher? Size of box? Box color? Player counts? The list is nearly endless. So Arkus Games had the brilliant idea to make a meta-game in which you must sort and organize your game shelf! After having a good laugh at this theme and game, I decided to back it on Kickstarter. And as you can see above, it is one that has earned The Golden Feather Award for us!

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and gameplay. For a more in-depth look, check out the game at your FLGS or directly from the publisher. -L

Shelfie Stacker is a game of dice drafting and hand management in which players are trying to create the most prestigious board game shelf in the group. Players will be drafting dice, manipulating them with special abilities, and placing them on their Big Shelf in an effort to amass the most points by the end of 7 rounds. To setup for the game, each player receives a Big Shelf, Shelf of Shame, and Character Cards in their chosen color. Of the 16 Character Cards, you will select 8 with which to play this game, and return the others to the box. Place the Delivery Boxes in the center of the table (1 per player, plus 1 more), and place the dice into the dice bag. Randomly select 1 Sidekick, First to Claim, and End of Game cards and place them face-up in view of all players. The game is now ready to begin!

The game is played over a series of 7 rounds, each broken down into 5 phases. The first phase is to fill the Delivery Boxes. To do so, one player will draw and place 3 dice from the dice bag onto each Delivery Box. The dice don’t need to be rolled, but the drawing player shouldn’t change the faces in any way when placing. In the next phase, all players will select a Character Card to play. This will determine the turn order for the round. The Character Cards are numbered 1-16 (you only use 8 total cards in a game though), and each provide a special one-time ability for use in the game. Players select their Character Card in secret, and then will simultaneously reveal them. Starting with the player who played the lowest-value Character Card, each player will select one of the available Delivery Boxes as their own.

Once you have a Delivery Box, you will then start placing the dice in your Big Shelf! You must place all of your dice, following the placement rules (detailed in the rulebook). During this phase of the round is when most Character Card abilities will be used. These are one-time abilities to be used throughout the game, and allow you to manipulate your dice in various ways. One super important note is that the Character abilities do not need to be used on the same round in which they are played! So I could play a card for its number value (securing my spot in the turn order), but not use its ability until a later round. This really gives you the opportunity to strategize and potentially chain abilities together for maximum results! Once an ability has been used, it is discarded from the game and cannot be used again.

At any point during a round, a player may be able to claim the First to Claim or Sidekick cards, which provide end-game points. The first player to create the depicted pattern on the First to Claim card takes and keeps it for the end of the game. The Sidekick, however, won’t necessarily remain with one player. For example, I may have the most blue dice now and claim the Sidekick, but if in a later round you have more blue dice than me, you can steal it from me! If you are unable to place any/all of your dice on your Big Shelf. they will be placed on your Shelf of Shame *womp womp* and any dice there earn negative points in final scoring. When everyone has finished placing their dice, you prepare for the next round. The Delivery Boxes are returned to the center, and the game is ready to move to the next round.


After the 7th round, the game ends and final scoring takes place. Players can earn points in several ways: if columns get to a certain height, points per pip on the highest die of each column, bonus cards (First to Claim, Sidekick, and End of Game), and you lose 2 points for every die in your Shelf of Shame. Points are totaled and the player with the highest score is the winner!
Putting aside the humor and the theme, Shelfie Stacker is actually a very solid game. The premise is simple (manipulate and place dice) but the actual execution is more strategic than I first thought. The placement rules alone create quite a challenge. The first couple of rounds really determine your success in later rounds. If you don’t set yourself up early in the game with a good strategy, it could all come crashing down as the game progresses. Couple that with the Character Card abilities, and the strategy is elevated once more. You have to decide when to use which abilities, knowing that they are a one-time use. One of my favorite parts of this game is the fact that abilities do not have to be used immediately when played. So maybe I want to go early in the round so I play a low-value card. I can hang onto that special ability until I am ready to play it – I am not forced to use it until I decide to. This adds to the strategy because it allows you to choose when to use cards for maximum benefit, potentially even using multiple abilities in a row to get the desired result. Be warned though, this game could be a little AP-inducing as it gets into later rounds and you have to be more focused with your strategy. Not that the game necessarily halts altogether, but be ready for a little downtime as all players consider their options at the top of a round.


The components of Shelfie Stacker are excellent. The Big Shelf and Shelf of Shame boards are nice and thick dual-layered cardboard that really keep the dice in place. The dice themselves are fun colors, clear to read, and easy to manipulate. The artwork on all the cards is unique and fun, and the rulebook is clear and concise. So all in all, Shelfie Stacker gets an A+ from me with regards to production quality.
Obviously, as you saw in my graphic at the top of this review, Shelfie Stacker gets nothing but praise from me. The theme might not be one that appeals to everyone (especially non-gamers), but the gameplay is super solid and engaging. Every game is unique and strategically challenging, and it really puts you to the test mentally. If you’re in the market for something with a light and fun theme, but that really packs a punch with serious gameplay, I would highly recommend Shelfie Stacker. Then, of course, when you get it you have to decide where to put it on your shelf. The eternal struggle of gamers! Purple Phoenix Games awards this one the coveted Golden Feather Award! That’s right – I think this is a contender for my Top 10! Ooh, what if I put my Top 10 all together on my shelf……
  
Divinus
Divinus
2022 | Dice Game, Fantasy, Mythology
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.

Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Gamefound campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.

Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.


Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!

So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.

All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.

I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
  
Detroit: Become Human
Detroit: Become Human
2018 | Action/Adventure
Story (4 more)
Characters
Art direction
Soundtrack
Controls
More Than Just a Video Game
I'll admit that hearing the initial premise of Detroit, it seemed to me cliche: a future in which technology has advanced to the point that androids exist, and how these androids themselves gain sentience. This, sprinkled in with messages of how we must improve how we treat the planet, and how we need to have a more consistent moral compass. All this I had expected from the game, but it ended up being so much more than that.

While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
  
40x40

Mothergamer (1549 KP) rated the PlayStation 3 version of Fallout 3 in Video Games

Apr 3, 2019  
Fallout 3
Fallout 3
Role-Playing
I know. How could I have not played Fallout 3 or Fallout New Vegas? There are many games I haven't had a chance to play and as I've gotten older, I've become a little more discerning about which games I buy right away and sometimes I just miss a game or two here and there. I also wait until things go down in price and only really pay full price for a game if it's something I know I really want. Again, that comes with being an older nerd. At any rate, when I saw that I could buy Fallout 3 and Fallout New Vegas for 10 bucks, I did jump at the chance and I was excited to play. I started with Fallout 3 first of course and it was quite an interesting adventure.

The opening sequence was intriguing with the lone wanderer being born and of course this is so you can choose to be a boy or a girl and design your character and decide their race. I went with Asian girl and as I was picking out all the facial and hair designs, I wondered why there were several varying choices of bald. I mean, I get it. It's Fallout and with spiffy things like radiation poisoning hair falls out and people are bald, but so many choices of bald over actual hair. It was weird. I found a hair choice I liked and everything was great and I started my Fallout 3 story.

So the time jumps from baby to ten years old were interesting for getting to see how life was for my lone wanderer in Vault 101 and there was a birthday party for me where I get my very own Pipboy. Neat. Wandering around talking to everyone including a ridiculous bully named Butch (I was not nice to him and punched him. That was my freaking birthday dessert damn it!) was cool and it definitely sets the story up nicely. Then the time line jumps again and my character is 16 years old and has to take the G.O.A.T. (Generalized Occupational Aptitude Test for Fallout newbies) to decide what they'll be doing.



16 and ready to take the G.O.A.T. test.

A last time jump happens and the lone wanderer is 19 years old and the main story of Fallout 3 begins. The Overseer's daughter and my friend Amata, wakes me up to tell me that her dad is losing it because my dad has left the Vault. Initially I was shocked and wondering what the heck she was talking about, but it turns out it was true. Dad left and didn't say a damn thing to me about it so of course I have no idea what's going on. Amata tells me she'll help me to leave because she doesn't know what her dad will do, so here I am running around trying to escape the Vault and thinking, geeze this is a messed up situation.

I was trying to play the chaotic good path, so I didn't kill the Overseer out of respect for my friend even though her dad was a freaking paranoid psycho. I managed to escape Vault 101 and here was this vast world in front of me and I couldn't wait to explore especially since the setting was in Washington D.C. a place I was familiar with having grown up in Virginia. So I set out to explore what was now known as the Capital Wasteland. I discovered the town of Megaton and the people surviving in the Wasteland and picked up some quests as well. Megaton was definitely cool with all the different houses and the crazy atomic bomb that is just there in the center of town.



Enjoying the view of Megaton.

From there the big thing in Fallout 3 is finding my lone wanderer's dad and getting some answers about why he left and what exactly he was up to. There's all kinds of main quests and side quests for hours of game play giving the impression of a vast world. There's all kinds of danger in the Wasteland too ranging from Super Mutants to Mirelurks which definitely kept me on my toes. There's all kinds of weapons too and of course I liked that I could modify and build my own. You get companions who travel with you too and that includes everyone's favorite canine Dogmeat. I did like the fact that you could have two companions travel with you. I ended up choosing Dogmeat and my Super Mutant friend, Fawkes. They both worked really well together with taking down enemies. There's also two factions of the Brotherhood of Steel, the Brotherhood and the Brotherhood Outcasts. They seemed to have different ideas about what they should be doing. I did like Elder Lyons the leader of the Brotherhood of Steel though. There was a kindness and gentle wisdom to him that was incredibly likable. I did find it amusing to see Maxson and MacCready (they're in Fallout 4) as kids in Fallout 3. They seemed so different from who they are now. I actually liked Maxson better in 3 because he seemed a little kinder and a little more open.



Taking down a Mirelurk.


My lone wanderer did find her dad and got to actually talk to him about what he was up to. Project Purity was a cool concept; the idea of clean water for everyone in the Wasteland was great and the fact that he figured out how to make it work was also great. I just didn't understand why he couldn't tell his own kid what he was up to and instead just left without saying a word and his excuse was the Vault would keep me safe. Really? Sure. I was so safe with the Overseer and his goons trying to kill me. It was hard to stay angry with him though when he was so apologetic and then proceeded to say nice things to his kid about how proud of her he was for surviving and trying to be a good person.

Then, dad and daughter team up to work on Project Purity. I did do some side quests along the way before getting back to the main story. I enjoyed exploring the Capital Wasteland and seeing some familiar places such as the Lincoln Memorial and the Jefferson Memorial. There's even a quest where you can break in to the White House to get somewhere. Granted the majority of it is destroyed, but it was still a pretty neat quest.


Checking out the Jefferson Memorial with Dogmeat.

Of course in the main story, things don't go as planned thanks to the shady people simply known as The Enclave. That's where the Brotherhood of Steel comes in as you work towards the common goal of eliminating the Enclave who apparently have an issue with the idea of everyone in the Wasteland getting pure water that isn't irradiated for free. Again, I ran around and did more side quests for more level grinding and more things. I did like that I got a free house for helping the people of Megaton by quietly disarming that atom bomb before it blew everyone sky high. One of the vendors there sold themes for the Megaton house and I went with pre-war which was nice with a 50s retro feel.



Cool, I got my own house!

Did I enjoy Fallout 3? Absolutely. That isn't to say there weren't flaws. This is Game of the Year Edition so there was no excuse for a lot of the issues I had. This included all the DLC titles and these were fun to play. I especially liked the Broken Steel and Mothership Zeta quests. I also liked the nod to the Cthulhu mythos with the Dark Heart of Blackhall quest. The big thing was the constant game freezes. Mothership Zeta was especially bad with this and it got incredibly frustrating. I did all the tricks suggested; turning off the auto save and clearing some data. That helped a bit, but every once in a while the frame rate would drop and the game would freeze. It turned out this was a common problem on the PS3 and I found myself annoyed with it. Sure, it wasn't a big deal because I could just reload my last save and it would be fine. However, it does take away from the atmosphere of the game when that happens. There would also be odd glitches like Dogmeat walking up in the air above me or my character would disappear and there would be bits and pieces of me visible such as my hair and my hands. That was incredibly weird. The controls were a little clunky and I actually had to change the difficulty to very easy until I got used to them. It wasn't a big deal, but it was noticeable.

I love the Fallout series and there's so much to enjoy about them. However with things like this happening, Bethesda should be embarrassed. For as long as the game has been out, there's no excuse in not fixing known issues especially when it comes to dropped frame rates and the game freezing. It made me glad that I follow my mantra of save my game and save often.

Technical issues aside, I did have fun playing Fallout 3 and liked the story a lot. The characters were good and the different paths I could take for the storytelling were great because it did make me really think about what choices I wanted to make during my adventure. I'm glad I finally got the chance to play it and it was a great game. Now, I'm ready to check out Fallout New Vegas!
  
The Greatest Love Story Ever Told
The Greatest Love Story Ever Told
Nick Offerman, Megan Mullally | 2018 | Biography, Humor & Comedy
7
8.0 (2 Ratings)
Book Rating
Enjoyable book about two fun and interesting people.
In 2000, Megan Mullally and Nick Offerman meet on the set of a play. And the rest, as they say, is history. Their book is the story of their relationship--telling the story of how they met, from each's first impressions of one another and ranging across their courtship, wedding, work, and romance. The book covers such topics as family, past romances, religion, theater, and more.

I love both Megan and Nick immensely, so I was extremely excited when I saw they had a book coming out. My library copy arrived a day after publication, so I hadn't even had a chance to read many reviews. I didn't realize that most of the book is in interview/oral history-type format, so when you read the actual book, it just flips between Megan and Nick chatting back and forth. This takes a little getting used to and while I'm not a big audiobook fan (personal preference, my brain wanders too much), I think this is one that would be *fantastic* in audio form. I'm stalking our public library, waiting for them to get an audio copy for my wife. There are a few chapters that are written out, and I enjoyed those a bit more.

"To my way of thinking, it's an illustration of a relationship that the reader might find surprisingly normal. When all you have by which to judge a relationship are some grippingly cute Instagram videos, it might not occur to one that there's a lot of banal real life." ~Nick

So mostly, this book is just Nick and Megan talking. Because it's Nick and Megan, it's still pretty darn enjoyable. They cover certain topics in various chapters, so it can get a bit repetitive in places (we learn multiple times that Nick's family is salt of the earth and Megan's was, well, not). Still, it's fascinating to learn how the two met, a bit about their various careers (not as much as I would have liked--there are no funny Will and Grace or Parks and Recs anecdotes here), and a lot about their pasts.

The best part is that the book makes you smile--it's clearly apparent how much Nick and Megan love each other. I enjoyed learning more about both of them and how they spend their life together. Megan shares a fun Meryl Streep story, I loved her even more because apparently she's a hermit who loves to read (ME TOO MEGAN LET'S BE FRIENDS), and they are a couple who likes to hang out and do puzzles with their dogs. Life goals at its best.

"It's a wonder that I ever had a boyfriend in my entire life, because all I really like to do is read. I don't even know how I ever met another human."

"All I ever want to do is read. I only leave the house under duress."

Overall, this is fun book about two fun and interesting people. If you're an audiobook fan--even a little bit--I bet you'd enjoy it more in that format. If you like Megan or Nick, you'll find something to enjoy in this one. If you're looking for a chronological history with lots of tidbits about their careers, this isn't that book. But if you want some insight into Megan and Nick as people, this is a worthwhile read.
  
Forever Fudge
Forever Fudge
Nancy CoCo | 2019
7
7.0 (1 Ratings)
Book Rating
Forever Fudge by Nancy Coco is a sweet cozy mystery. Readers will salivate with the fudge recipes, be charmed on the Mackinac Island, and attempt to crack the murder mystery along with the main character Allie McMurphy.

Coco is a great pseudonym for the Fudge series. “I really enjoy writing these cozy mysteries with the humor and solving the puzzle. While writing my first series, I would put recipes on my blog. Then a friend of mine suggested I should write in this genre with a gluten free bakery. My last name was specifically chosen for this series. I love fudge, actually anything chocolate. The person in the apartment next to us said it always smells like chocolate in my house. Not only does it smell good but tastes good as well.”

Allie is an amateur sleuth. She and her dog Mal have an uncanny ability to find dead bodies. In the past, she has helped the police solve cases. As the owner of a delightful hotel and fudge shop on Mackinac Island, Allie’s excitement has grown after a television crew arrives on the island to film a television pilot for a mystery series. Throwing a wrench into the enthusiasm is the dead body found by Allie’s adorable Bichon-Poo puppy, Mal. Shot in the head, the body discovered has a letter with clues from chess moves. As the killings mount up, the murderer continues to taunt Allie, trying to get her to play his game.

The island plays a role in the story. “I have a huge family living in Michigan, which is where the island is located. If you ever saw the movie, “Somewhere in Time” starring Christopher Reeve, you can picture the setting. The island does not allow cars so people travel by foot, horse and carriage, or bicycle. It is a cool touristy place.”

There is also a love triangle. Allie is being wooed by two courters. She broke up with Trent Jessup because a long-distance relationship is not working, with him spending a lot of time in Chicago. The other beau is police chief Rex Manning who is being persistent in pursuing her, yet, willing to give her time and space.

“I thought it is interesting to compare ‘in love versus loving someone.’ I love my male friends but being ‘in love’ has excitement, a commitment, and intimacy. Allie is starting to build connections but some old timers see her as an outsider. One of those who accept her as part of the community is Rex who sees it as his responsibility to protect her and the community.”

Actual recipes are dispersed throughout the story. “I purposely did it this way to show what Allie is working on. I sprinkle it throughout to give the feel and flavor to what she is actually making. I try to relate it to the story when possible. I remember my first contract with Kensington Books required me to write ten recipes per book. Luckily, they downsized that amount. Since they had to be originals it was a relief.”

This story has an intriguing mystery, some romance, and humor. It is a fun who done it plot that has no shortage of suspects. Readers will be looking forward to the next installment, Fudge Bits, out next fall, a Halloween plot. It will highlight her cat instead of her dog that finds a Zombie body.
  
Death By C*ck (Fetish Alley #2)
Death By C*ck (Fetish Alley #2)
Susan Mac Nicol | 2019 | LGBTQ+, Mystery, Romance
10
10.0 (1 Ratings)
Book Rating
a lotta LURVE in this book, folks!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

This is book two in the Fetish Alley series, but it's not necessary to have read book one, For Fox Sake. Not necessary, but I would recommend you do read it, if only to get a better picture of Tate and Clay, and of the other characters who pop up here again. And you know, since I'm recommending, you should also probably read Feat Of Clay, from the Men of London series, cos that will give you a FAR bigger picture of Tate and Clay and how they work as a couple.

When a young taxidermist is found dead in his place of work, the police call in Tate and Clay to help with the locals, since the police seem to be hitting a wall with the residents of Fetish Alley, and Tate and Clay are almost family to Relio, who runs the Alley. Can they figure out who killed the young man, and who is behind the spate of protection racket visits the Alley residents have had?

So, like I said, book two. And an excellent follow up it is too!

I think I enjoyed this one more than book one, as well. Here's why.

I got whodunnit very quickly, and why they-dunnit too, so it was fun watching that unravel and turn out just as I thought.

So, once that was established, I sorta glanced over those bits and settled on the more important parts of this book: that of Tate and Clay, and the way each of them, independently of each other, thought about things they wanted to change. It's gonna be kinda vague, cos spoilers and all that, but bear with me!

One of the two had asked the other, a long time ago, to marry him. And I expected THAT person to ask again, but its the OTHER that does, and in such a way, you felt it, deep in your heart! It's not a well thought out, planned long declaration of love, though. It's a rushed, heartfelt deeply emotional proposal, done in a way that is so very THEM, and I bloody loved it!

OH! And, I noticed, in both For Fox Sake, and Feat of Clay, that these guys are not ones for professing their love. Don't get me wrong, Tate and Clay adore the ground the other walks on and would KILL for the other, but they don't say those three little words. And they do here, and again, its just dropped in, as they do, with one of them nodding off. And bloody hell if it didn't make me cry!

Although this is set in Fetish Alley, there is very little actual kink, almost none, really. Tate and Clay do some shopping and that's about as kinky as it gets. Oh, there is heat, so much heat and sexy time between Tate and Clay, and some we get shut down on, but the KINK? not so much.

Relio and Tomas play a part, and we still have not very much idea with what's going on with those two, but clearly, something is. I can't wait to find out what!

A thoroughly enjoyable way to spend the afternoon!

5 stars

**same worded review will appear elsewhere**
  
Ultraviolet (2006)
Ultraviolet (2006)
2006 | Action, Drama, Horror
Begins Like it Ends: Terribly
A powerful woman fights to save a kid who was meant to die. I actually went to see Ultraviolet In theaters when it first came out with one of my closest friends. Sixteen minutes into the movie, he walked out to the screen next door to watch Dave Chappelle’s Block Party. Yes, it is that bad and, honestly, I’m surprised he even lasted that long. What’s my excuse? I don’t know, I’m guess I’m a glutton for bad-movie punishment. I paid the dime so I was forcing myself to do the time.

Acting: 0

Beginning: 3
No, it doesn’t take sixteen minutes to decide this movie is horrible. It’s really more like ten. The beginning sets the movie up in no particularly clever way. It explains the laughable Blood Wars and tries to get you to care about the main character. I’m currently watching it right now and the nose plugs alone are killing me. You’ll understand that reference if you decide to take the awful journey that is this movie.

Characters: 5

Cinematography/Visuals: 2
During the making of this, someone actually presented the idea, “So how cool would it be if the main character could change outfits on the spots like three times in every scene?” The worst part is, someone actually agreed with that dunderhead. The outfits are only a smidge of what makes the cinematics so bad. The special effects are a nightmare which bog down the actions scenes. The world itself is so cardboard that you feel like a backdrop will fall down at any moment. I really don’t know what the angle was here.

Conflict: 3
Every single bodyguard in this world should be fired. I really don’t think the main character gets touched the entire movie as she tears through people left and right. My annoyance level was through the roof with the weak action sequences from start to finish. They were focused too much on making things look cool than they were having actual scenes with meat.

Entertainment Value: 3
After you get done cringing at how bad this movie is, you will finally settle in. You might just have a laugh or two at how utterly ridiculous and stupid this movie is. That, to me, is worthy of a 3.

Memorability: 4

Pace: 3
At one point during the movie, when they had a chance to dive full into more action, they decide instead to have a sequence where the main character and the boy she is protecting stop to play at a playground. This should tell you all you need to know about how slow this movie moves. The fact that you really don’t understand what’s happening the entire movie only serves to make things even worse. Nightmare.

Plot: 5
I am being very generous. I will admit I do have a soft spot in my heart for sci-fi as I feel there are a lot of moving parts with character building and world creation. With Ultraviolet, it’s not just bad sci-fi, it’s bad PERIOD.

Resolution: 4

Overall: 32
I will leave you with this: Sitting through this movie will make you a dumber person. That is all.
  
Black Mirror: Bandersnatch (2018)
Black Mirror: Bandersnatch (2018)
2018 | Mystery, Sci-Fi, Thriller
Over a year on from this novelty being the first fully interactive film released by Netflix there is still no evidence of a similarly user controlled show out there. The streaming service had promised, after scooping a primetime Emmy for outstanding TV movie, that it was commissioning many more like it. But as of January 2020 they are nowhere to be seen.

Could it be that without the context of being a Black Mirror mind game, wrapped in Charlie Brooker’s clever if flimsy script, that it would just feel too intrusive and unnecessary for a mainstream drama audience? Not to mention the extra cost and hassle of filming multiple scenarios on a production. It’s fine as a distracting experiment, but would we want to have choices as a normal part of watching something?

Especially when looking back on Bandersnatch and realising that without this gimmick it is probably one of the weaker entries under the banner of Black Mirror quality. I can see how it would work well in children’s programming, as a way of keeping young audiences engaged. But beyond that, why not just play an actual video game, if an immersive interactive story that you control is what you want?

Fionn Whitehead of Dunkirk fame, does a fine job as 80s teen computer geek Stefan, as does the versatile yet under-used Will Poulter, in roles that in a straight drama would feel massively under-written. The impressive thing is how smooth the whole experience is. And you do feel increasingly uncomfortable the more you begin to influence Stefan, choosing more and more sinister actions simply out of a dark curiosity of where that will take him, and you!

The idea of reaching a dead end and having to go back to relive a moment, whilst cleverly woven in here to reflect a “choose your own adventure” book, does become a fault and a bit annoying. Something of a cheat! What would be truly impressive would be to branch the story in ways that never allow you to go back, but still results in the story making sense. Although the logistics of that script boggles the mind.

I do like the idea of no two people ever watching the same film, sort of. I also hate it. Because a good film has enough ambiguity to encourage debate anyway, and knowing everyone has watched the same story as you feels like a shared experience. No matter how interesting it might be in theory, you can’t escape the fact that Xbox and Playstation have this covered, especially as VR gaming becomes more common.

And that is the ultimate failing of Bandersnatch, in that you can’t really talk about the story in any other way than to wonder which ending you got? Apparently, it has five possible outcomes. By the time I had gone over it and found three, I was pretty much done with it. My curiosity certainly didn’t extend to going back and discovering the consequences of every possible choice.

Would I still recommend it? Well, yes. Anyone that hasn’t tried it probably should, at least have a go, to be able to say been there, done that. Would I like to see interaction as a part of my favourite shows? Definitely not.