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Purple Phoenix Games (2266 KP) rated Deep Blue in Tabletop Games
Mar 17, 2022
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Haley Mathiot (9 KP) rated Hourglass (Hourglass, #1) in Books
Apr 27, 2018
Let me just say right now that I'm glad I didn't judge this book by its cover, because I never would have requested it. The cover doesn't particularly appeal to me; for that matter, the title didn't make me curious either. Even after I read the back cover I wasn't convinced. I like to be intrigued and the cover/summary fooled me. But I saw a good review for it somewhere, so I snatched it up. I'm very happy I did.
Time travel has been done poorly so many times, but Hourglass was fantastic. It was original and creative, and it met every requirement for a perfect book: it had tension, awesome characters, a well thought out and multi-layered plot, and good writing.
There was tension in every sentence of ever paragraph of every chapter. It was nearly impossible to put down. I completely lost track of time while I read it. (haha, lost track of…get it?…. it's a time travel book…never mind.) I was forced to put it down to do things like work and chores and food, but except for things like that, it kept me reading, and there were no empty scenes.
The characters were amazing. Can I just say that I want to marry Michael right now? omigoodness. He's going on my list. Any author who can write a character like that is going on my favorites list right now. Emerson is strong-willed, kick-ass, and has to remind herself that she's short because her personality is the opposite. She was the perfect heroine because she was real and fragile and head over heels in love with someone she wasn't supposed to love. Michael was the brave proud chivalrous attractive protagonist who has a major hero complex, and of course is trying not to be in love with Em (and failing miserably). Both of them together had humorous conversations and explosive chemistry. (like, things short circuit when they touch, and light bulbs break when they kiss.)
The plot kept me guessing all the way to the end, and the last quarter of the book threw so many twists and turns at me that I found myself thinking, "Ok wait, what? are you serious?" But it wasn't overdone, there was no overkill, and it worked perfectly in the end. (I'll keep it spoiler free, but I'll just say don't worry, it does work out. Don't get mad and throw the book against the wall like I did.)
And of course, the writing. I find that many young adult novels have mediocre writing. McEntire is a good writer in the sense that she can keep the tension real and controlling, she has good descriptions and great pacing, and there are no dead words.
Hourglass was fast-paced, exciting, unique, and completely enthralling. I anxiously await more from McEntire hope for more of Michael and Emerson's story in the future.
Content/recommendation: some mild language, no sex. Ages 16+
Time travel has been done poorly so many times, but Hourglass was fantastic. It was original and creative, and it met every requirement for a perfect book: it had tension, awesome characters, a well thought out and multi-layered plot, and good writing.
There was tension in every sentence of ever paragraph of every chapter. It was nearly impossible to put down. I completely lost track of time while I read it. (haha, lost track of…get it?…. it's a time travel book…never mind.) I was forced to put it down to do things like work and chores and food, but except for things like that, it kept me reading, and there were no empty scenes.
The characters were amazing. Can I just say that I want to marry Michael right now? omigoodness. He's going on my list. Any author who can write a character like that is going on my favorites list right now. Emerson is strong-willed, kick-ass, and has to remind herself that she's short because her personality is the opposite. She was the perfect heroine because she was real and fragile and head over heels in love with someone she wasn't supposed to love. Michael was the brave proud chivalrous attractive protagonist who has a major hero complex, and of course is trying not to be in love with Em (and failing miserably). Both of them together had humorous conversations and explosive chemistry. (like, things short circuit when they touch, and light bulbs break when they kiss.)
The plot kept me guessing all the way to the end, and the last quarter of the book threw so many twists and turns at me that I found myself thinking, "Ok wait, what? are you serious?" But it wasn't overdone, there was no overkill, and it worked perfectly in the end. (I'll keep it spoiler free, but I'll just say don't worry, it does work out. Don't get mad and throw the book against the wall like I did.)
And of course, the writing. I find that many young adult novels have mediocre writing. McEntire is a good writer in the sense that she can keep the tension real and controlling, she has good descriptions and great pacing, and there are no dead words.
Hourglass was fast-paced, exciting, unique, and completely enthralling. I anxiously await more from McEntire hope for more of Michael and Emerson's story in the future.
Content/recommendation: some mild language, no sex. Ages 16+
Haley Mathiot (9 KP) rated Hattitude: Knits for Every Mood in Books
Apr 27, 2018
Hattitude is an amazing, beautiful, inspiring book with a TON of hats. Hats are so cool and versatile, you can wear one almost anywhere, and with all the patterns in here, there is literally a hat for every occasion: formal diner to snow day, university lecture to yard work. Hattitude has a hat for everyone.
The patterns themselves vary in yarn type and needle size, so between the various patterns that you catch yourself drooling over and the millions of kinds of yarn in the world, you’re pretty much set for life. If you find that you don’t have the needles you need, you’ll probably have a second choice (possibly a third or a fourth etc) to make to hold you over while you get those other needles because of all the awesome hats in here.
The hats range in all kinds of yarn: cashmere, wool, acrylic, chunky, chenille, that bumpy nubby stuff, and wool for felting. Some have cool décor like beads, sequins, ribbon, buttons, appliqués, giant buckles, and pearls. And some are more simple, with a few color combos, or some pattern work.
There are patterns for all levels, too! You have to be the judge of what you can or can’t do, though, since it doesn’t outright tell you “beginner level” or “advanced level,” but as a knitter it’s pretty easy to tell if you can do something. Read the pattern. If it doesn’t make a bit of sense, get help or pick another and come back to that one two years from now. Some patterns have only simple increasing and decreasing, some have some more advanced shaping and cables, and some have some complicated lace work.
As far as the layout of the book, Each pattern has a full front face photograph on one page, and the pattern opposite with a smaller photo from a second view point, so you get a full look at what you’re making.
The only reason I’d give this one four stars rather than five is… there are also some really weird hats in here. I don’t like all of them. Some of them I’d never make, and it’s just because they’re not my style at all. Maybe they’d look good on someone else, maybe someone else will like them. The book is, again, versatile, and will please a wide range of knitters, all with different likes. The downside of that is, I don’t think anyone can be fully pleased because nobody is going to like every single pattern. However, the good outweighs the bad here: there are way more patterns that I like than patterns that I don’t like.
All in all, I’d recommend this book to any knitter who has had some experience in shaping and working on double pointed needles and circular needles. And of course, anyone who drools over hats.
**review copy provided by publisher**
The patterns themselves vary in yarn type and needle size, so between the various patterns that you catch yourself drooling over and the millions of kinds of yarn in the world, you’re pretty much set for life. If you find that you don’t have the needles you need, you’ll probably have a second choice (possibly a third or a fourth etc) to make to hold you over while you get those other needles because of all the awesome hats in here.
The hats range in all kinds of yarn: cashmere, wool, acrylic, chunky, chenille, that bumpy nubby stuff, and wool for felting. Some have cool décor like beads, sequins, ribbon, buttons, appliqués, giant buckles, and pearls. And some are more simple, with a few color combos, or some pattern work.
There are patterns for all levels, too! You have to be the judge of what you can or can’t do, though, since it doesn’t outright tell you “beginner level” or “advanced level,” but as a knitter it’s pretty easy to tell if you can do something. Read the pattern. If it doesn’t make a bit of sense, get help or pick another and come back to that one two years from now. Some patterns have only simple increasing and decreasing, some have some more advanced shaping and cables, and some have some complicated lace work.
As far as the layout of the book, Each pattern has a full front face photograph on one page, and the pattern opposite with a smaller photo from a second view point, so you get a full look at what you’re making.
The only reason I’d give this one four stars rather than five is… there are also some really weird hats in here. I don’t like all of them. Some of them I’d never make, and it’s just because they’re not my style at all. Maybe they’d look good on someone else, maybe someone else will like them. The book is, again, versatile, and will please a wide range of knitters, all with different likes. The downside of that is, I don’t think anyone can be fully pleased because nobody is going to like every single pattern. However, the good outweighs the bad here: there are way more patterns that I like than patterns that I don’t like.
All in all, I’d recommend this book to any knitter who has had some experience in shaping and working on double pointed needles and circular needles. And of course, anyone who drools over hats.
**review copy provided by publisher**
Haley Mathiot (9 KP) rated Fade to Black (Rojan Dizon, #1) in Books
Apr 27, 2018
Imagine a combination of 1984, The Hunger Games, and a James Patterson mystery novel. That is the best way I can sum up Fade to Black. A world so intriguing, mysterious, and exciting that you want to live in it, and yet then again, maybe you don’t. A plot that never stops moving and throwing stuff at you, and with every page you become more and more wrapped up in it. Characters that you want to be, or be friends with, or take a good swing at. I am so excited about this novel, guys. I can’t recommend it enough.
First, the characters/narrator. I love Jake. I love Pacha. I love Rojan. I love them all. I love the way they talk to each other (or don’t talk to each other) and argue with each other. And the narrator, Rojan, is awesome. There are three things that makes Rojan a fantastic character, and a new favorite of mine.
First, he’s different. He’s not the “guy who wants to be a hero,” or the “I want to prove myself” or “I’m looking for my one-true-love” kind of guy. No, Rojan just wants to finish his damn job and get on with his damn life. He doesn’t want to be a hero or a villain: he just wants to get paid, go home, and find a new girl to chase. He’s the reluctant hero.
Second, the word “loyal” is not in Rojan’s repertoire. He specifically admits to enjoying the chase more than the catch, and for some reason, that’s really attractive! And of course, the girl he falls for is so perfect for him that it’s not even funny… in fact, if she’d come to terms with the idea, he might actually manage not to cheat on her. At the very end after he’s managed to kill the bad guys, save the planet, and rescue the girl, the only thing he was focused on was getting into the nurses pants.
Third, his personality is just fantastic. He’s such a pessimist, and admits to being a cynic. He makes the most absurdly snarky comments about everything, to the point that even in a tense scene there’s comic relief because he’s such a clever bastard (as a matter of fact, I think he actually calls himself that at least once).
The ending was wonderful, and left me feeling satisfied and complete, even though I can’t wait for the next book: not because it had a cliff-hanger, but because it was just so good!
Only thing I hate: It’s book 1 in a 3-book series, and the other two aren’t published… This happened to me while reading Daughter of Smoke and Bone, and The Better Part of Darkness. Gah! So annoying!
Content/Recommendation: Language and violence and dark humor. Mention of rape and sex. This is an adult book, maybe older teens, ages 18+. It’s totally worth the read. It’s also hilarious.
First, the characters/narrator. I love Jake. I love Pacha. I love Rojan. I love them all. I love the way they talk to each other (or don’t talk to each other) and argue with each other. And the narrator, Rojan, is awesome. There are three things that makes Rojan a fantastic character, and a new favorite of mine.
First, he’s different. He’s not the “guy who wants to be a hero,” or the “I want to prove myself” or “I’m looking for my one-true-love” kind of guy. No, Rojan just wants to finish his damn job and get on with his damn life. He doesn’t want to be a hero or a villain: he just wants to get paid, go home, and find a new girl to chase. He’s the reluctant hero.
Second, the word “loyal” is not in Rojan’s repertoire. He specifically admits to enjoying the chase more than the catch, and for some reason, that’s really attractive! And of course, the girl he falls for is so perfect for him that it’s not even funny… in fact, if she’d come to terms with the idea, he might actually manage not to cheat on her. At the very end after he’s managed to kill the bad guys, save the planet, and rescue the girl, the only thing he was focused on was getting into the nurses pants.
Third, his personality is just fantastic. He’s such a pessimist, and admits to being a cynic. He makes the most absurdly snarky comments about everything, to the point that even in a tense scene there’s comic relief because he’s such a clever bastard (as a matter of fact, I think he actually calls himself that at least once).
The ending was wonderful, and left me feeling satisfied and complete, even though I can’t wait for the next book: not because it had a cliff-hanger, but because it was just so good!
Only thing I hate: It’s book 1 in a 3-book series, and the other two aren’t published… This happened to me while reading Daughter of Smoke and Bone, and The Better Part of Darkness. Gah! So annoying!
Content/Recommendation: Language and violence and dark humor. Mention of rape and sex. This is an adult book, maybe older teens, ages 18+. It’s totally worth the read. It’s also hilarious.
Haley Mathiot (9 KP) rated Pilgrims Don't Wear Pink (Pilgrims, #1) in Books
Apr 27, 2018
I liked Pilgrims Don't Wear Pink. For the most part, it was a good read. There was only one thing that I didn't particularly like, but it was a pretty large part.
The good:
-The plot was fun. I enjoyed the storyline, the twists and turns, and the ending. Some of it I saw coming, some of it I didn't—but even when I expected it, I enjoyed seeing it work out.
-The characters: Dev (Libby's extremely gay friend) was fabulous in every sense of the word. If he were real, he'd be my buddy, even though he'd be constantly criticizing my shoes. Garrett, the reporter, is so nerd-tastic that I literally geeked out when he was introduced. Cam's romantic side was the hero every girl dreams about.
-The relationship progression: I knew from the get-go that Cam was going to be the greasy sleazy character that charms the girls but is really a jerk, and that Garrett was going to be the awesome-sauce hero. But when Libby first meets the characters, the reader perceives them just like she does: that Cam was a Shakespeare-quoting flower-throwing romantic, and Garrett was a nerd (again, I liked him more from the beginning anyway). The transition happened so slowly and flawlessly that I didn't see it happen, it just did.
-I've lead camps before. They're so much fun. Strohm nailed it! I loved the little girls! Ah for those scenes I totally wanted to be Libby.
-The writing was totally great. It felt like a teen's interior monologue, it was witty, fun, clear, and easy to read. It was perfect for the genre.
-The ending was pretty darn perfect. I liked what Libby learned, and how she changed. If the character hasn't changed from the beginning of the book to the end, nothing happened! The change was good. All in all the whole book was pretty cute.
The only not-so-good thing:
-I couldn't figure Libby out. Why doesn't she watch Battlestar Galactica or play Assassin's Creed? (That would totally be her thing. I bet after this story ends she turns into a total geek.) Libby was somewhat contradictory. She seemed to have a pretty clear view of right and wrong, and she was smart, but she didn't pick up on things that were blatantly obvious (trying to keep it spoiler-free here).
When there is only one not-so-good thing in the whole book, usually I'll rate it pretty high. But when the only not-so-good thing in the whole book is the main character? The whole way through reading this I kept thinking "Libby, what the heck are you thinking?" and she kind of annoyed me. I liked her, but again, her character seemed conflicting.
All in all, I enjoyed Pilgrims Don't Wear Pink, and would still recommend it for a fun quick light read.
Content/Recommendation: Little language, few references to sex. Ages 14+
The good:
-The plot was fun. I enjoyed the storyline, the twists and turns, and the ending. Some of it I saw coming, some of it I didn't—but even when I expected it, I enjoyed seeing it work out.
-The characters: Dev (Libby's extremely gay friend) was fabulous in every sense of the word. If he were real, he'd be my buddy, even though he'd be constantly criticizing my shoes. Garrett, the reporter, is so nerd-tastic that I literally geeked out when he was introduced. Cam's romantic side was the hero every girl dreams about.
-The relationship progression: I knew from the get-go that Cam was going to be the greasy sleazy character that charms the girls but is really a jerk, and that Garrett was going to be the awesome-sauce hero. But when Libby first meets the characters, the reader perceives them just like she does: that Cam was a Shakespeare-quoting flower-throwing romantic, and Garrett was a nerd (again, I liked him more from the beginning anyway). The transition happened so slowly and flawlessly that I didn't see it happen, it just did.
-I've lead camps before. They're so much fun. Strohm nailed it! I loved the little girls! Ah for those scenes I totally wanted to be Libby.
-The writing was totally great. It felt like a teen's interior monologue, it was witty, fun, clear, and easy to read. It was perfect for the genre.
-The ending was pretty darn perfect. I liked what Libby learned, and how she changed. If the character hasn't changed from the beginning of the book to the end, nothing happened! The change was good. All in all the whole book was pretty cute.
The only not-so-good thing:
-I couldn't figure Libby out. Why doesn't she watch Battlestar Galactica or play Assassin's Creed? (That would totally be her thing. I bet after this story ends she turns into a total geek.) Libby was somewhat contradictory. She seemed to have a pretty clear view of right and wrong, and she was smart, but she didn't pick up on things that were blatantly obvious (trying to keep it spoiler-free here).
When there is only one not-so-good thing in the whole book, usually I'll rate it pretty high. But when the only not-so-good thing in the whole book is the main character? The whole way through reading this I kept thinking "Libby, what the heck are you thinking?" and she kind of annoyed me. I liked her, but again, her character seemed conflicting.
All in all, I enjoyed Pilgrims Don't Wear Pink, and would still recommend it for a fun quick light read.
Content/Recommendation: Little language, few references to sex. Ages 14+
Phillip McSween (751 KP) rated Shaun of the Dead (2004) in Movies
Feb 3, 2019
Good Fun
With the help of a close friend, Shaun (Simon Pegg) sets out to his rescue his mum during a zombie apocalypse and hole up at their favorite pub The Winchester.
Acting: 10
Pegg delivers a strong performance in his role as Shaun. You can’t decide whether Shaun is just a plain loser or if he’s just oblivious to the people around them and their feelings, particularly his girlfriend Liz (Kate Ashfield). Pegg has a way of keeping you guessing from one scene to the next. Just when you think you can figure his character out, he evolves just a little bit, enough to remain interesting. The entirety of the cast breathes life into this comedy horror film.
Beginning: 3
Characters: 10
Cinematography/Visuals: 10
The film is shot in a very unique way that helps to drive the narrative. It has the feel of a horror movie, but you’re never really frightened. It’s just as gory and in-your-face as any zombie movie I’ve seen, but sometimes those same scenes will have you cracking up. It was very cool how they capture the graduation of the first twenty-four hours. It started with a couple of one-off strange incidents. Before long, the streets were swarming and things were out of control. Very well-done.
Conflict: 10
Zombie films/shows should never be about the zombies, but about survival and the reality of the human spirit. You wanna find out who you really are? Get thrown into the middle of an apocalypse. Shaun of the Dead takes the nature of the human spirit and fleshes it out over the course of the film. Some people see tragedy and they run from it while others, like Shaun, take the bull by the horns and go right at it. The conflict succeeds in the group not just taking on the zombies but handling their internal squabbles as well.
Genre: 6
Memorability: 7
There were a number of funny, memorable events that stick out. I won’t ruin them, but my personal favorite was the car scene where seven survivors had to squeeze into a little sedan. The hilarity that ensues as they move from Point A to B is pretty awesome. There is also a touching moment within that same scene that adds emotional power to the movie. There are a number of scenes like this here, scenes that can make you laugh and make you feel at the same time.
Pace: 10
Plot: 10
Resolution: 7
Overall: 83
Shaun of the Dead is one of those movies where you fall in love with it more and more the more times you revisit it. I wasn’t a fan my first viewing, but noticed a lot of things the second time around that made sense and added to the overall strength of the movie in a subtle way. Good watch.
Acting: 10
Pegg delivers a strong performance in his role as Shaun. You can’t decide whether Shaun is just a plain loser or if he’s just oblivious to the people around them and their feelings, particularly his girlfriend Liz (Kate Ashfield). Pegg has a way of keeping you guessing from one scene to the next. Just when you think you can figure his character out, he evolves just a little bit, enough to remain interesting. The entirety of the cast breathes life into this comedy horror film.
Beginning: 3
Characters: 10
Cinematography/Visuals: 10
The film is shot in a very unique way that helps to drive the narrative. It has the feel of a horror movie, but you’re never really frightened. It’s just as gory and in-your-face as any zombie movie I’ve seen, but sometimes those same scenes will have you cracking up. It was very cool how they capture the graduation of the first twenty-four hours. It started with a couple of one-off strange incidents. Before long, the streets were swarming and things were out of control. Very well-done.
Conflict: 10
Zombie films/shows should never be about the zombies, but about survival and the reality of the human spirit. You wanna find out who you really are? Get thrown into the middle of an apocalypse. Shaun of the Dead takes the nature of the human spirit and fleshes it out over the course of the film. Some people see tragedy and they run from it while others, like Shaun, take the bull by the horns and go right at it. The conflict succeeds in the group not just taking on the zombies but handling their internal squabbles as well.
Genre: 6
Memorability: 7
There were a number of funny, memorable events that stick out. I won’t ruin them, but my personal favorite was the car scene where seven survivors had to squeeze into a little sedan. The hilarity that ensues as they move from Point A to B is pretty awesome. There is also a touching moment within that same scene that adds emotional power to the movie. There are a number of scenes like this here, scenes that can make you laugh and make you feel at the same time.
Pace: 10
Plot: 10
Resolution: 7
Overall: 83
Shaun of the Dead is one of those movies where you fall in love with it more and more the more times you revisit it. I wasn’t a fan my first viewing, but noticed a lot of things the second time around that made sense and added to the overall strength of the movie in a subtle way. Good watch.
Phillip McSween (751 KP) rated Bad Times at the El Royale (2018) in Movies
Feb 13, 2019
Great Mystery
A strange mystery unfolds at a seedy motel that resides on the border of California and Nevada.
Acting: 10
Beginning: 10
Characters: 10
Cinematography/Visuals: 10
The cinematics of Bad Times At the El Royale are both vibrant and dark at the same time. The El Royale hotel itself is captured in a nostalgic sense where you get the feel that it’s full of history and not all good history either. There is a seedy undertone that’s unshakeable throughout. I love how director Drew Goddard plays with different elements like rain and close spaces. The two-way mirror scenes definitely increase the intensity of the film. There is so much to appreciate here, I will probably have to watch this again to get the full grasp.
Conflict: 7
While the film definitely could have used more action, the scenes that do exist are pretty solid. It leaves you guessing as you have no idea how things are going to play out. Who will die next? Will this person find what they’re looking for? The conflict is not always driven through direct action, but tension as well. There is one scene in particular involving Jeff Bridges, Cynthia Erivo, and Dakota Johnson that is easily my favorite in the entire movie.
Genre: 9
The characters really contribute in making this a strong mystery. Most times, it’s hard to tell up from down and you get just a little bit closer as you learn the backstory of each of the motel residents. From beginning to end, you wonder how things will ultimately play out amongst the group. Clever twists and turns along the way help to give the film life.
Memorability: 8
Never quite seen anything like it which makes Bad Times memorable in and of itself. It all goes back to the one scene I mentioned above, a scene that paralyzed me and had me on the edge of my seat. It was masterfully crafted and I can think of about three other scenes (at least) that come almost as close. Much discussion was had on the drive home.
Pace: 7
Although the twists keep things interesting the movie does get slow in some spots. It’s almost like it’s lulling you to sleep before picking up the pace yet again, like a car shifting gears. Some may have balked at the singing interludes, but I welcomed them. Erivo’s voice is captivating and heartwarming.
Plot: 10
Great storytelling here filled with intrigue and misdirection. From beginning to end, I felt pretty entertained for the most part. Watching everything unfold and all the stories collide was a definite treat.
Resolution: 10
Overall: 91
Great beginning that hooks you immediately. A shady cast of characters. Solid performances from the likes of Bridges and Chris Hemsworth. Solid ending. Bad Times At the El Royale is an awesome movie that is well worth your time.
Acting: 10
Beginning: 10
Characters: 10
Cinematography/Visuals: 10
The cinematics of Bad Times At the El Royale are both vibrant and dark at the same time. The El Royale hotel itself is captured in a nostalgic sense where you get the feel that it’s full of history and not all good history either. There is a seedy undertone that’s unshakeable throughout. I love how director Drew Goddard plays with different elements like rain and close spaces. The two-way mirror scenes definitely increase the intensity of the film. There is so much to appreciate here, I will probably have to watch this again to get the full grasp.
Conflict: 7
While the film definitely could have used more action, the scenes that do exist are pretty solid. It leaves you guessing as you have no idea how things are going to play out. Who will die next? Will this person find what they’re looking for? The conflict is not always driven through direct action, but tension as well. There is one scene in particular involving Jeff Bridges, Cynthia Erivo, and Dakota Johnson that is easily my favorite in the entire movie.
Genre: 9
The characters really contribute in making this a strong mystery. Most times, it’s hard to tell up from down and you get just a little bit closer as you learn the backstory of each of the motel residents. From beginning to end, you wonder how things will ultimately play out amongst the group. Clever twists and turns along the way help to give the film life.
Memorability: 8
Never quite seen anything like it which makes Bad Times memorable in and of itself. It all goes back to the one scene I mentioned above, a scene that paralyzed me and had me on the edge of my seat. It was masterfully crafted and I can think of about three other scenes (at least) that come almost as close. Much discussion was had on the drive home.
Pace: 7
Although the twists keep things interesting the movie does get slow in some spots. It’s almost like it’s lulling you to sleep before picking up the pace yet again, like a car shifting gears. Some may have balked at the singing interludes, but I welcomed them. Erivo’s voice is captivating and heartwarming.
Plot: 10
Great storytelling here filled with intrigue and misdirection. From beginning to end, I felt pretty entertained for the most part. Watching everything unfold and all the stories collide was a definite treat.
Resolution: 10
Overall: 91
Great beginning that hooks you immediately. A shady cast of characters. Solid performances from the likes of Bridges and Chris Hemsworth. Solid ending. Bad Times At the El Royale is an awesome movie that is well worth your time.
graveyardgremlin (7194 KP) rated Bloodshot (Cheshire Red Reports, #1) in Books
Feb 15, 2019
What a truly awesome and fresh take on vampires in the crowded genre of Urban Fantasy! The star of <u><b>Bloodshot</b></u> is vampire Raylene Pendle, a top thief of priceless artifacts, who takes on a case from another vampire. This vampire, Ian Stott, was blinded by a top-secret government program and wants Raylene to steal back papers dealing with those experiments. What follows is a fast-paced, scene-changing adventure filled with unique characters that fulfills everything the book promised and more.
Raylene is your typical vampire in a lot of ways: the sun gives her a nasty sunburn to the extent of death, there's no awakening to dusk after decapitation or going up in flames, and of course, she's preternaturally fast and strong. However, she differs in that she's paranoid, self-deprecating, neurotic, and a tad OCD. So while Raylene can kick some major ass and make sarcastic remarks like the rest of the UF heroines, she also second- (and third and fourth) guesses herself a lot and is always prepared for the worst, usually thanks to her quick wits and sometimes even to the helpful contents of her "go-bag". I found Raylene to be a terrific protagonist, and for someone who claims to be anti-social, she sure picks up a lot of "pet people" throughout the duration of the book, which makes her a big, warm, gooey marshmallow inside (even if she doesn't own up to the fact).
What did surprise me was how funny the book was. I laughed, giggled, chortled, snorted, and smiled (usually rather goofily) quite often (there was many a line that left me in hysterics -- good thing I was reading in the privacy of my own home). Judging by the cover, I expected a more serious and suspenseful read, but while I wouldn't say this was exactly light, it wasn't as heavy as I imagined either. The plot moves swiftly each step of the way and kept me glued to the pages; there wasn't one dull moment to be had. Every character that popped up in the book was interesting and fully fleshed out, no bores within these covers, and helped move the story along. The writing was great, from Raylene's first-person inner dialogue to the action scenes, not one thing bothered me overly much.
While there is a sense of closure to the book as a whole, the story is really just beginning and I am left eager (and impatient beyond belief) for the next installment, [b:Hellbent|9842559|Hellbent (Cheshire Red Reports, #2)|Cherie Priest|http://www.goodreads.com/images/nocover-60x80.jpg|14733361] (set to come out August 30, 2011). If one book can make you a fan of an author, surely this one did it for me. Cherie Priest created a great intro to a character whose very vitality is evident every page of this book and has made Raylene one of my new favorites in the UF field.
Raylene is your typical vampire in a lot of ways: the sun gives her a nasty sunburn to the extent of death, there's no awakening to dusk after decapitation or going up in flames, and of course, she's preternaturally fast and strong. However, she differs in that she's paranoid, self-deprecating, neurotic, and a tad OCD. So while Raylene can kick some major ass and make sarcastic remarks like the rest of the UF heroines, she also second- (and third and fourth) guesses herself a lot and is always prepared for the worst, usually thanks to her quick wits and sometimes even to the helpful contents of her "go-bag". I found Raylene to be a terrific protagonist, and for someone who claims to be anti-social, she sure picks up a lot of "pet people" throughout the duration of the book, which makes her a big, warm, gooey marshmallow inside (even if she doesn't own up to the fact).
What did surprise me was how funny the book was. I laughed, giggled, chortled, snorted, and smiled (usually rather goofily) quite often (there was many a line that left me in hysterics -- good thing I was reading in the privacy of my own home). Judging by the cover, I expected a more serious and suspenseful read, but while I wouldn't say this was exactly light, it wasn't as heavy as I imagined either. The plot moves swiftly each step of the way and kept me glued to the pages; there wasn't one dull moment to be had. Every character that popped up in the book was interesting and fully fleshed out, no bores within these covers, and helped move the story along. The writing was great, from Raylene's first-person inner dialogue to the action scenes, not one thing bothered me overly much.
While there is a sense of closure to the book as a whole, the story is really just beginning and I am left eager (and impatient beyond belief) for the next installment, [b:Hellbent|9842559|Hellbent (Cheshire Red Reports, #2)|Cherie Priest|http://www.goodreads.com/images/nocover-60x80.jpg|14733361] (set to come out August 30, 2011). If one book can make you a fan of an author, surely this one did it for me. Cherie Priest created a great intro to a character whose very vitality is evident every page of this book and has made Raylene one of my new favorites in the UF field.
Kristin (2 KP) rated Amazon Kindle in Apps
Mar 4, 2019
Ability to bookmark your page (4 more)
Customizable viewing
Book suggestions based on what's in your library
Easily navigate through your library by scrolling through titles, or search for what you're looking for.
Mobility of such a vast library
Awesome App For All of Your Digital Book Needs
Full disclosure: I LOVE BOOKS! Not the digital kind, but tangible books that I can hold in my hand. I cherish that "old book" smell as much as I do turning back the cover on a hardcover for the first time; with the knowledge that another's fingers have yet to turn its pages and become immersed in the story as I'm about to. I will always adore books.
Having said that? I can still fully appreciate the Kindle app for the convenience of reading on the go. Books are, of course, totally portable as well; However, let's say you're on vacation, or at the beach or park, and want to enjoy a book, or pick up where you left off with one that's at home for that matter. With the convenience of the kindle app you can open the app on your phone/tablet/laptop and download the book, or start a new one.
Suitcases have limited capacity, but the vastness of the internet allows you to access nearly any title with just a few clicks/taps. The customization options in Kindle make it even easier to read while on the go because you can adjust brightness, page color (black, white, sepia), text size, font, margins, etc. You don't have to worry about remembering your page number or having a bookmark handy either because the app allows you to bookmark your page. You can read any book anywhere- a novel, research for that history paper you've been procrastinating on, or the steamy new romance you've been waiting on - without having to worry about carrying them around. I don't know about you guys, but sometimes while on a lunch break I wished that I had brought a book with me (particularly if service is slow at a restaurant) so I'd open the Kindle app and find a book to read. My last positive point here is actually both good and bad... You don't have to worry about book lights or keeping the lamp on and annoying your partner if you're reading a book on your phone/tablet, but the flip side to that is there's less strain on your eyes when reading a hard copy book rather than digital.
There are only two downsides to the app and they're more due to my personal preference rather than anything with the app itself... with the prevalence of digital and audio books I've watched many beloved bookstores begin disappearing, or they have downsized to focus on selling digital. The second issue is that unlike with a physical book in hand you can't really tune everything else out (incoming calls and notifications) and lose yourself in whatever you're reading.
Having said that? I can still fully appreciate the Kindle app for the convenience of reading on the go. Books are, of course, totally portable as well; However, let's say you're on vacation, or at the beach or park, and want to enjoy a book, or pick up where you left off with one that's at home for that matter. With the convenience of the kindle app you can open the app on your phone/tablet/laptop and download the book, or start a new one.
Suitcases have limited capacity, but the vastness of the internet allows you to access nearly any title with just a few clicks/taps. The customization options in Kindle make it even easier to read while on the go because you can adjust brightness, page color (black, white, sepia), text size, font, margins, etc. You don't have to worry about remembering your page number or having a bookmark handy either because the app allows you to bookmark your page. You can read any book anywhere- a novel, research for that history paper you've been procrastinating on, or the steamy new romance you've been waiting on - without having to worry about carrying them around. I don't know about you guys, but sometimes while on a lunch break I wished that I had brought a book with me (particularly if service is slow at a restaurant) so I'd open the Kindle app and find a book to read. My last positive point here is actually both good and bad... You don't have to worry about book lights or keeping the lamp on and annoying your partner if you're reading a book on your phone/tablet, but the flip side to that is there's less strain on your eyes when reading a hard copy book rather than digital.
There are only two downsides to the app and they're more due to my personal preference rather than anything with the app itself... with the prevalence of digital and audio books I've watched many beloved bookstores begin disappearing, or they have downsized to focus on selling digital. The second issue is that unlike with a physical book in hand you can't really tune everything else out (incoming calls and notifications) and lose yourself in whatever you're reading.
Debbiereadsbook (1608 KP) rated Feel (Breaking Free #6) in Books
Mar 19, 2019
another 5 star read!
**verified purchase Jan 2019**
This is book 6 in the Breaking Free series, and you really SHOULD read books one through five (and 3.5) before this one. You need to know how Brogan got to this point in his life, and you NEED to know what Mikel did to Jaysan last year. And you know, I SAID so, because they are rather awesome!
Brogan is waiting patiently for his fated Alpha. He really doesn't wanna settle, but will do, as a last resort. His foster parents are brilliant with him and his son, Peyton, but Brogan wants HIS family. Picking up the scent of Mikel in the coffee in the coffee shop while out with Jaysan and Morris, and Brogan knows his found HIS family. However, Mikel is in a bad place after what he did to Jaysan last year, and he is in no state to become a mate. Brogan is, however, prepared to wait for Mikel and when Brogan's past comes back to haunt him, Mikel knows he has to get himself together, because his Omega and his son needs him. But CAN he?
Mikel isn't, well. . .WASN'T . . .my favourite character, and there have been some bad ones in these books, but when WHY Mikel did what he did became clear in Whole (book 5) it made some sort of sense. But here? The full picture becomes shockingly clear, and you see why he did what he did, and you really do feel for the young man. It shows you that not only the omegas and betas can suffer parental abuse, but the alphas can too.
Brogan is the most optimistic of the young men from the fight ring, hoping all along that he would find his mated Alpha and that man would take himself and two year old Peyton on. What Brogan FEELS when he is with Mikel, make shim know that deep down, he is a GOOD man, a good ALPHA, and Brogan just needs to make Mikel see that too.
Poor Mikel is up against some powerful men here, Morris especially, but all the Alphas in the pairings are wary of Mikel and really, who can blame them. But with Brogan's perseverance and determination to make them see that Mikel is a good man, they all come round, one by one. Even Morris, does, sorta! " I can be nice to him, Jaysan, without being his best friend!"
Brogan deals with some stuff here, that is different to the rest of the omegas, and his pain is deep, really deep. Mikel pulls himself together just when Brogan needs him the most. But Brogan helps Mikel too, dealing with HIS trauma after what happened last year, and from before.
I am LOVING these books, and do NOT want them to end!
5 full and shiny stars!
**same worded review will appear elsewhere**
This is book 6 in the Breaking Free series, and you really SHOULD read books one through five (and 3.5) before this one. You need to know how Brogan got to this point in his life, and you NEED to know what Mikel did to Jaysan last year. And you know, I SAID so, because they are rather awesome!
Brogan is waiting patiently for his fated Alpha. He really doesn't wanna settle, but will do, as a last resort. His foster parents are brilliant with him and his son, Peyton, but Brogan wants HIS family. Picking up the scent of Mikel in the coffee in the coffee shop while out with Jaysan and Morris, and Brogan knows his found HIS family. However, Mikel is in a bad place after what he did to Jaysan last year, and he is in no state to become a mate. Brogan is, however, prepared to wait for Mikel and when Brogan's past comes back to haunt him, Mikel knows he has to get himself together, because his Omega and his son needs him. But CAN he?
Mikel isn't, well. . .WASN'T . . .my favourite character, and there have been some bad ones in these books, but when WHY Mikel did what he did became clear in Whole (book 5) it made some sort of sense. But here? The full picture becomes shockingly clear, and you see why he did what he did, and you really do feel for the young man. It shows you that not only the omegas and betas can suffer parental abuse, but the alphas can too.
Brogan is the most optimistic of the young men from the fight ring, hoping all along that he would find his mated Alpha and that man would take himself and two year old Peyton on. What Brogan FEELS when he is with Mikel, make shim know that deep down, he is a GOOD man, a good ALPHA, and Brogan just needs to make Mikel see that too.
Poor Mikel is up against some powerful men here, Morris especially, but all the Alphas in the pairings are wary of Mikel and really, who can blame them. But with Brogan's perseverance and determination to make them see that Mikel is a good man, they all come round, one by one. Even Morris, does, sorta! " I can be nice to him, Jaysan, without being his best friend!"
Brogan deals with some stuff here, that is different to the rest of the omegas, and his pain is deep, really deep. Mikel pulls himself together just when Brogan needs him the most. But Brogan helps Mikel too, dealing with HIS trauma after what happened last year, and from before.
I am LOVING these books, and do NOT want them to end!
5 full and shiny stars!
**same worded review will appear elsewhere**







