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Heather Cranmer (2721 KP) rated Etude (The Dark Nocturne #2) in Books
Aug 15, 2022
After reading and loving Serenade, the first book in The Dark Nocturne series by Morgan Shamy, I automatically started the second book in the series, Etude, right away. Morgan Shamy proved, yet again, that she's making the paranormal fantasy genre her own with this book!
In Etude, November has been away from St. Paul's Academy for a month. She wants nothing to do with the school or anyone from the school after what happened in Serenade. When kids start falling into comas, she thinks she may be the cause thanks to Vincent. Reluctantly, she returns to the school to try to save the day. However, bad things start happening (again) to November and her friends.
Just like with the plot of Serenade, Etude's plot is very original. I have never read anything like it, and that's a good thing! It is refreshing to read something original in a given genre especially when all previous books you've read in that genre start sounding the same. Anyway, I will admit that the plot of Etude does start off a bit slow. However, about sixty percent or so into the book, the pacing definitely picks up. I couldn't put the book down after that! I had suspicions about who would be the bad people and who were the good all throughout this book. I had to keep reading to see if I was right and to find out what would happen between Vincent and November. I loved the introduction of the dream world in Etude as well. With witches and blood walkers (vampires) roaming around in the novel, the action was there all throughout the book! Two plot twists were easy for me to figure out, but there were a couple of more plot twists (including a major one), that I just didn't see coming! Turns out that you really never know who you can trust in the Dark Nocturne universe. The book does end on a minor cliff hanger.
The characters in Etude are just as fleshed out and well developed as before. (I would even go as far as to say they're even more developed in this book than in the first in the series, and they were fleshed out well in that story.) While November is written well, I found her annoying in Etude. I don't know if it's because I'm about 20 years older than her, so I have more wisdom, but I found her lack of telling people about suspicious people and not trusting those around her more a bit infuriating. The fact that she would trust a stranger over her friends and not tell them when said stranger shares something major that could end up harming everyone really infuriated me. I wanted to bang my head against a brick wall! I kept screaming at November (in my head) to just tell someone about the suspicious character and what they would do to her (and to others). Yet November just seemed to let it slide until it becomes too late. I wish Vincent was in the story more because I loved Vincent in Serenade, but I know why he's not around as much in Etude. Cam was more more likeable in this book, and I loved how he seemed to be a better friend to everyone in Etude. Margaret was also really sweet in this book, and I think she ended up being my favorite character even if she wasn't featured a lot throughout the novel. Marcus was written well, but I always had my reservations about him. He seemed very selfish throughout the book (even if he said he wanted to help save his sisters). I also really liked Deva, although she was another character that wasn't featured that much in Etude. Be sure not to get attached to any one character though because Morgan Shamy is not afraid of killing anyone off (like in the first book)! That's another think I love about this series.
Trigger warnings for Etude include violence, death, murder, and mind control.
All in all, Etude is a fantastic follow up to the very well written Serenade. If you like figuring out which characters are the baddies, a plot that will consume you, and being whisked off to a magical world, then Etude is for you. I would definitely recommend Etude by Morgan Shamy to those aged 14+ who love an original take on paranormal fantasy where character loyalties aren't always as they seem. As for me, I've already started reading Promenade, the third book in the series because I'm addicted!
In Etude, November has been away from St. Paul's Academy for a month. She wants nothing to do with the school or anyone from the school after what happened in Serenade. When kids start falling into comas, she thinks she may be the cause thanks to Vincent. Reluctantly, she returns to the school to try to save the day. However, bad things start happening (again) to November and her friends.
Just like with the plot of Serenade, Etude's plot is very original. I have never read anything like it, and that's a good thing! It is refreshing to read something original in a given genre especially when all previous books you've read in that genre start sounding the same. Anyway, I will admit that the plot of Etude does start off a bit slow. However, about sixty percent or so into the book, the pacing definitely picks up. I couldn't put the book down after that! I had suspicions about who would be the bad people and who were the good all throughout this book. I had to keep reading to see if I was right and to find out what would happen between Vincent and November. I loved the introduction of the dream world in Etude as well. With witches and blood walkers (vampires) roaming around in the novel, the action was there all throughout the book! Two plot twists were easy for me to figure out, but there were a couple of more plot twists (including a major one), that I just didn't see coming! Turns out that you really never know who you can trust in the Dark Nocturne universe. The book does end on a minor cliff hanger.
The characters in Etude are just as fleshed out and well developed as before. (I would even go as far as to say they're even more developed in this book than in the first in the series, and they were fleshed out well in that story.) While November is written well, I found her annoying in Etude. I don't know if it's because I'm about 20 years older than her, so I have more wisdom, but I found her lack of telling people about suspicious people and not trusting those around her more a bit infuriating. The fact that she would trust a stranger over her friends and not tell them when said stranger shares something major that could end up harming everyone really infuriated me. I wanted to bang my head against a brick wall! I kept screaming at November (in my head) to just tell someone about the suspicious character and what they would do to her (and to others). Yet November just seemed to let it slide until it becomes too late. I wish Vincent was in the story more because I loved Vincent in Serenade, but I know why he's not around as much in Etude. Cam was more more likeable in this book, and I loved how he seemed to be a better friend to everyone in Etude. Margaret was also really sweet in this book, and I think she ended up being my favorite character even if she wasn't featured a lot throughout the novel. Marcus was written well, but I always had my reservations about him. He seemed very selfish throughout the book (even if he said he wanted to help save his sisters). I also really liked Deva, although she was another character that wasn't featured that much in Etude. Be sure not to get attached to any one character though because Morgan Shamy is not afraid of killing anyone off (like in the first book)! That's another think I love about this series.
Trigger warnings for Etude include violence, death, murder, and mind control.
All in all, Etude is a fantastic follow up to the very well written Serenade. If you like figuring out which characters are the baddies, a plot that will consume you, and being whisked off to a magical world, then Etude is for you. I would definitely recommend Etude by Morgan Shamy to those aged 14+ who love an original take on paranormal fantasy where character loyalties aren't always as they seem. As for me, I've already started reading Promenade, the third book in the series because I'm addicted!

Chris Sawin (602 KP) rated The Ice Age Adventures of Buck Wild (2022) in Movies
Jan 30, 2022
The mimicking raptor (1 more)
The, "power of our spleens," line of dialogue.
Horrendously ugly animation. (2 more)
A terribly boring screenplay.
Humor that is so painfully unfunny.
The Ice Age Adventures of Buck Wild is the first Disney produced film of the franchise and the first Ice Age film to go directly to streaming. None of the original cast members return other than Simon Pegg as Buck Wild. Scrat is nowhere to be found and the animation is a noticeable downgrade. This project began with the intention of being a new Ice Age TV series, but was then repurposed into an 81-minute feature-length film.
Crash and Eddie (now voiced by Vincent Tong and Aaron Harris) have gotten the itch to branch out on their own. Being a part of the herd with Manny, Diego, Sid, and Ellie has finally reached a boiling point. After ruining a summer getaway with an ice-alanche, Manny encourages Crash and Eddie to go off on their own adventure. He never thought the death portraying duo would take his words to heart.
The possums venture back deep below the ice and back to The Lost World where they are reunited with Buck Wild (Pegg). However, their reunion is bittersweet as a big-headed and big-brained Protoceratops named Orson (Utkarsh Ambudkar, Free Guy) has just returned from exile where he intends to use his raptor henchmen to rule over every living mammal.
This new Ice Age film is animated by Canadian animation company Bardel Entertainment. Other CGI related works Bardel has had a hand in producing include Angry Birds Blues, Teenage Mutant Ninja Turtles (2012), All Hail King Julien, The Adventures of Puss in Boots, and the Monsters vs. Aliens TV series. The animation in Adventures of Buck Wild is incredibly ugly. Scenery and background characters are minimally detailed and look like poorly colored blobs with a limited color palette.
The film has a very direct-to-video ambiance to it. It’s kind of like watching Reboot or Beast Wars: Transformers today, but what those series lack in animation they make up for with exceptional writing. The Adventures of Buck Wild mostly feels like Disney’s quick attempt at a cash grab after dissolving Blue Sky Studios in 2021. The animation is a bit better when it comes to close-ups of characters as strands of hair have more detail. It still doesn’t help the horrendous character design. Orson is basically the dinosaur version of Yosemite Sam while his raptors look like Wheelie from Transformers: Revenge of the Fallen.
Directed by John C. Donkin (producer of the first three Ice Age films, Rio and Rio 2, and Robots) and written by Ray DeLaurentis (Fairly Oddparents), Jim Hecht (Ice Age: The Meltdown), and William Schifrin (Quest for Camelot), Adventures of Buck Wild has stale writing that has a few noteworthy moments. Most of the attempts at humor are met with eyerolling, severe facepalms, or shaking your head with disgust. The raptor that copies everything Orson does may be the best comedic relief the films has and the, “Power of spleens,” bit is easily the best line of dialogue.
Buck Wild is a seriously bizarre character though. He formed his own team and inadvertently destroyed it since he last met Crash and Eddie. Being alone has obviously taken its toll on him. He now talks to his left hand in a silly voice and has a pumpkin daughter that is babysat by a cucumber. Zee, a former team member and ex-best friend of Buck, is a zorilla/striped polecat. She looks like a raccoon, but is super agile and can spray like a skunk. Her and Buck are incredibly similar other than the fact that Buck likes to rush into battle without any sort of preparation whereas Zee likes to train and plan before facing an enemy.
It would have been so incredibly satisfying if Disney had debuted an Ice Age film with solid animation, laugh out loud humor, a well-written story, and likeable or even downright despicable characters. Having those elements would have at least given fans of the franchise thus far that Disney had a vision of where to take Ice Age in the foreseeable future. Instead we get this lackluster dud of a film that is boring to look at and is mostly massively unfunny while making most of the characters – old and new – forgettable. When Zee first meets Crash and Eddie, Buck says something along the lines of, “What they lack in courage they make up for with bumbling ineptitude.” That is all The Adventures of Buck Wild is; an unnecessary animated excursion into bumbling ineptitude.
Crash and Eddie (now voiced by Vincent Tong and Aaron Harris) have gotten the itch to branch out on their own. Being a part of the herd with Manny, Diego, Sid, and Ellie has finally reached a boiling point. After ruining a summer getaway with an ice-alanche, Manny encourages Crash and Eddie to go off on their own adventure. He never thought the death portraying duo would take his words to heart.
The possums venture back deep below the ice and back to The Lost World where they are reunited with Buck Wild (Pegg). However, their reunion is bittersweet as a big-headed and big-brained Protoceratops named Orson (Utkarsh Ambudkar, Free Guy) has just returned from exile where he intends to use his raptor henchmen to rule over every living mammal.
This new Ice Age film is animated by Canadian animation company Bardel Entertainment. Other CGI related works Bardel has had a hand in producing include Angry Birds Blues, Teenage Mutant Ninja Turtles (2012), All Hail King Julien, The Adventures of Puss in Boots, and the Monsters vs. Aliens TV series. The animation in Adventures of Buck Wild is incredibly ugly. Scenery and background characters are minimally detailed and look like poorly colored blobs with a limited color palette.
The film has a very direct-to-video ambiance to it. It’s kind of like watching Reboot or Beast Wars: Transformers today, but what those series lack in animation they make up for with exceptional writing. The Adventures of Buck Wild mostly feels like Disney’s quick attempt at a cash grab after dissolving Blue Sky Studios in 2021. The animation is a bit better when it comes to close-ups of characters as strands of hair have more detail. It still doesn’t help the horrendous character design. Orson is basically the dinosaur version of Yosemite Sam while his raptors look like Wheelie from Transformers: Revenge of the Fallen.
Directed by John C. Donkin (producer of the first three Ice Age films, Rio and Rio 2, and Robots) and written by Ray DeLaurentis (Fairly Oddparents), Jim Hecht (Ice Age: The Meltdown), and William Schifrin (Quest for Camelot), Adventures of Buck Wild has stale writing that has a few noteworthy moments. Most of the attempts at humor are met with eyerolling, severe facepalms, or shaking your head with disgust. The raptor that copies everything Orson does may be the best comedic relief the films has and the, “Power of spleens,” bit is easily the best line of dialogue.
Buck Wild is a seriously bizarre character though. He formed his own team and inadvertently destroyed it since he last met Crash and Eddie. Being alone has obviously taken its toll on him. He now talks to his left hand in a silly voice and has a pumpkin daughter that is babysat by a cucumber. Zee, a former team member and ex-best friend of Buck, is a zorilla/striped polecat. She looks like a raccoon, but is super agile and can spray like a skunk. Her and Buck are incredibly similar other than the fact that Buck likes to rush into battle without any sort of preparation whereas Zee likes to train and plan before facing an enemy.
It would have been so incredibly satisfying if Disney had debuted an Ice Age film with solid animation, laugh out loud humor, a well-written story, and likeable or even downright despicable characters. Having those elements would have at least given fans of the franchise thus far that Disney had a vision of where to take Ice Age in the foreseeable future. Instead we get this lackluster dud of a film that is boring to look at and is mostly massively unfunny while making most of the characters – old and new – forgettable. When Zee first meets Crash and Eddie, Buck says something along the lines of, “What they lack in courage they make up for with bumbling ineptitude.” That is all The Adventures of Buck Wild is; an unnecessary animated excursion into bumbling ineptitude.

Hadley (567 KP) rated Those Bones Are Not My Child in Books
Nov 12, 2019
A different type of True Crime book (1 more)
Things you probably didn't know about the case
Writing transitions are confusing (1 more)
Smash poetry breaks up the flow
Toni Cade Bambara, a writer, documentary filmmaker and screenwriter, gives True Crime readers a unique viewpoint of the real Atlanta Child Murders. Bambara mostly writes from the eyes of Marzala, a mother of three whose oldest son goes missing during one of the worst murder sprees in Atlanta's history. Marzala and her family were not actual people during this time- - - all of them are based off of parents and siblings of the real victims. Not soon after Marzala does everything she can with the police to find her son, she joins a group of African-Americans that are outraged by the lack of progress to catch who is killing Atlanta's black children. This group forms what is called STOP (a citizen-run task force). For the majority of the book, Marzala with most of the black community in the area typed out letters to prominent government officials asking for help to stop the murders, also using Vietnam vets in the area to use their tracking skills to keep an eye on suspects, and investigating buildings that police refused to believe had anything to do with the childrens' disappearances and/or murders, which Bambara did an amazing job putting all the real facts together of the actual community members that were involved with this at the time. This story is upsetting, but enlightening on how politics may have caused so many children to be murdered. This is a story no reader will ever forget.
Bambara writes not in a normal narrative - - - just telling a story from specific viewpoints, but she often breaks off into smash poetry to depict a character's state-of-mind, which, sometimes can be off putting for the reader, breaking the flow of the story. Yet, the use of smash poetry combined with the era and the heart breaking subject at hand, separates Those Bones Are Not My Child from every True Crime book I have ever read. But a note for fans of True Crime, this story is from the view point of the victims' families and the search they went through to try and catch the murderer(s), unlike most TC books, which follow the police through the investigation leading to, usually, the capture of the perpetrator. From living in Atlanta during the time of the murders, Bambara was able to reconstruct the life of a black family in 1980's Georgia, while focusing on the effect these terrible crimes had on the surrounding community. Bambara did an amazing job on what most writers cannot.
The amount of characters, specifically the fictional ones, are very well created. She describes just enough to give readers the ability to tell them apart, showing every now and then from their own viewpoints. Out of all the characters, I came to really like Zala's two other children: Kenti and Kofi. One particular scene shows the strain of Sonny's disappearance on their family: " Zala parked the comb again and sat back. 'Listen, you two.' Kofi dropped down onto his knees. 'The police and the newspapers don't know what the hell is going on, so they feel stupid, because they're supposed to know, they're trained to know, they're paid to know. It's their job. Understand? But it's hard for grown-ups to admit they're stupid, especially if they're professionals like police and reporters. So they blame the children. Or they ignore them and fill up the papers with the hostages in Iran. Understand? And now... Jesus... they've got people calling those kids juvenile delinquents.'
'Don't cry.' Kenti tried to lean into her lap and got pushed away.
'They don't know a damn thing and they act like they don't want to know. So they blame the kids 'cause they can't speak up for themselves. They say the kids had no business being outdoors, getting themselves in trouble.'
'You let us go outdoors.'
'Of course I do, baby. We go lots of places, 'cause a lot of people fought hard for our right to go any damn where we please. But when the children go out like they've a right to and some maniac grabs them, then it's the children's fault or the parents who should've been watching every minute, like we don't have to work like dogs just to put food on the table.'
Kofi walked on his knees towards the bed, but he didn't lean on her like he wanted 'cause she might push him away. So he just put his hand on the mattress next to hers."
During the Atlanta Child Murders, victims were random, except for that they were children from the same neighborhood, and they were African-American. At first, police didn't believe a serial murderer was going around abducting children, but rather that 'poor, broken' families were killing their own. In the Prologue, Bambara shows that the victims' families and private detectives came up with more ideas of the motive than the police did:
" White cops taking license in Black neighborhoods.
The Klan and other Nazi thugs on the rampage.
Diabolical scientists experimenting on Third World people.
Demonic cults engaging in human sacrifices.
A 'Nam vet unable to make the transition.
UFO aliens conducting exploratory surgery.
Whites avenging Dewey Baugus, a white youth beaten to death in spring '79, allegedly by Black youths.
Parents of a raped child running amok with 'justice.'
Porno filmmakers doing snuff flicks for entertainment.
A band of child molesters covering their tracks.
New drug forces killing the young (unwitting?) couriers of the old in a bid for turf.
Unreconstructed peckerwoods trying to topple the Black administration.
Plantation kidnappers of slave labor issuing the pink slip.
White mercenaries using Black targets to train death squadrons for overseas jobs and for domestic wars to come. "
All of these theories are explored with evidence in Those Bones Are Not My Child. One scene in Part III, Zala's cop friend, B.J. shows up to her house to tell her to stop bringing attention to the investigation, " 'That Eubanks woman - - - your husband's friend? - - - she said you were bringing in the TV networks to blow the case open. I thought we had an agreement to keep each other informed. This morning I find out through the grapevine that you parents got a medium stashed in a hotel here in town, some woman who's been making headlines up north with cases that supposedly have the authorities stumped. If you knew how much work has been done on this case - - - no, listen, don't interrupt me. Then I find out - - - and not from you - - - that some of you parents are planning to tour the country cracking on the investigation. That's not too smart. And you should have told me.' " These two may have been fictional characters, but in Bambara's Acknowledgments, she states that all scenarios were true, and that she made B.J. to tell about the actual police officers who were involved with the investigation.
The tension between the police and the public is felt throughout the entire story. Despite all of the work the citizen task force put in, police arrested a man named Wayne Williams for the murder of two adult victims (who, due to their mental age, which was stated to be that of children, were placed on the victims' list of the Atlanta Child Murders): " Wayne Williams, charged with the murder of twenty-seven-year-old Nathaniel Cater and implicated in the murder of the other adults and children on the official list..." Zala, having worked for almost a year at the STOP offices, she, along with most of the community, doubt that Williams was a lone killer or even the killer at all. Williams never stood trial for the childrens' murders, but the police informed the public that he did it, case closed - - - although, after Williams' arrest, children were still being abducted and their bodies were still being found. Even after Williams' trial and the guilty verdict for two adult victims, some people stuck around to continue to investigate and claim Williams a 'scapegoat' of politics: " There were still pockets of interest and people who wouldn't let the case go. James Baldwin had been coming to town off and on; a book was rumored. Sondra O'Neale, the Emory University professor, hadn't abandoned her research, either. From time to time, TV and movie types were in the city poking around for an angle. Camille Bell was moving to Tallahassee to write up the case from the point of view of the STOP committee. The vets had taken over The Call now that Speaker was working full-time with the Central American Committee. The Revolutionary Communist Party kept running pieces on the case in the Revolutionary Worker. Whenever Abby Mann sent down a point man for his proposed TV docudrama, the Atlanta officials and civil rights leaders would go off the deep end. " At the end of it all, the questions still remain: did Williams kill all of those children by himself? Was he part of a pornographic cult that killed the children? Or is Williams completely innocent, and the murderer(s) are still out there? In Those Bones Are Not My Child, I guarantee you will be left questioning if the police were right.
All in all, the writing transitions can become confusing sometimes, especially the interludes of smash poetry, but I highly recommend this book to people who like the True Crime genre, especially of any interest in this specific case.
Bambara writes not in a normal narrative - - - just telling a story from specific viewpoints, but she often breaks off into smash poetry to depict a character's state-of-mind, which, sometimes can be off putting for the reader, breaking the flow of the story. Yet, the use of smash poetry combined with the era and the heart breaking subject at hand, separates Those Bones Are Not My Child from every True Crime book I have ever read. But a note for fans of True Crime, this story is from the view point of the victims' families and the search they went through to try and catch the murderer(s), unlike most TC books, which follow the police through the investigation leading to, usually, the capture of the perpetrator. From living in Atlanta during the time of the murders, Bambara was able to reconstruct the life of a black family in 1980's Georgia, while focusing on the effect these terrible crimes had on the surrounding community. Bambara did an amazing job on what most writers cannot.
The amount of characters, specifically the fictional ones, are very well created. She describes just enough to give readers the ability to tell them apart, showing every now and then from their own viewpoints. Out of all the characters, I came to really like Zala's two other children: Kenti and Kofi. One particular scene shows the strain of Sonny's disappearance on their family: " Zala parked the comb again and sat back. 'Listen, you two.' Kofi dropped down onto his knees. 'The police and the newspapers don't know what the hell is going on, so they feel stupid, because they're supposed to know, they're trained to know, they're paid to know. It's their job. Understand? But it's hard for grown-ups to admit they're stupid, especially if they're professionals like police and reporters. So they blame the children. Or they ignore them and fill up the papers with the hostages in Iran. Understand? And now... Jesus... they've got people calling those kids juvenile delinquents.'
'Don't cry.' Kenti tried to lean into her lap and got pushed away.
'They don't know a damn thing and they act like they don't want to know. So they blame the kids 'cause they can't speak up for themselves. They say the kids had no business being outdoors, getting themselves in trouble.'
'You let us go outdoors.'
'Of course I do, baby. We go lots of places, 'cause a lot of people fought hard for our right to go any damn where we please. But when the children go out like they've a right to and some maniac grabs them, then it's the children's fault or the parents who should've been watching every minute, like we don't have to work like dogs just to put food on the table.'
Kofi walked on his knees towards the bed, but he didn't lean on her like he wanted 'cause she might push him away. So he just put his hand on the mattress next to hers."
During the Atlanta Child Murders, victims were random, except for that they were children from the same neighborhood, and they were African-American. At first, police didn't believe a serial murderer was going around abducting children, but rather that 'poor, broken' families were killing their own. In the Prologue, Bambara shows that the victims' families and private detectives came up with more ideas of the motive than the police did:
" White cops taking license in Black neighborhoods.
The Klan and other Nazi thugs on the rampage.
Diabolical scientists experimenting on Third World people.
Demonic cults engaging in human sacrifices.
A 'Nam vet unable to make the transition.
UFO aliens conducting exploratory surgery.
Whites avenging Dewey Baugus, a white youth beaten to death in spring '79, allegedly by Black youths.
Parents of a raped child running amok with 'justice.'
Porno filmmakers doing snuff flicks for entertainment.
A band of child molesters covering their tracks.
New drug forces killing the young (unwitting?) couriers of the old in a bid for turf.
Unreconstructed peckerwoods trying to topple the Black administration.
Plantation kidnappers of slave labor issuing the pink slip.
White mercenaries using Black targets to train death squadrons for overseas jobs and for domestic wars to come. "
All of these theories are explored with evidence in Those Bones Are Not My Child. One scene in Part III, Zala's cop friend, B.J. shows up to her house to tell her to stop bringing attention to the investigation, " 'That Eubanks woman - - - your husband's friend? - - - she said you were bringing in the TV networks to blow the case open. I thought we had an agreement to keep each other informed. This morning I find out through the grapevine that you parents got a medium stashed in a hotel here in town, some woman who's been making headlines up north with cases that supposedly have the authorities stumped. If you knew how much work has been done on this case - - - no, listen, don't interrupt me. Then I find out - - - and not from you - - - that some of you parents are planning to tour the country cracking on the investigation. That's not too smart. And you should have told me.' " These two may have been fictional characters, but in Bambara's Acknowledgments, she states that all scenarios were true, and that she made B.J. to tell about the actual police officers who were involved with the investigation.
The tension between the police and the public is felt throughout the entire story. Despite all of the work the citizen task force put in, police arrested a man named Wayne Williams for the murder of two adult victims (who, due to their mental age, which was stated to be that of children, were placed on the victims' list of the Atlanta Child Murders): " Wayne Williams, charged with the murder of twenty-seven-year-old Nathaniel Cater and implicated in the murder of the other adults and children on the official list..." Zala, having worked for almost a year at the STOP offices, she, along with most of the community, doubt that Williams was a lone killer or even the killer at all. Williams never stood trial for the childrens' murders, but the police informed the public that he did it, case closed - - - although, after Williams' arrest, children were still being abducted and their bodies were still being found. Even after Williams' trial and the guilty verdict for two adult victims, some people stuck around to continue to investigate and claim Williams a 'scapegoat' of politics: " There were still pockets of interest and people who wouldn't let the case go. James Baldwin had been coming to town off and on; a book was rumored. Sondra O'Neale, the Emory University professor, hadn't abandoned her research, either. From time to time, TV and movie types were in the city poking around for an angle. Camille Bell was moving to Tallahassee to write up the case from the point of view of the STOP committee. The vets had taken over The Call now that Speaker was working full-time with the Central American Committee. The Revolutionary Communist Party kept running pieces on the case in the Revolutionary Worker. Whenever Abby Mann sent down a point man for his proposed TV docudrama, the Atlanta officials and civil rights leaders would go off the deep end. " At the end of it all, the questions still remain: did Williams kill all of those children by himself? Was he part of a pornographic cult that killed the children? Or is Williams completely innocent, and the murderer(s) are still out there? In Those Bones Are Not My Child, I guarantee you will be left questioning if the police were right.
All in all, the writing transitions can become confusing sometimes, especially the interludes of smash poetry, but I highly recommend this book to people who like the True Crime genre, especially of any interest in this specific case.

A Bibliophagist (113 KP) rated Space Opera in Books
Jan 25, 2020 (Updated Jan 25, 2020)
Fun writing (2 more)
Creative
Witty
Overwritten (3 more)
Lacking plot
Disjointed and distracted
Boring
Technicolor Encyclopedia entry
Space Opera seems to be a book, that based on other reviews, you either love or hate. The love reviewers can't seem to tell me why they love it, most attempting to replicate the style of the author and relying on a menagerie of adjectives to express themselves. "A glitter punk, Eurovision romp!" "Technicolor whirlwind!" but not actually saying WHY they liked it, or just saying "well you didn't get the humor". The ones who disliked it are pretty clear, and as I struggled with this book I found I agreed with their complaints. However, I have to thank the sheer number of DNFs from the disliked group for causing me to, ironically, finish it. I hate DNFing books, to begin with, but when I saw just how many bad reviews didn't make it through, it felt as bad as the good reviews not actually reviewing anything. So I powered through, and honestly, it was worth finishing. The author really got back on track and it was a great ending.
Valente has in fact given us a Eurovision, glitter punk, electric baby with Douglas Adams, her writing fantastical and humorous, her characters vapid but in a washed-out musician kind of way. She really thought about this book, creating droves of aliens and probably destroying a number of thesauri to bring them to life. We follow Decibel Jones of the "oh you haven't heard of it, well we used to be a thing" Decibel Jones and the Absolute Zeros. A washed-up, no longer active glitter punk band who is an amalgam of every band you probably are thinking of when trying to grasp what that description means.
The book opens with a wonderfully witty description of how there is in fact other life out there in the universe, life is easy to come by, they've just been off doing a galactic war and while they were gone we kind of popped up. Life is stupid. This part is the best part of the book. The humor is on point, the prose magnificant. She is spot on and very pointed in her argument for why war happens. It's people vs meat, and how does one determine something isn't meat, but in fact sentient? Well, no one really figured that out, hence the galactic war, but NOW post-war they think they've figured it out. Intergalactic Music competition. Makes sense, only something sentient could create music right?
Well, this year is a special year because Earth is invited, we've been deemed "may be sentient", but questionable enough that they'd rather not let us just hang out and become annoying someday. So we have to present a band and performance for consideration. We just have to not place last. If we don't place last, we're part of the club and we'll be a-ok. If we place last, we'll be destroyed, because they already think we're annoying and that will mean we're meat. People vs meat remember?
So, one day everyone on the planet earth, everyone, awake or sleeping is visited by the blue birdlike projection of our assigned guides, the Esca, and alien species that are new to the whole being accepted as a sentient thing, and will guide us through the competition. Which it is now telling us about, Suprise! They've chosen a list of musicians they think will do well, however it's outdated and only one band is really able to do it, the has-beens, who are they, Decibel Jones and the Absolute Zeros. Time was rough on our glam-punk friends as it tends to be on musicians, they lost the third member about a decade ago, the two remaining no longer talk. Decibel is a trainwreck, and Oort St Ultraviolet is now just a dad who very much wants to be a regular dude. But now they're being whisked off into space to sing for the world's salvation.
Sounds pretty fun right? This plus Douglas Adams type prose and humor? A real knock out. Unfortunately, that story I just described takes up... maybe a quarter of the book, MAYBE. You can pull the main story out and put it into a book that might be too small to be a novella. Because of this, the backstory, development, and exploration of these characters are slim to nothing. There is some mind you, but very little. It isn't until the 180pg mark or so that Valente actually decides to focus on the plot, giving very little time to do the entire Grand Prix, the actual competition takes up a page. A 288-page book about a singing competition and only 1-2 pages is actually the singing competition. Tack on another 10 maybe for the weird cocktail death party right before, that didn't have enough attempted death to make any real point of it, plus maybe another 5-10 scattered throughout the book on the back story and leading up to the story, and we've got MAYBE 25 pages of the actual plot. My math is wrong, I know, but it sure FEELS like this.
So, in a 288-page book, with 25 pages being the actual story, what are the other 263 pages? It was the author being somewhat... I don't mean to sound mean, but full of herself? She tried WAY too hard on this style she was going for. It felt like an "oh, you liked that opening chapter, didn't you? You totally read it out loud to your boyfriend, well here let me give it to you again, and again, and ... again". This book suffers from a severe case of needing to be edited. Of someone saying "that's enough now dear, but what about the story". Every few pages of the backstory of the plot we got were met with full chapters, sometimes multiple of Valente describing yet another alien species she's created, in yet another chain of witty simile and metaphor. To the point where sometimes I no longer knew what was happening, they were all interchangeable, which alien are we talking about now? It went on and on and on, and I never knew how such humorous writing could be just so soul suckingly boring. When she ran out of aliens it was describing previous grand prix's and how the aliens sang. In the exact same, formulaic, witty simile, witty simile, witty simile. Don't get me wrong, there were some absolute gems in here. Some that made me laugh out loud. But it's all about the ratio. I would trade in a heartbeat the ratio in this book. 263 pages of plot, and 25 pages of aliens described in witty simile. It took everything in my power after the third alien chapter to not skim. But she fit so much into a sentence that I was scared somewhere hiding would be a plot point (spoiler alert, there wasn't, skim away).
Then around the 180 page mark, a flip was switched, it was almost as if she went "crap, a story!" the adjective use was slimmed down dramatically and we actually got more than one chapter in a row with a plot point. But at this point, it was too late, the end of the book was hurdling at us and very little had happened and the book pretty much fizzled out with an "oh yeah, the Grand Prix happened". Mind you, the finale was very heartwarming and I liked it a lot. I just wish I hadn't had to read a full chapter about hairbrush interspecies sex to get there, and instead had more of it. But ironically, the hairbrush sex had more plot advancement that the majority of the book.
The ending did, however, for one moment, make me forget that I had just read an encyclopedia of descriptors and was happy for a few minutes. So good on her for that. That proves to me that she can write more than glittery descriptions, which then made me sad I didn't have more of that writing. With just a spattering of the gold of her opening chapters. I am glad I finished the book, the story, what little there was, was worth the read. However, I have no desire to read any other of Valente's writing now, and if there was a sequel, I just don't think I have it in me to read another 263 pages of description. Cool idea, good ability, just terribly executed. She could easily have released a separate book, expanding on a handful of species she established in the book, like an alien compendium, and I would have read it, and laughed, and been okay because I went into it expecting it. But I went into this wanting a story, not a neon throwup encyclopedia of just how "oh so creative" Valente is. That came off harsh, I know, but they blew past the fine line of interesting and well into the self-serving, look what I can do, territory. What suffered for it wasn't just a large number of DNFs, and my sanity for a few days, but an actually interesting, fun, Eurovision, glitter punk, heartwarming story about loss, life, how stupid it is, how beautiful it is, and why we should fight for it. It's in there, hiding beneath the layers and layers of word vomit. I want that story. Please release a second edition that is just that, the opening, and say... 3-5 of your favorite aliens Valente, I promise I'll give it another try if you do.
Valente has in fact given us a Eurovision, glitter punk, electric baby with Douglas Adams, her writing fantastical and humorous, her characters vapid but in a washed-out musician kind of way. She really thought about this book, creating droves of aliens and probably destroying a number of thesauri to bring them to life. We follow Decibel Jones of the "oh you haven't heard of it, well we used to be a thing" Decibel Jones and the Absolute Zeros. A washed-up, no longer active glitter punk band who is an amalgam of every band you probably are thinking of when trying to grasp what that description means.
The book opens with a wonderfully witty description of how there is in fact other life out there in the universe, life is easy to come by, they've just been off doing a galactic war and while they were gone we kind of popped up. Life is stupid. This part is the best part of the book. The humor is on point, the prose magnificant. She is spot on and very pointed in her argument for why war happens. It's people vs meat, and how does one determine something isn't meat, but in fact sentient? Well, no one really figured that out, hence the galactic war, but NOW post-war they think they've figured it out. Intergalactic Music competition. Makes sense, only something sentient could create music right?
Well, this year is a special year because Earth is invited, we've been deemed "may be sentient", but questionable enough that they'd rather not let us just hang out and become annoying someday. So we have to present a band and performance for consideration. We just have to not place last. If we don't place last, we're part of the club and we'll be a-ok. If we place last, we'll be destroyed, because they already think we're annoying and that will mean we're meat. People vs meat remember?
So, one day everyone on the planet earth, everyone, awake or sleeping is visited by the blue birdlike projection of our assigned guides, the Esca, and alien species that are new to the whole being accepted as a sentient thing, and will guide us through the competition. Which it is now telling us about, Suprise! They've chosen a list of musicians they think will do well, however it's outdated and only one band is really able to do it, the has-beens, who are they, Decibel Jones and the Absolute Zeros. Time was rough on our glam-punk friends as it tends to be on musicians, they lost the third member about a decade ago, the two remaining no longer talk. Decibel is a trainwreck, and Oort St Ultraviolet is now just a dad who very much wants to be a regular dude. But now they're being whisked off into space to sing for the world's salvation.
Sounds pretty fun right? This plus Douglas Adams type prose and humor? A real knock out. Unfortunately, that story I just described takes up... maybe a quarter of the book, MAYBE. You can pull the main story out and put it into a book that might be too small to be a novella. Because of this, the backstory, development, and exploration of these characters are slim to nothing. There is some mind you, but very little. It isn't until the 180pg mark or so that Valente actually decides to focus on the plot, giving very little time to do the entire Grand Prix, the actual competition takes up a page. A 288-page book about a singing competition and only 1-2 pages is actually the singing competition. Tack on another 10 maybe for the weird cocktail death party right before, that didn't have enough attempted death to make any real point of it, plus maybe another 5-10 scattered throughout the book on the back story and leading up to the story, and we've got MAYBE 25 pages of the actual plot. My math is wrong, I know, but it sure FEELS like this.
So, in a 288-page book, with 25 pages being the actual story, what are the other 263 pages? It was the author being somewhat... I don't mean to sound mean, but full of herself? She tried WAY too hard on this style she was going for. It felt like an "oh, you liked that opening chapter, didn't you? You totally read it out loud to your boyfriend, well here let me give it to you again, and again, and ... again". This book suffers from a severe case of needing to be edited. Of someone saying "that's enough now dear, but what about the story". Every few pages of the backstory of the plot we got were met with full chapters, sometimes multiple of Valente describing yet another alien species she's created, in yet another chain of witty simile and metaphor. To the point where sometimes I no longer knew what was happening, they were all interchangeable, which alien are we talking about now? It went on and on and on, and I never knew how such humorous writing could be just so soul suckingly boring. When she ran out of aliens it was describing previous grand prix's and how the aliens sang. In the exact same, formulaic, witty simile, witty simile, witty simile. Don't get me wrong, there were some absolute gems in here. Some that made me laugh out loud. But it's all about the ratio. I would trade in a heartbeat the ratio in this book. 263 pages of plot, and 25 pages of aliens described in witty simile. It took everything in my power after the third alien chapter to not skim. But she fit so much into a sentence that I was scared somewhere hiding would be a plot point (spoiler alert, there wasn't, skim away).
Then around the 180 page mark, a flip was switched, it was almost as if she went "crap, a story!" the adjective use was slimmed down dramatically and we actually got more than one chapter in a row with a plot point. But at this point, it was too late, the end of the book was hurdling at us and very little had happened and the book pretty much fizzled out with an "oh yeah, the Grand Prix happened". Mind you, the finale was very heartwarming and I liked it a lot. I just wish I hadn't had to read a full chapter about hairbrush interspecies sex to get there, and instead had more of it. But ironically, the hairbrush sex had more plot advancement that the majority of the book.
The ending did, however, for one moment, make me forget that I had just read an encyclopedia of descriptors and was happy for a few minutes. So good on her for that. That proves to me that she can write more than glittery descriptions, which then made me sad I didn't have more of that writing. With just a spattering of the gold of her opening chapters. I am glad I finished the book, the story, what little there was, was worth the read. However, I have no desire to read any other of Valente's writing now, and if there was a sequel, I just don't think I have it in me to read another 263 pages of description. Cool idea, good ability, just terribly executed. She could easily have released a separate book, expanding on a handful of species she established in the book, like an alien compendium, and I would have read it, and laughed, and been okay because I went into it expecting it. But I went into this wanting a story, not a neon throwup encyclopedia of just how "oh so creative" Valente is. That came off harsh, I know, but they blew past the fine line of interesting and well into the self-serving, look what I can do, territory. What suffered for it wasn't just a large number of DNFs, and my sanity for a few days, but an actually interesting, fun, Eurovision, glitter punk, heartwarming story about loss, life, how stupid it is, how beautiful it is, and why we should fight for it. It's in there, hiding beneath the layers and layers of word vomit. I want that story. Please release a second edition that is just that, the opening, and say... 3-5 of your favorite aliens Valente, I promise I'll give it another try if you do.

Purple Phoenix Games (2266 KP) rated The Road to Canterbury in Tabletop Games
Oct 4, 2021
I am not a sinless man. In fact, it’s been years since I’ve been to confession, and at this point I’m afraid I would be there for hours just spilling the beans. I know many pious people, but alas, I am not one. However, I do appreciate those that attempt to live that holy life. It takes a lot of guts and a lot of hard work. I guess I’m a little slothy when it comes to that, personally. Anyway, I know of the Seven Deadly Sins, Cardinal Sins, Capital Vices, or whatever you’d like to call them. In fact, I really like the movie Seven – I think it’s great! That said, let’s find out just “what’s in the box?”
The Road To Canterbury is a game of medieval hand management and area influence. In it players are false pardoners stalking the road to the city of Canterbury as pilgrims make their way there from London. As their companies run across these pardoners, they are offered the chance to purchase pardons – salvation and forgiveness for their sins. However, these pardoners are also keen to help the pilgrims along the path of sin, thus making their faux pardons worth even more money! The pardoner who ends the game with the most money will win along The Road to Canterbury.
DISCLAIMER: We were provided a copy of the Impoverished Pilgrim Edition (2nd edition) game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the rulebook, as there are many components to track. The main areas are the Circle of Sin mat that holds the Parson pawn, the decks area that hold the various decks of cards from which players will be drawing, and each player’s personal area where players will hide their earnings and hand of cards behind the privacy screen. Once all is setup somewhat correctly, it should look similar to the photo below. Warning: When I set this up and took the photo, I neglected to realize the red company and the map tiles were translated to the wrong spaces, so just switch those.
The Road to Canterbury is a game of rounds, and each round players will be taking similar steps: Play One Card, Redraw, Perform a Reckoning of Sin. Players will have access to three different types of cards that can be played during the Play One Card phase: Sin cards (five of which are dealt at setup), Pardon cards, and Relic cards. During this phase, the active player can play a Sin card to one of the active Pilgrims to tempt them towards committing that sin. The first time the player adds a Sin card to a Pilgrim, they place one of their corruption cubes on the matching sin on the Circle of Sin. Alternatively, they may play a powerful Relic card that offers adjustments to the rules, or has some interesting results. When a player feels that enough Sin cards of a specific type have been played on a Pilgrim, they may opt to play a matching Pardon card in order to gain precious coin to their pockets. Each Pardon card essentially pardons ALL the sins of that type on the Pilgrim, and the player then collects coins exponentially for a larger total of matching Sin cards on that Pilgrim. If the Parson is currently sitting on the matching sin, the pardoner receives extra coin for it being an especially egregious sin in the eyes of the church. Each time the Pilgrim is pardoned, the pardoner places one of their corruption cubes upon the Pilgrim.
After the active player has played their card, they must Redraw their hand back to five cards, choosing to draw from the Sin, Pardon, or Relic offerings. Some Sin cards may be drawn that are Death Approaches cards. When these surface, they are immediately attached to the Pilgrim whose color matches that of the drawn card’s border color. This essentially eats up a slot on the Pilgrim that could be used for a Sin card to be pardoned.
Once the player has redrawn cards to their hand they must next Perform a Reckoning of Sin. The active player assesses each active Pilgrim to see if they have seven or more cards attached to them. If so, that Pilgrim will perish from the “deadly” sins. Whichever player has placed the most number of corruption cubes upon the Pilgrim is considered present at time of death and will receive credit for the sending to the heavens. They move one of the cubes upon the Pilgrim to the first space on the map tile, earning bonus points and a Last Rites token. Last Rites may be performed immediately to take another turn, or may be held until the end of the game for a 3 VP bonus per token. The most interesting aspect of a Pilgrim dying is the fact that their card now becomes a permanent placeholder underneath their company’s colored banner. So the next Pilgrim to enter play for that company will need only six additional cards to kick the bucket, and so on.
Play continues in this fashion of players taking turns through their three phases. The game ends when all the spaces on the map tile are filled with cubes. Bonus points are counted, coins are added, and the player with the most money/highest score is the winner! The best temptress and pardoner this side of Yorkshire!
Components. I have no experience with the first edition of The Road to Canterbury, so unfortunately I cannot compare and contrast components. However, I have seen many photos and even checked out a review video or two. What I can say about components is that this edition has refreshed the look of nearly everything, and so much for the better. Instead of boring plain cards, there’s just a little more decoration. Not so much to be invasive or distracting, but very tasteful. The component quality throughout is quite stellar. There’s a lot of cardboard in this box, and it all looks and feels great. I do quite like the art style, even though it’s all medievall-y and too artsy for my normal preference. All in all a great quality box of game.
So like I said, I have no experience with this game prior to receiving it and playing through it now. It certainly doesn’t feel like a 10-year-old game, nor does it really feel like many of the Alf Seegert games I have played in the past. Neither of these points are bad at all, just some thoughts I had.
It should be obvious by my ratings graphic that I dig this game a lot. I have nothing like it in my collection, and I am super excited to really bring this out with different types of gamers to see how it fares (once the COVID is no longer an issue, of course). I see this being a hit with my family, who enjoys a lot of take that style games. I see this being a hit with my more thinky gamer friends, because there are just so many juicy choices to be had every turn. I can see this even being a hit with my more gateway friends, because it isn’t terribly heavy, has some humor in it, and I can see the prospect of sowing sin and killing off innocent Pilgrims being attractive to some of my more morbid friends.
For me, I love the ability to take every turn and make important decisions. I try to make every turn meaningful to my agenda, but tactical with what may be at my disposal at the time. When should I play this Relic? Why is named something ridiculous? Should I wait a while longer to pardon this sin, or should I pile on another and then pardon next turn? Ooh, but what if my opponent has the same Pardon card. Am I truly happy that this poor Wife of Bath is about to kick it? GAAHHHHH!
Now it’s no secret that I am a big fan of Dr. Seegert’s games, as I have previously reviewed Fantastiqa and Haven with very high ratings. So, I was not at all surprised that I would love this one as well. It offers so many great choices, looks great on the table, fills a unique void that was present in my collection, and can be played with various types of gamers, even though it is designed for two or three players total. Purple Phoenix Games gives this one an unapologetic 5 / 6. I don’t think it will break into my Top 10, but I certainly won’t rule it out quite yet. More plays with different types of gamers may change my mind on that statement, and I eagerly await my plateful of crow. So if you are like me in your gaming preferences, check out this version of The Road to Canterbury. Let me know how often you tend to grab Relics too, because I feel like I need to utilize them more, but it is so hard to pass up a Sin or Pardon. I Lust after them so very badly.
The Road To Canterbury is a game of medieval hand management and area influence. In it players are false pardoners stalking the road to the city of Canterbury as pilgrims make their way there from London. As their companies run across these pardoners, they are offered the chance to purchase pardons – salvation and forgiveness for their sins. However, these pardoners are also keen to help the pilgrims along the path of sin, thus making their faux pardons worth even more money! The pardoner who ends the game with the most money will win along The Road to Canterbury.
DISCLAIMER: We were provided a copy of the Impoverished Pilgrim Edition (2nd edition) game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the rulebook, as there are many components to track. The main areas are the Circle of Sin mat that holds the Parson pawn, the decks area that hold the various decks of cards from which players will be drawing, and each player’s personal area where players will hide their earnings and hand of cards behind the privacy screen. Once all is setup somewhat correctly, it should look similar to the photo below. Warning: When I set this up and took the photo, I neglected to realize the red company and the map tiles were translated to the wrong spaces, so just switch those.
The Road to Canterbury is a game of rounds, and each round players will be taking similar steps: Play One Card, Redraw, Perform a Reckoning of Sin. Players will have access to three different types of cards that can be played during the Play One Card phase: Sin cards (five of which are dealt at setup), Pardon cards, and Relic cards. During this phase, the active player can play a Sin card to one of the active Pilgrims to tempt them towards committing that sin. The first time the player adds a Sin card to a Pilgrim, they place one of their corruption cubes on the matching sin on the Circle of Sin. Alternatively, they may play a powerful Relic card that offers adjustments to the rules, or has some interesting results. When a player feels that enough Sin cards of a specific type have been played on a Pilgrim, they may opt to play a matching Pardon card in order to gain precious coin to their pockets. Each Pardon card essentially pardons ALL the sins of that type on the Pilgrim, and the player then collects coins exponentially for a larger total of matching Sin cards on that Pilgrim. If the Parson is currently sitting on the matching sin, the pardoner receives extra coin for it being an especially egregious sin in the eyes of the church. Each time the Pilgrim is pardoned, the pardoner places one of their corruption cubes upon the Pilgrim.
After the active player has played their card, they must Redraw their hand back to five cards, choosing to draw from the Sin, Pardon, or Relic offerings. Some Sin cards may be drawn that are Death Approaches cards. When these surface, they are immediately attached to the Pilgrim whose color matches that of the drawn card’s border color. This essentially eats up a slot on the Pilgrim that could be used for a Sin card to be pardoned.
Once the player has redrawn cards to their hand they must next Perform a Reckoning of Sin. The active player assesses each active Pilgrim to see if they have seven or more cards attached to them. If so, that Pilgrim will perish from the “deadly” sins. Whichever player has placed the most number of corruption cubes upon the Pilgrim is considered present at time of death and will receive credit for the sending to the heavens. They move one of the cubes upon the Pilgrim to the first space on the map tile, earning bonus points and a Last Rites token. Last Rites may be performed immediately to take another turn, or may be held until the end of the game for a 3 VP bonus per token. The most interesting aspect of a Pilgrim dying is the fact that their card now becomes a permanent placeholder underneath their company’s colored banner. So the next Pilgrim to enter play for that company will need only six additional cards to kick the bucket, and so on.
Play continues in this fashion of players taking turns through their three phases. The game ends when all the spaces on the map tile are filled with cubes. Bonus points are counted, coins are added, and the player with the most money/highest score is the winner! The best temptress and pardoner this side of Yorkshire!
Components. I have no experience with the first edition of The Road to Canterbury, so unfortunately I cannot compare and contrast components. However, I have seen many photos and even checked out a review video or two. What I can say about components is that this edition has refreshed the look of nearly everything, and so much for the better. Instead of boring plain cards, there’s just a little more decoration. Not so much to be invasive or distracting, but very tasteful. The component quality throughout is quite stellar. There’s a lot of cardboard in this box, and it all looks and feels great. I do quite like the art style, even though it’s all medievall-y and too artsy for my normal preference. All in all a great quality box of game.
So like I said, I have no experience with this game prior to receiving it and playing through it now. It certainly doesn’t feel like a 10-year-old game, nor does it really feel like many of the Alf Seegert games I have played in the past. Neither of these points are bad at all, just some thoughts I had.
It should be obvious by my ratings graphic that I dig this game a lot. I have nothing like it in my collection, and I am super excited to really bring this out with different types of gamers to see how it fares (once the COVID is no longer an issue, of course). I see this being a hit with my family, who enjoys a lot of take that style games. I see this being a hit with my more thinky gamer friends, because there are just so many juicy choices to be had every turn. I can see this even being a hit with my more gateway friends, because it isn’t terribly heavy, has some humor in it, and I can see the prospect of sowing sin and killing off innocent Pilgrims being attractive to some of my more morbid friends.
For me, I love the ability to take every turn and make important decisions. I try to make every turn meaningful to my agenda, but tactical with what may be at my disposal at the time. When should I play this Relic? Why is named something ridiculous? Should I wait a while longer to pardon this sin, or should I pile on another and then pardon next turn? Ooh, but what if my opponent has the same Pardon card. Am I truly happy that this poor Wife of Bath is about to kick it? GAAHHHHH!
Now it’s no secret that I am a big fan of Dr. Seegert’s games, as I have previously reviewed Fantastiqa and Haven with very high ratings. So, I was not at all surprised that I would love this one as well. It offers so many great choices, looks great on the table, fills a unique void that was present in my collection, and can be played with various types of gamers, even though it is designed for two or three players total. Purple Phoenix Games gives this one an unapologetic 5 / 6. I don’t think it will break into my Top 10, but I certainly won’t rule it out quite yet. More plays with different types of gamers may change my mind on that statement, and I eagerly await my plateful of crow. So if you are like me in your gaming preferences, check out this version of The Road to Canterbury. Let me know how often you tend to grab Relics too, because I feel like I need to utilize them more, but it is so hard to pass up a Sin or Pardon. I Lust after them so very badly.

Connor Sheffield (293 KP) rated Assassin's Creed (2016) in Movies
May 4, 2017
Action sequences (4 more)
Cast
Practical and CGI effects
Plot
Highest free fall performed by a stuntman in almost 35 years.
Apple of Eden (1 more)
Not as much Past sequences as I'd like
Nothing is True...
Okay, so I have been a huge fan of the Assassin's Creed franchise since the beginning and have enjoyed, at least to some extent for certain ones, all of the games that have been released thus far. I was so excited for this movie once I heard it was being made and spent the years waiting, worrying. Videogame Movies have had nothing but a bad rep throughout the many years and this was one I was hoping did not fail, or at least not be a failure for me.
To give an example of what I mean, the Prince of Persia film was one I actually really enjoyed but to the world it was a flop and people despise it and dread to talk about it. Yes it's not as great as it could have been but neverless I enjoy what they tried to do with it. This film is both similar and yet different for me, because I didn't enjoy what they tried to do, I enjoyed what they did.
Though many will disagree with me I would like to at least get my view of the film across so that other might understand how someone can enjoy the film. So here it goes;
First of all Michael Fassbender is brilliant as both Callum Lynch and Aguilar de Nerha. As Callum he brilliantly portrays the anger, confusion, intrigue and then of course the characters progression into his focus and his determination to fully understand what it means to be an Assassin, not just in the past but in the present. As Aguilar we watch as Fassbender portrays to us his ancestral character as a much more skilled individual. Someone you can tell has been through years of intense training, has been taught to focus his mind on the task at hand and to understand that nothing is more important than his mission. Even if that means that people, no matter how close they are to him, must not be mourned in death until the mission is complete.
Other cast members such as Jeremy Irons and Marion Cotillard, are brilliant in their roles as their characters each have their own goals, and both require Callum Lynch, so their interactions together are shown in very different ways, although both are sincere.
The action in this movie is brilliant and is almost very reminiscent of the games themselves (the later games in the series at least, since the combat becomes more evolved and fluent compared to the first game/s). The actions of the Assassins such as the air assassination, the free running, the leap of faith and others, are exactly what I wanted to see in this film. The best part about them is that they are practical effects. The cast are actually free running, they are actually fighting, and doing somersaults (with the help of stunt doubles of course) and my favourite, the leap of faith is actually performed using a crane and a crash mat, by British gymnast and free runner Damien Walters. He free falls from the crane lift at 125 feet in the air, and in 3 seconds, he lands on the crash mat. This is actually the highest free fall performed by a stuntman in almost 35 years.
The connections to the games are beautifully blended into this new and refreshing plot that we haven't seen before. Everything from the different Assassin Insignias, to the leap of faith, the weapons, Abstergo Industries, and of course the Piece of Eden, is everything the fans wanted and possibly more. They even included a version of the Bleeding Effect that we haven't seen the likes of before, which I adored.
Probably my only issue with this film is the Apple of Eden, simply because, unlike the game, it doesn't do anything, except glow. The look of it is beautiful, just like all the other props and clothing in this film. However, when the orb is activated, there's simply some lights thrust out of it but it doesn't do anything besides show some pretty lights. In the game it can control minds, even break them and kill, or make someone run away in fear. Besides that, I have no real important issues with the film. The plot is, to me at least, brilliant and whilst there are some minor nit picks here and there, I love this film enough to not let them bother me. I saw this film twice in the cinema and would have gone a third time if I had the chance. Sadly I was too busy.
If you're a fan of the game franchise I highly recommend you give this film a chance. If you don't like it, like most people, then that's fair enough, but as I say about most films such as this, and comic book movies, give them a chance...you never know, you just might like it.
To give an example of what I mean, the Prince of Persia film was one I actually really enjoyed but to the world it was a flop and people despise it and dread to talk about it. Yes it's not as great as it could have been but neverless I enjoy what they tried to do with it. This film is both similar and yet different for me, because I didn't enjoy what they tried to do, I enjoyed what they did.
Though many will disagree with me I would like to at least get my view of the film across so that other might understand how someone can enjoy the film. So here it goes;
First of all Michael Fassbender is brilliant as both Callum Lynch and Aguilar de Nerha. As Callum he brilliantly portrays the anger, confusion, intrigue and then of course the characters progression into his focus and his determination to fully understand what it means to be an Assassin, not just in the past but in the present. As Aguilar we watch as Fassbender portrays to us his ancestral character as a much more skilled individual. Someone you can tell has been through years of intense training, has been taught to focus his mind on the task at hand and to understand that nothing is more important than his mission. Even if that means that people, no matter how close they are to him, must not be mourned in death until the mission is complete.
Other cast members such as Jeremy Irons and Marion Cotillard, are brilliant in their roles as their characters each have their own goals, and both require Callum Lynch, so their interactions together are shown in very different ways, although both are sincere.
The action in this movie is brilliant and is almost very reminiscent of the games themselves (the later games in the series at least, since the combat becomes more evolved and fluent compared to the first game/s). The actions of the Assassins such as the air assassination, the free running, the leap of faith and others, are exactly what I wanted to see in this film. The best part about them is that they are practical effects. The cast are actually free running, they are actually fighting, and doing somersaults (with the help of stunt doubles of course) and my favourite, the leap of faith is actually performed using a crane and a crash mat, by British gymnast and free runner Damien Walters. He free falls from the crane lift at 125 feet in the air, and in 3 seconds, he lands on the crash mat. This is actually the highest free fall performed by a stuntman in almost 35 years.
The connections to the games are beautifully blended into this new and refreshing plot that we haven't seen before. Everything from the different Assassin Insignias, to the leap of faith, the weapons, Abstergo Industries, and of course the Piece of Eden, is everything the fans wanted and possibly more. They even included a version of the Bleeding Effect that we haven't seen the likes of before, which I adored.
Probably my only issue with this film is the Apple of Eden, simply because, unlike the game, it doesn't do anything, except glow. The look of it is beautiful, just like all the other props and clothing in this film. However, when the orb is activated, there's simply some lights thrust out of it but it doesn't do anything besides show some pretty lights. In the game it can control minds, even break them and kill, or make someone run away in fear. Besides that, I have no real important issues with the film. The plot is, to me at least, brilliant and whilst there are some minor nit picks here and there, I love this film enough to not let them bother me. I saw this film twice in the cinema and would have gone a third time if I had the chance. Sadly I was too busy.
If you're a fan of the game franchise I highly recommend you give this film a chance. If you don't like it, like most people, then that's fair enough, but as I say about most films such as this, and comic book movies, give them a chance...you never know, you just might like it.

Connor Sheffield (293 KP) rated Black Sails - Season 3 in TV
Jun 9, 2017
John Silver (3 more)
Drama
Twists and turns
Jack Rackham
Treasure, Tits and Pirate Ships
All of the cast in this show excel in their roles. Captain Flint is menacing, cunning, and fierce. Charles Vane is strong, bold and unmatched. Blackbeard is clearly as fearsome as men believe him to be, and this is shown through his presence, as we see strong men fear him. Anne Bonnie is also tough, and clearly a woman you do not want to be on the wrong side of. However there are two men I love above any others in this show; Jack Rackham and John Silver.
Let me begin with Jack Rackham, because he is a majority of the minority of comic relief that is in this show. There are laughs here and there but you will always remember that the one who makes you laugh the most is Jack Rackham, with his sarcastic responses, his devious plans, he's less sarcastic responses to his serious plans, and his knowledge of his closest allies and acquaintances, that allow him to give the audience, and unsuspecting cast members, an insight into what could possibly be the next turn of events in the episode/s. He stands out among the rest of the pirate cast because he isn't necessarily strong, although that has been proven to be no bother as he has been seen overcoming men stronger than himself using his intelligence, but because he uses his mind more than any most of the pirates in the show, and the only person who probably exceeds him in this, is John Silver, but possibly only due to the fact that John Silver is faced with more challenging events more often, such as battle and navigation etc.
John Silver has always been my favourite character of this show due to his cunning, and his mind being the one thing that threatens any pirate, any captain, and any Royal Navy personnel, because he is just too smart for his own good. Whilst Jack Rackham understands how his men see him at present, and have always seen him, and Jack accepts his role to them, John Silver is always trying to become better than what his men see him as. When he loses his leg, some of his men probably suspected him to become weaker, but in this season, John Silver proves to be the most menacing character out of the lot. With strength, intelligence and sheer will power, he has overcome any and all obstacles and ensured that they eventually turn in his favor.
The season as a whole has proven to be one of my favourites, simply because everything that the first two seasons built up to, is executed in this season with so many brilliant twists and turns that whilst they are not always what you want to happen, you still accept them as necessary because the events that unfold in their aftermath, are exciting and entertaining.
During climatic scenes where men die you can't help but think about how this is a prequel to Treasure Island, and now we know there is a fourth and final season to watch, so whilst characters like John Silver, Captain Flint, Billy Bones and during this season the introduction to Ben Gunn, if you know the book, you'll have the certainty in your mind that these are the characters that aren't going to die during this show....ever.....but does that make it any less thrilling or nerve wrecking to watch? NO! Here's why;
Just because these characters can't die, you have watched them all evolve into who they are, and understand what they want, and what they plan....since they cannot die....what's to worry about? What about a severe injury, that could unhinge everything they have worked so hard to achieve? What about their alliances, and their rivalries? There is no shortage of possibilities that could be seen as worth than death itself, because if a man (or woman) dies, he (or she) has now cares, but if he (or she) lives, there is always something a man (or woman) cares about. That's what this show excels at portraying more than most shows I have ever watched.
Highly recommend this show, and I'd recommend this season more, but this season would be nothing without it's predecessors. You cannot watch a single season one by one. To enjoy it's full potential you must take part in the journey and the evolution of each character, which in most mediums would be difficult, since there are quite a few characters to watch and examine, but this show brilliantly breaks down who is who, and how you should feel about them.
Let me begin with Jack Rackham, because he is a majority of the minority of comic relief that is in this show. There are laughs here and there but you will always remember that the one who makes you laugh the most is Jack Rackham, with his sarcastic responses, his devious plans, he's less sarcastic responses to his serious plans, and his knowledge of his closest allies and acquaintances, that allow him to give the audience, and unsuspecting cast members, an insight into what could possibly be the next turn of events in the episode/s. He stands out among the rest of the pirate cast because he isn't necessarily strong, although that has been proven to be no bother as he has been seen overcoming men stronger than himself using his intelligence, but because he uses his mind more than any most of the pirates in the show, and the only person who probably exceeds him in this, is John Silver, but possibly only due to the fact that John Silver is faced with more challenging events more often, such as battle and navigation etc.
John Silver has always been my favourite character of this show due to his cunning, and his mind being the one thing that threatens any pirate, any captain, and any Royal Navy personnel, because he is just too smart for his own good. Whilst Jack Rackham understands how his men see him at present, and have always seen him, and Jack accepts his role to them, John Silver is always trying to become better than what his men see him as. When he loses his leg, some of his men probably suspected him to become weaker, but in this season, John Silver proves to be the most menacing character out of the lot. With strength, intelligence and sheer will power, he has overcome any and all obstacles and ensured that they eventually turn in his favor.
The season as a whole has proven to be one of my favourites, simply because everything that the first two seasons built up to, is executed in this season with so many brilliant twists and turns that whilst they are not always what you want to happen, you still accept them as necessary because the events that unfold in their aftermath, are exciting and entertaining.
During climatic scenes where men die you can't help but think about how this is a prequel to Treasure Island, and now we know there is a fourth and final season to watch, so whilst characters like John Silver, Captain Flint, Billy Bones and during this season the introduction to Ben Gunn, if you know the book, you'll have the certainty in your mind that these are the characters that aren't going to die during this show....ever.....but does that make it any less thrilling or nerve wrecking to watch? NO! Here's why;
Just because these characters can't die, you have watched them all evolve into who they are, and understand what they want, and what they plan....since they cannot die....what's to worry about? What about a severe injury, that could unhinge everything they have worked so hard to achieve? What about their alliances, and their rivalries? There is no shortage of possibilities that could be seen as worth than death itself, because if a man (or woman) dies, he (or she) has now cares, but if he (or she) lives, there is always something a man (or woman) cares about. That's what this show excels at portraying more than most shows I have ever watched.
Highly recommend this show, and I'd recommend this season more, but this season would be nothing without it's predecessors. You cannot watch a single season one by one. To enjoy it's full potential you must take part in the journey and the evolution of each character, which in most mediums would be difficult, since there are quite a few characters to watch and examine, but this show brilliantly breaks down who is who, and how you should feel about them.

Daniel Boyd (1066 KP) rated Just Cause 3 in Video Games
Jul 20, 2017
Terrible dialogue (1 more)
Excruciatingly long loading screens
Into the fire, or just a flash in the pan?
I have always been a huge fan of the Just Cause games, I played the hell out of the first one on PS2 and I have great memories of it and of being blown away by the sheer scope and beauty of the game’s environment. Then the follow up was even crazier and even more fun. The explosions were bigger, the characters were more bombastic, the map was massive and the game was amazing. So, I think it’s fair to say I had been fairly excited for a while for the series’ third entry. Unfortunately, as has been the case with a number of big AAA games released in 2015, it is a disappointment. It’s not a bad game by any standard, it just fails to improve on it’s predecessors in any way. When I’m weighing up my opinion on a game, the first thing I always ask myself is, is it fun? And is Just Cause 3 a fun game? Hell yes it is. The explosions feel and look just as good as you would hope they would and the addition of the wingsuit is awesome. Flying around the map like a superhero feels truly epic, it really does give you a sense of being Godlike and it is without doubt the highlight of the game’s new mechanics. However, when you take those two things away, the wingsuit and the explosions, all that is left is a very mediocre third person shooter with mediocre graphics and a cheesy, poorly written script read by voice actors playing uninteresting stereotypes. But hey, this is a Just Cause game, it isn’t exactly known for it’s reputation of telling deep stories about the evolution of a certain character’s psyche, this is the game where you ride missiles and grapple launch into a man with a dropkick, so as long as the fundamental Just Cause functions are present, then surely that’s all that matters. Then you run into the problem with loading times. Now I don’t actually mind games with long load times all that much, within reason, but Just Cause is the type of game where it gives you so many insane mechanics that you naturally feel the need to experiment, but sometimes these experiments end up in Rico’s violent death, which in turn results in another long load screen. After four or five times of this happening within the space of a single mission, the frustration is at boiling point and the game becomes a chore and any fun you were having is quickly lost. It’s as if the game actually punishes you for trying crazy things, yet it claims to be the game that encourages insanity! Also the ways in which you die are so inconsistent that they become massively unpredictable. For example, after dying 3 or 4 times while trying to liberate a base using a madman zipline/parachute combination technique, I finally decided to just play it safe and get the liberation over and done with, so I used a missile mounted chopper. I blew up a bunch of fuel tanks etc and then a couple of SAM’s blew some holes in my chopper, most of the time the game gives you a minute to jump out of the chopper before it explodes, but sometimes at random, it will just blow up instantly and kill you dead, leaving you with another 5 minute loading screen and even more despair. Also Rico can sometimes take fall damage of up to a good few hundred feet, but sometimes a small drop from a roof to the ground of a bungalow will kill him instantly. This wouldn’t be so much of a problem if it wasn’t coupled with long ass load times, which is what really makes the process excruciating. Like I said before, I don’t mind long load screens all that much, but when they are coupled with frequent random chance instadeath, then I have a problem. There is a website that I use frequently called HowLongToBeat.com and it essentially gives you the average amount of time that it takes to beat a game’s campaign. For Just Cause the website says 15.5 hours to beat, which is about right, but I reckon that if you shorten the load times and fixed the random occurrences of instadeath, you could beat it in 11 or 12 hours. That’s 4 hours of sitting through frustrating load screens that you are never going to get back.
It really sucks actually, I wanted to love this game so much and it’s done it’s damndest to prevent me from doing so. To put it bluntly there are better open world games out there and you won’t have to wait half as long to load them up.
It really sucks actually, I wanted to love this game so much and it’s done it’s damndest to prevent me from doing so. To put it bluntly there are better open world games out there and you won’t have to wait half as long to load them up.

Hazel (1853 KP) rated The Music Shop in Books
Aug 22, 2017
Learning to listen
This eBook was provided by the publisher via NetGalley in exchange for an honest review
From the author of The Unlikely Pilgrimage of Harold Fry comes a unique and beautiful story about music and learning how to listen. The Music Shop by Rachel Joyce takes readers on a journey through the developing music world of the late 1980s when CDs are beginning to wipe out all other means of recording music – a complete disaster for someone like Frank, the owner of the music shop, who only sells vinyl.
The book begins in 1988 in a crumbling down street where shopkeepers are barely making enough money to survive. Frank’s shop is one of the few remaining and, despite everything against him, is determined to keep going. Not only does he sell vinyl records, Frank has an empathetic gift allowing him to sense exactly what a customer needs to listen to, even though they may not realise it themselves. However, one day, Frank’s world is turned upside down by the arrival of a young German woman, Ilse Brauchmann, who faints on his doorstep.
Ilse intrigues all of the shopkeepers on Unity Street, particularly Frank’s teenaged assistant, Kit. Although Frank tries to deny it, Ilse also fascinates him to the point that he is rarely thinking of anything else. But what concerns him most is that he cannot pinpoint what piece of music she ought to listen to. When questioned, Ilse admits she knows nothing about music and begs Frank to give her lessons. These lessons have nothing to do with instruments – Frank is the least qualified to teach such a thing – but about how to listen to music. How to hear the pauses in classical pieces; understand the meaning behind Beethoven’s sonatas; feel the passion behind punk music; learn to love a number of composers for the things many people miss.
The longer Frank spends around Ilse, the more he begins to fall in love. However, love is something Frank denies himself ever since the death of his mother fifteen years previously. Written in italics are flashback chapters explaining how Frank’s love of music came about, his relationship with his mother, and how he ended up as a dead-end vinyl seller. Due to his fear of intimate relationships, Frank keeps pushing Ilse away until, one day, he realises how much he needs her. But, he may have left it too late.
The Music Shop is split into four sections, or sides (a reference to vinyl records). Side A introduces the characters and settings during a wintery January when Frank is beginning to struggle with the competition caused by the recently opened Woolworths on the nearby high street. Sides B and C focus on the development of Frank and Ilse’s friendship, the secrets they hide from each other and the foreboding sense of disaster hanging over the one-of-a-kind music shop.
As Frank begins to realise how much Ilse means to him, the sudden appearance of side D will break readers’ hearts. Whilst sides A, B and C take place in 1988, side D jumps forward 21 years to 2009. It appears Frank and Ilse never got the relationship they deserved. Two unhappy decades have been and gone, demolishing any resemblance of the way life used to be. However, because there is a side D, readers can only hope it will result in a happy ending.
The Music Shop is a love story between two quiet, modest characters whose past and present circumstances get in the way of a peaceful future. However, it is not only a piece of romantic fiction. Rachel Joyce writes a message in story format about second chances and being brave. Learning to listen does not only apply to music, it applies to hearing what other people are saying and what they are not; most importantly, the book urges people to listen to themselves.
The research undertaken for this novel is phenomenal. For starters, it is set almost thirty years ago when vinyl was only beginning to go out of fashion. The quality of music and the access people had to it was extremely different to the simplicity of today where it is possible to download everything at the press of a button. The breadth of music genre is as wide as possible. Every type of music is covered from Handel’s Messiah to Aretha Franklin and The Sex Pistols. To be able to discuss such a range without falling into stereotypes is a feat worthy of congratulating.
The Music Shop far surpasses anything Rachel Joyce has written so far. The story is fragile in a beautiful way, its delicacy causing the reader to treat it with care, rather than rush through it like some mundane piece of fiction. It will interest a whole host of readers: male and female, music lovers and those with a preference for silence. Whoever you are, be prepared to take something away from this distinctive, outstanding novel.
From the author of The Unlikely Pilgrimage of Harold Fry comes a unique and beautiful story about music and learning how to listen. The Music Shop by Rachel Joyce takes readers on a journey through the developing music world of the late 1980s when CDs are beginning to wipe out all other means of recording music – a complete disaster for someone like Frank, the owner of the music shop, who only sells vinyl.
The book begins in 1988 in a crumbling down street where shopkeepers are barely making enough money to survive. Frank’s shop is one of the few remaining and, despite everything against him, is determined to keep going. Not only does he sell vinyl records, Frank has an empathetic gift allowing him to sense exactly what a customer needs to listen to, even though they may not realise it themselves. However, one day, Frank’s world is turned upside down by the arrival of a young German woman, Ilse Brauchmann, who faints on his doorstep.
Ilse intrigues all of the shopkeepers on Unity Street, particularly Frank’s teenaged assistant, Kit. Although Frank tries to deny it, Ilse also fascinates him to the point that he is rarely thinking of anything else. But what concerns him most is that he cannot pinpoint what piece of music she ought to listen to. When questioned, Ilse admits she knows nothing about music and begs Frank to give her lessons. These lessons have nothing to do with instruments – Frank is the least qualified to teach such a thing – but about how to listen to music. How to hear the pauses in classical pieces; understand the meaning behind Beethoven’s sonatas; feel the passion behind punk music; learn to love a number of composers for the things many people miss.
The longer Frank spends around Ilse, the more he begins to fall in love. However, love is something Frank denies himself ever since the death of his mother fifteen years previously. Written in italics are flashback chapters explaining how Frank’s love of music came about, his relationship with his mother, and how he ended up as a dead-end vinyl seller. Due to his fear of intimate relationships, Frank keeps pushing Ilse away until, one day, he realises how much he needs her. But, he may have left it too late.
The Music Shop is split into four sections, or sides (a reference to vinyl records). Side A introduces the characters and settings during a wintery January when Frank is beginning to struggle with the competition caused by the recently opened Woolworths on the nearby high street. Sides B and C focus on the development of Frank and Ilse’s friendship, the secrets they hide from each other and the foreboding sense of disaster hanging over the one-of-a-kind music shop.
As Frank begins to realise how much Ilse means to him, the sudden appearance of side D will break readers’ hearts. Whilst sides A, B and C take place in 1988, side D jumps forward 21 years to 2009. It appears Frank and Ilse never got the relationship they deserved. Two unhappy decades have been and gone, demolishing any resemblance of the way life used to be. However, because there is a side D, readers can only hope it will result in a happy ending.
The Music Shop is a love story between two quiet, modest characters whose past and present circumstances get in the way of a peaceful future. However, it is not only a piece of romantic fiction. Rachel Joyce writes a message in story format about second chances and being brave. Learning to listen does not only apply to music, it applies to hearing what other people are saying and what they are not; most importantly, the book urges people to listen to themselves.
The research undertaken for this novel is phenomenal. For starters, it is set almost thirty years ago when vinyl was only beginning to go out of fashion. The quality of music and the access people had to it was extremely different to the simplicity of today where it is possible to download everything at the press of a button. The breadth of music genre is as wide as possible. Every type of music is covered from Handel’s Messiah to Aretha Franklin and The Sex Pistols. To be able to discuss such a range without falling into stereotypes is a feat worthy of congratulating.
The Music Shop far surpasses anything Rachel Joyce has written so far. The story is fragile in a beautiful way, its delicacy causing the reader to treat it with care, rather than rush through it like some mundane piece of fiction. It will interest a whole host of readers: male and female, music lovers and those with a preference for silence. Whoever you are, be prepared to take something away from this distinctive, outstanding novel.

Haley Mathiot (9 KP) rated Gateway to Dreamworld in Books
Apr 27, 2018
Gateway to Dreamworld
by Brenda Estacio
Rating: 3.5/5
My Summary: Jean and Brad have a wonderful life with wonderful kids. But through several awful things that happen to them, like the car accident that put Pete in a wheelchair for his life and the depression that Brad experienced from it, the family has slipped apart. Jason, the oldest son, goes up into his hideout in the Lighthouse to try to escape the stress of his family falling apart. While up there, a stroke of lightning hits the lighthouse and creates a magical Gateway from the real world to Dreamworld, a place that only the pure of heart can access in their dreams. Jason has to decide whether or not he wants to stay in Dreamworld for the rest of his life, where everything is perfect and nobody gets sick or dies, or whether he wants to stay in the real world with his family. When Jason finds out that his mom is pregnant and ill, he is sure she is going to die. Then Jason finds out that he can save his mom and heal his brother by taking his family to Dreamworld—but he has to do it before the Gateway closes up forever…
My thoughts: Gateway to Dreamworld is an interesting yet odd read. It’s fast paced, covering a whole beginning of a relationship, two births, a death and a few other major events in the first few chapters and moving through important story lines very quickly—almost too quickly. I wished the author had slowed down and taken more time developing the story line in the first 100 pages, rather than just telling it all so fast—the first ten chapters or so felt rushed, as if she was in a hurry to get it over with and explain it so she could move on to what she wanted to write about. The pdf that I read from was 358 pages, and it got really interesting on chapter 13, page 118. That being said, it wasn’t that I didn’t enjoy the first 100 pages, they were very interesting and showed the life of a realistic family.
The only thing about this book that I didn’t like was that it had what I call “happy-land” syndrome—everything is working out perfectly, or is resolved too quickly. The father slipped into depression, and it was totally expected and realistic, however he was jerked out of it too fast (Maybe only people who have experienced depression can testify, but it doesn’t go away that quickly—it takes months of talking, treatment, and sometimes medication, not one talk with a pastor and a few tears.). When the grandma died, the character’s reactions were realistic—but family members “got over it” so fast that it left me frowning. This was all in the earliest part of the book, again I felt that the author just wanted to be done with the explaining part so she could move onto the interesting part.
Plot: this was a science fiction book, and it’s been a long time since I’ve read a sci fi. I loved getting lost in the idea of Dreamworld and The Gateway and the fear of the Unknown was horrific. During one of the crucial moments at the end of the book I could feel my blood speed up as I read it. The end of this book was a bit of a shock, not at all what I expected. I’m not sure if I was disappointed or satisfied, but it was certainly intriguing.
Characters: I personally didn’t connect with the characters very well because they were two adults and two young children, however my favorite character would have to be Pete, the little brother who gets paralyzed. He’s such a brave kid, trusting of his brother, and loving to his parents.
The Writing: The writing seemed very formal—I don’t think there was a single contraction in the whole book, and the character’s lines were detailed, specific, honest, and humble— they almost felt like robots the way they were never greedy, never mean. The word that came to mind as I read it was “quaint,” because it was told from third person omniscient perspective, and there wasn’t a lot of dialogue.
Recommendation: I think ages 9-14 would enjoy this book a lot more than I did (not to say I didn’t) because of the young characters and the science fiction aspect. However, there were a few scenes of husband and wife relationship that were not detailed, but were not suitable for an eleven or twelve-year-old either. It’s hard to place a specific age on this book, but I will say that anyone who read and enjoyed Madeleine L'Engle’s Many Waters (A Wrinkle In Time series) will enjoy this book as well.
All in all, I immensely enjoyed this book and found myself needing to finish it, I couldn’t stop in the middle. It was highly addicting and exciting, and I look forward to more from this author.
Thank You to Brenda Estacio for the e-book to review!
~Haleyknitz
by Brenda Estacio
Rating: 3.5/5
My Summary: Jean and Brad have a wonderful life with wonderful kids. But through several awful things that happen to them, like the car accident that put Pete in a wheelchair for his life and the depression that Brad experienced from it, the family has slipped apart. Jason, the oldest son, goes up into his hideout in the Lighthouse to try to escape the stress of his family falling apart. While up there, a stroke of lightning hits the lighthouse and creates a magical Gateway from the real world to Dreamworld, a place that only the pure of heart can access in their dreams. Jason has to decide whether or not he wants to stay in Dreamworld for the rest of his life, where everything is perfect and nobody gets sick or dies, or whether he wants to stay in the real world with his family. When Jason finds out that his mom is pregnant and ill, he is sure she is going to die. Then Jason finds out that he can save his mom and heal his brother by taking his family to Dreamworld—but he has to do it before the Gateway closes up forever…
My thoughts: Gateway to Dreamworld is an interesting yet odd read. It’s fast paced, covering a whole beginning of a relationship, two births, a death and a few other major events in the first few chapters and moving through important story lines very quickly—almost too quickly. I wished the author had slowed down and taken more time developing the story line in the first 100 pages, rather than just telling it all so fast—the first ten chapters or so felt rushed, as if she was in a hurry to get it over with and explain it so she could move on to what she wanted to write about. The pdf that I read from was 358 pages, and it got really interesting on chapter 13, page 118. That being said, it wasn’t that I didn’t enjoy the first 100 pages, they were very interesting and showed the life of a realistic family.
The only thing about this book that I didn’t like was that it had what I call “happy-land” syndrome—everything is working out perfectly, or is resolved too quickly. The father slipped into depression, and it was totally expected and realistic, however he was jerked out of it too fast (Maybe only people who have experienced depression can testify, but it doesn’t go away that quickly—it takes months of talking, treatment, and sometimes medication, not one talk with a pastor and a few tears.). When the grandma died, the character’s reactions were realistic—but family members “got over it” so fast that it left me frowning. This was all in the earliest part of the book, again I felt that the author just wanted to be done with the explaining part so she could move onto the interesting part.
Plot: this was a science fiction book, and it’s been a long time since I’ve read a sci fi. I loved getting lost in the idea of Dreamworld and The Gateway and the fear of the Unknown was horrific. During one of the crucial moments at the end of the book I could feel my blood speed up as I read it. The end of this book was a bit of a shock, not at all what I expected. I’m not sure if I was disappointed or satisfied, but it was certainly intriguing.
Characters: I personally didn’t connect with the characters very well because they were two adults and two young children, however my favorite character would have to be Pete, the little brother who gets paralyzed. He’s such a brave kid, trusting of his brother, and loving to his parents.
The Writing: The writing seemed very formal—I don’t think there was a single contraction in the whole book, and the character’s lines were detailed, specific, honest, and humble— they almost felt like robots the way they were never greedy, never mean. The word that came to mind as I read it was “quaint,” because it was told from third person omniscient perspective, and there wasn’t a lot of dialogue.
Recommendation: I think ages 9-14 would enjoy this book a lot more than I did (not to say I didn’t) because of the young characters and the science fiction aspect. However, there were a few scenes of husband and wife relationship that were not detailed, but were not suitable for an eleven or twelve-year-old either. It’s hard to place a specific age on this book, but I will say that anyone who read and enjoyed Madeleine L'Engle’s Many Waters (A Wrinkle In Time series) will enjoy this book as well.
All in all, I immensely enjoyed this book and found myself needing to finish it, I couldn’t stop in the middle. It was highly addicting and exciting, and I look forward to more from this author.
Thank You to Brenda Estacio for the e-book to review!
~Haleyknitz