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Superman: Action Comics - The Oz Effect
Superman: Action Comics - The Oz Effect
Dan Jurgens | 2018 | Comics & Graphic Novels, Crime, Mystery
6
7.0 (2 Ratings)
Book Rating
I passed on "The Oz Effect" when it first ran in ACTION COMICS back in 2017. The whole "Rebirth" thing intrigued me, but some of the stuff like the Flash/Batman crossover "The Button", just left me cold and bordering on disinterest. When I saw the identity reveal as to the story arc's antagonist, I felt frustrated and disappointing, feeling like "#Facepalm Didn't we do something like this already?!".

Since re-discovering my love of Superman (my earliest recollections of the character were one of love and admiration, because he was just so darned GOOD, y'know?) during Bendis taking the reins, I figured reading this book would aid me in what was to come. Catching it on a recent Comixology sale for the Big 'S' was the icing on the cake!

The first story in book, the two-issue story "Only Human", written by Rob Williams, was just meh. It felt like "paint by number", as far as the plot was concerned. Nothing in it made me go, "Whoa! Holy crapola, that was fab!" Nope.

The only reason it was included was due to the inclusion, and overall influence, of Mr. Oz on the story. Outside of that, I saw no reason to include it, other than DC wanted to add more pages (good, bad, or otherwise) for the money spent on purchasing it!

Now, the art by Guillem March was another story altogether. I felt he did a great job of capturing the heroic aspects to Superman, as well as the "human" side, achieving a perfect balance. I also thought the way he drew Lois Lane was also perfect, making her appear to be smart, because, well, she is, right? 'Nuff said. Thank you. Guillem, for helping to make this a 3-Star review instead of just a 2-Star one!

As far as the remainder of the book, which WAS "The Oz Effect, I thought it was fair. Not terrible by any means, but certainly not the kind of Dan Jurgens' helmed story. I felt the dialogue involving Clark and Jon, as well as with Lois, was good, as was the way he handled Perry White. But the reveal for Mr. Oz (no Spoilers, promise!) was just a bit underwhelming!

The character who he really has been done before. Sometimes good, sometimes not so good. This round, I was just like "Hmmm.. Ok, didn't see it coming, but at the same time.." I think a lot of people, myself included, were hoping it would be WATCHMEN's Ozmandyias. *womp* *womp* Nope. And that, dear readers, is the only kinda-sorta Spoiler in this review!

What really made it work for me, as well as aiding that push for the 3-Star review, was the backstory. Even though <i>his name</i> (not gonna say it, but we all know the blue fellow in question) is not mentioned, it is clear who is behind all of this. The fact that he brought this person into the present, tweaking the grand scheme of Everything? Whew! That's heavy! And definitely interest enough for me to stay onboard with Supes, especially with care Bendis is exhibiting with the character as well as the book's main cast.

This was my first time with Viktor Bogdanovic's art style. Quite good, I'd say. He really does a great job at capturing character's emotions, really drawing you into what is going on in that particular panel. Definitely someone I will be looking out for going forward.

So, final verdict, do I recommend this? Yeah, because there's a lot of little bits that owe to the bigger story involving <i>him</i>. However, don't expect to have your mind blown or anything, because it really ain't gonna do that. But, it's good enough to read.

And that, dear readers, is all I have to say about it!

I will be curious to finally read Geoff Johns' DOOMSDAY CLOCK (hopefully, it will conclude in my lifetime!) as I feel a lot more will make sense.
  
Angel Has Fallen (2019)
Angel Has Fallen (2019)
2019 | Action, Drama, Thriller
Is the third time a charm for Mr. Butler's action thriller series?
Gerard Butler returns as Secret Service agent Mike Banning in the third entry of the "Fallen" series, picking up where London Has Fallen left off.

We see an aging and sore Banning, struggling with the rigors of his profession, torn between his love for his duty to protect the President and the smart, semi-retirement position as Secret Service Director.

This takes a little while to get going compared to most films in the genre, but it isn't too long before everything goes sideways and Banning finds himself on the run from everyone, framed for something we all know he didn't do. The question is: who did it?

Drawing obvious inspiration from classic genre entries like Die Hard, as well as more modern offerings like John Wick, Gerard Butler takes on everyone from both sides of the law as he tries to get to the bottom of the conspiracy.

Aside from the slightly slow start, the pacing of this film is spot-on, mixing balls-to-the-wall action with gripping tension - accompanied by a very clever soundtrack that enhances the experience well.

The dialogue feels real and meaningful. There's nothing cheesy, no scene-filling conversations or anything, which is always a genuine concern with this type of film. Everything is done with a purpose.

I think perhaps too much effort was made to make this a 15-certificate (an R-rating for you lovely Americans). It was more for the language than anything. The violence and fighting was well-choreographed, taking the up-close, gritty approach akin to the Bourne movies, but there was nothing here that wouldn't have made the cut for a 12A. I think they gambled with the post-Deadpool debate of having a wider audience for a 12A vs. the "it's a 15, therefore it must be good because kids aren't allowed" appeal. I'm not saying it ruins the movie, I just think it was unnecessary. The aforementioned Deadpool, for example, absolutely wouldn't have worked if it was less than a 15, so I get why they made it the way the did. But with this, it would've been the exact same film either way, so why cut out a sizable portion of cinema-goers?

That being said, I did really, really enjoy this film. Is it predictable? Sadly, yes. That probably isn't THAT shocking of a revelation, as these types of films tend to follow a similar (and usually winning) formula, but I confess to being a little disappointed that I was able to figure out the main antagonist and the overall "big bad" within three minutes of the film starting. However, to this film's credit, this predictability doesn't take away from the experience at all. It's quite honest about what it is from the get-go, and it simply doesn't care. It does what it sets out to do, and it does it very well - better than a lot of similar movies in recent times. As with all films in this genre, people tend to watch them knowing what they're getting themselves in for, so you can just relax, switch off, and enjoy the ride for a couple of hours.

I can't sign off without mentioning Nick Nolte's turn as Butler's father. His performance, while not surprising, feels almost out-of-place, as it's so damn good he deserves an Oscar nod. He probably won't get one, as films like this tend not to get noticed by the Academy, but let me tell you, he steals every scene he's in, and you feel every word he says. There's an obvious comparison to the character he portrayed in Warrior, alongside Tom Hardy and Joel Edgerton. While he gets nowhere near as much screen time here, he makes the most of what he does get, and it truly is the stand-out performance of the year so far, by a long way.

This film is a solid 7/10, and I highly recommend it. I bumped it to an 8/10 because of Nick Nolte. If I could go back and just watch his scenes again, I would. Grab the popcorn, forget about the outside world... you could do a lot worse at the cinema right now than this.
  
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Lifeform
Lifeform
2019 | Action, Exploration, Science Fiction
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.

So, what is the game?

Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.


I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...

How does it work?

We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.

In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.

In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.

In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.

All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.

Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.


I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.

The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.

There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).

The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.

The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.

What if I die?

Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.

I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.

Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.

It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.


What do I think?

This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.

As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.

We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.

Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...

We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...

I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
  
Hiding Hitler
Hiding Hitler
2021 | Card Game
Adolf Hitler was an abomination of a person, can we all agree? Now that THAT is out of the way, let’s talk card games based on a character from history named Hitler. This game is based on a historical figure, but once translated to cardstock becomes simply the target of victory. When I heard the pitch (I paraphrased by quite a bit) for Hiding Hitler I immediately winced, as the subject matter makes me wince. But I took a chance on the game, and I am here to let you know that it will be okay, this is merely a card game, but if you are offended by the subject matter, please check out any of our other reviews that contain zero references to horrible people.

Hiding Hitler is a hand management, take that card game for four to six players. In it, players are trying to end the game with either the Hitler card in their hand or the Death token in their possession. The game is played over a series of turns and ends once the final turn has been taken, following the draw of the final card from the draw deck.

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


To setup, shuffle the deck of cards and deal six cards to each player. Set the draw deck in the middle of the table, along with the other components. The left of the deck is considered the “Graveyard” and the right side of the deck is the “Action Pile.” Depending on the game mode chosen to play, the Hitler card may be in one of the players’ hands (Blitzkrieg mode – faster because Hitler is already in one player’s hand) or possibly in the draw deck (Strategic mode – slower if Hitler starts in the draw deck). The first player is now able to begin taking their turn and the hunt (or hiding) of Hitler may begin!
On a turn a player may play any amount of Action, Attack, or Instant cards from their hand, resolved one at a time. Action cards are just that: cards that allow for some type of action, be it drawing more cards, or having the entire table draw more cards. Attacks are targeted at a specific player and that player will need to roll the die in order to achieve the Attack card’s victory condition. For example, the Attack card may instruct the attacked to roll higher than value 2 on the die. If they beat that number nothing happens. However, should they roll a 1 (or simply not meet the number on the card) the failing player will need to discard Hitler to the Graveyard if they have it, or discard any other card to the Action Pile. Finally, Instant cards can be played AT ANY TIME, even if not on the player’s turn. These can negate actions or modify die/roll results. Once a player has no more cards to play (or cards they wish to play), the turn ends by drawing one card from the draw deck. It is now the next player’s turn.


Play continues in this fashion of players taking turns playing cards from their hands to attack each other, bolster their hands, and affect each other in various ways until the last card is drawn from the deck. This signifies one final turn for all players. When the final turns are over the winning player is they who either have the Hitler card in hand, or was the last player to send Hitler to the Graveyard, thus collecting the Death token. This winner may now awkwardly congratulate themselves on winning a card game based on eliminating or Hiding Hitler. Yay?
Components. Again, this is a prototype version of the game, so the components may be different as a result of a successful Kickstarter campaign. That said, this game is a bunch of cards, a small die, and a plastic token with Hitler stickers. The cards are all fine, the die is a smaller size than your typical RPG set, and the plastic standee token is fine as well. I do need to address the art style on the cards. It is quite cartoony and really isn’t my style, but for this type of game it works just fine. I am not really excited by it at all, but there is nothing gruesome or triggery in the artwork. FOR ME. I do not speak for everyone though, so if you have issues with it, you are more than entitled to your opinions.

It is difficult to review, or even play for that matter, a game with such an emotionally charged central character. However, this is meant to be a lighthearted card game with a wonky theme. And it most certainly is that. Players are playing as many cards as they dare trying to find out where that Hitler card is residing so they may Attack and send it to the Graveyard. This earns the Death token. But can you hold onto that token until the end of the game? Depending on how far through the deck the game currently is, other players still may have chances to bring the Hitler card back to life. When this happens that Death token is surrendered and available to be earned again. I like that. Now, obviously, the whole zombie thing is weird, but the game is weird in itself, so that fits. Want to throw some achievements into your game? See how many times a player can send Hitler to the Graveyard. You can do that, and it would be a fun way to spice up the game for everyone.

At the end of the day, again, this is a card game with a Hitler theme. In it, Hitler really doesn’t DO anything. He just hangs out in players’ hands, gets sent to the Graveyard, possibly is resurrected, and the cycle continues until the end of the game. The theme may be off-putting for some, but I have no problems with it after having played it several times now. I cannot stress this enough: if you or any of your playmates MAY be offended by the theme, please do not pull this out at game night. It works best with players who can see it and appreciate it for what it is.

Now that the disclaimers are hopefully done, I can explain what this reminds me of, and give you some thoughts. Have you played Munchkin before? You know the part of the game (which we lovingly refer to as “the second half”) where one player is on 9th level attempting to win the game and everyone is ganging up on them to prevent the victory? Hiding Hitler feels a little like that scenario, but throughout the entire game. So many cards can be played on one turn and some cards are played out of turn to increase or decrease the die rolls, and when all players know exactly who has Hitler and they gang up on that player, it’s just Munchkin all over. Now, I feel like here in Hiding Hitler it doesn’t seem to be SO hurtful toward other players as it is in Munchkin, but I get that same vibe. It should be restated that I like Munchkin, so comping this to that game doesn’t necessarily mean it is at all a bad thing. It just gives me that same feeling.

So if you are looking for a possibly quicker and smaller card game to replace your copy of Munchkin, then check out Hiding Hitler. Yes, this is SUPER niche with the gameplay and theme, but with the right crowd I do believe it would be a hit. It has its flaws, but does also offer a rewarding gaming experience that I think about for hours after the game is over. When games can create lasting fond memories of the experience, then it has graduated into a good game. And I think Hiding Hitler is a good game. If you like the sounds of this one, I invite you to consider backing it on Kickstarter when the campaign launches. Find some friends ahead of time that may be into the theme, or can look past it, and prepare them for what is about to come: a game about keeping Hitler safe. Or murdering him. Either way.
  
Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

DISCLAIMER: We were provided a copy of this 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, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
  
The Water Babies
The Water Babies
Charles Kingsley | Children
6
6.0 (2 Ratings)
Book Rating
Worryingly Controversial
This eBook was provided by the publisher via NetGalley in exchange for an honest review

This year (2017), Calla Editions are printing a new hardback version of the original 1863 children’s classic The Water Babies written by the Anglican clergyman, Charles Kingsley (1819-75). Subtitled “A Fairytale for a land-baby” the book was intended for Kingsley’s youngest son and therefore was targeted at a juvenile demographic. However, as a result of the 1800’s vernacular and particularly deep themes, it has become more appropriate for older readers. With full-colour illustrations by Jessie Wilcox Smith (1863-1935) from the height of the golden age of illustration, this edition promises to be a collector’s item.

Charles Kingsley, the founder of England’s Christian Socialist movement, was exceedingly interested in the plight of the working class, particularly of the abuse and protection of children. This is reflected in his story about Tom, the ten-year-old London chimney sweep, who suffers ill-treatment at the hands of his employer. Tom, who has known nothing but the sooty streets of London, is embarrassed after scaring a beautiful young girl with his grimy appearance. Running away through a countryside he is unfamiliar with, Tom dives into a river to wash, however, falls asleep in the water.

On awakening, Tom discovers he has been transformed into a water baby; he can live and breathe amongst all the fishes and other mystical water creatures. Forgetting his horrible past, Tom is soon frolicking with the characters he meets, teasing and provoking unsuspecting individuals. But the fairies in charge of water babies are determined to teach him many lessons about truth, mercy, justice and courage.

The Water Babies is a morality fable with fairy-tale-like qualities. It educates young readers about the consequences of their actions but also enlightens them about the cruelty of some adults. Kingsley often talks to the reader (in this instance his son), drawing them into the story and making the scenarios as relatable as possible. The magical underwater setting is merely a veil to hide the lessons Kingsley is attempting to preach.

For the adult reader, Kingsley has a much more political message. Written at the time of political and scientific advancement, particularly in respect to the concept of natural selection, Kingsley attempts to ridicule the ideas of thinkers such as Charles Darwin by producing a satirical narrative. He suggests that scientists are fools who use unnecessarily long and foreign terms, evidenced by his use of the made-up subject of Necrobioneopalæonthydrochthonanthropopithekology. He also goes as far as to mock the majority of adults and appears to be completely anti-Irish people.

In some instances, Charles Kingsley goes too far in his satire, resulting in something that would not be accepted by publishers today. In order for Tom to be the hero of the story, adults need to be viewed as less than good – people who need to be punished for their discourteous treatment of children, which in this instance, they are, and quite graphically. But the most controversial theme explored is death. The more naïve may not cotton on to the fact that Tom falling asleep in the river equates to drowning, yet that is exactly what happened. Only through death can one become a water baby. To make matters slightly more alarming, Kingsley does not see this death as a bad thing; he describes Tom’s new life as something far better than life on earth – coming from a clergyman this is understandable – which suggests that death is better than living for an abused child.

Despite these controversies, Kingsley’s prose is humorous and entertaining - far more mind-boggling than you may initially expect. With characters named Mrs Bedonebyasyoudid and Professor Ptthmllnsprts, there is plenty to make readers laugh. Some of the hilarities may go above the heads of children since the jargon is no longer used in today’s society, however, adults will be able to appreciate the comical aspect.

Over 150 years old, The Water Babies has remained a classic. It reveals the political, scientific and social situations of the mid-1800s, yet it contains wisdom that is still relevant today. As Kingsley’s daughter Rose says in the introduction, “What a fine thing it is to love truth, mercy, justice, courage, and all things noble and of good report.” No matter how peculiar this novel is, it says a lot about the virtues of our character.
  
Star Wars: Episode V – The Empire Strikes Back (1980)
Star Wars: Episode V – The Empire Strikes Back (1980)
1980 | Fantasy, Sci-Fi
Incredible special effects for the time (1 more)
Story writing and characters
Other movies did not follow the format lol (0 more)
The Force is strong with this one
Contains spoilers, click to show
Most fans argue over which of its ongoing episodes, is the best in the Star Wars saga. The Empire Strikes Back took a darker approach than its predecessor in delivering the story of the Rebellion's fight to bring peace and freedom to the galaxy by destroying the Empire who now rule with far more than just iron fist, having snatched its power from the dead hands of the Old Republic. This in my opinion, is what made it not only the best of the saga, but the best science fiction movie of all time and more controversially- one of the best movies ever made; an accolade that has still to be taken by any other movie of the genre to date.

George Lucas, ("the daddy" and brains behind the series of stories of intergalactic war and oppression), had reportedly suffered from exhaustion to the point of near breakdown- even suffering a near heart attack and so decided for the sake of his health and mental well-being not to helm this project which led to Irvin Kershner taking the reins instead.

Kershner's change in approach is apparent throughout the movie and even from the opening scene on Hoth- the barren ice planet- there is a palpably hollow and sombre overall feel which is more than likely deliberate so as to reflect the apparent futility and hopelessness of the protagonists’ struggle. This cleverly generated more empathy toward the characters, meaning the viewer became more invested in the outcome of the story.

The scope and scale of each scene is also cleverly used to give the viewer insight into the characters' state of mind and the choice in lighting and colour (or lack thereof) to deliver more impact and focus on the subject matter in each scene.

As far as story writing and script go, this is also miles ahead of the first and brilliant instalment of the saga. This was apparently due to George Lucas not being happy with the direction of the original draft of the screenplay and being forced to write a further two drafts for the movie following the death of the original screenplay author- the renowned Leigh Brackett who sadly died losing her battle with cancer. Lucas felt it necessary to then bring in Lawrence Kasdan to complete the writing of the screenplay, Kasdan would also go on to pen the screenplays for Raiders Of The Lost Ark, Return Of The Jedi, Star Wars VII The Force Awakens (as co-writer) and is also currently penning the screenplay for the upcoming Han Solo...solo movie. His input and impact on Empire took the saga from the swashbuckling heroic scenes of A New Hope to the almost World War-esque style in which characters are somewhat downtrodden and clearly showing the negative psychological effects on their personalities that are associated with any and every war. This set it apart from A New Hope which, despite the deaths of countless poor and innocent Jawas, inhabitants of Alderaan and Obi-Wan Kenobi, still managed to keep an optimistic outlook which while being an immensely fun and thrilling watch, did not do much in the way of drawing the viewer in and having a connection with the characters. This did not in any way ruin my enjoyment of the movie, I was a kid after all, but upon watching Empire for the first time, I was introduced to a new concept in cinema for me- one where the heroes do not always win, but who still carry on the fight no matter how emotionally scarred or beaten they may be. As a kid, this was so much more of a compelling and exciting movie as it was near impossible to guess where the story would lead and what the future would hold for the then trilogy.

Another highly positive aspect, is that the viewer did not necessarily need to have watched the previous movie and could jump straight into the story, able to enjoy it as each of the characters and the movie’s histories are cleverly re-introduced and explained without the use of exhausting flashbacks or back stories, effectively allowing it to serve as a standalone movie.

For people- who for some reason unbeknownst to me- that are not fans of the genre, this remains as a compelling, well-written and visually stunning piece of movie-making that still stands the test of time and one that anyone of any age can enjoy.
  
Win (The Atlantis Grail Book 3)
Win (The Atlantis Grail Book 3)
Vera Nazarian | 2017 | Romance, Science Fiction/Fantasy, Young Adult (YA)
9
9.5 (2 Ratings)
Book Rating
Romance (3 more)
Action
The Atlantis Grail Games
Awesome storyline
Book 4, Survive, is not out yet ? (0 more)
My favorite in the series so far
Contains spoilers, click to show
I originally downloaded Book 1, Qualify, on my Kindle because it was offered for free. I immediately purchased Book 2 (Compete) and Book 3 (Win) after getting through the third chapter! I knew this was going to be a series to follow because Vera Nazarian's writing has an amazing way of drawing you into the story.
After Qualify, I was completely invested in the fate of Gwen Lark and needed to know what happened, so I continued with Compete. While Compete did not have the same action and urgency as Qualify, it was still an outstanding sequel and made me want to continue the The Atlantis Grail Series.
To be honest, Compete left me right where I wanted to be! Everything I had hoped for Gwen was happening and I had no choice but to continue the story (yes, I am a person who gets emotionally attached to certain fictional characters and therefore live my fantasy life vicariously through them).
Now, on to Win. Oh. My. Lord! Be still my heart, because Aeson has admitted his feelings for Gwen and they are going to get married!!! Yes, regular Earth-girl and winner of an all expense paid trip to Atlantis gets to marry the friggen Crown Prince of Atlantida!!!
Nevermind that Aeson's dad, the Imperator of Atlantida, does not like this one little bit, because what Gwen and Aeson have is real true love and it is so sweet and tender and... I must stop here before I gush all over this review since shit is about to get very real for them (at the hands of the Imperator, of course).
Flashback to that mindnumbing and heartbreaking decision Gwen made in Book 2 to niether become a Civilian or Cadet and instead enter the Atlantis Grail to become a Citizen so she could save her parents and her brother George from the impeding doom of the Asteriod hurtling through space with the purpose of destroying Earth. Well, it just so happens that because she is now the Imperial Bride-to-be, she will be awarded Citizenship when she marries Aeson and thusly inherit the ability to save the rest of her family without having to compete in the horrible and terrifying Atlantis Grail Games. I was literally jumping in my seat and squealing when I learned this!
All that worry and training for the entire year travelling in space to Atlantis was put to a rest and all seemed just hunky-dory. Until....
The Imperial Court Assembly that is held to recognize Gwen as Aeson's choice of Imperial Consort and Bride. Everything goes as planned until the Imperator decides to bestow an unrefusable gift unto Gwen: the "opportunity" to compete in the Atlantis Grail Games. This was such a blow to my heart and I wanted to hold Gwen and tell her it was never going to happen and she could just marry her Prince and have many children and live happily ever after. Alas, that would not have made for a very interesting story, so we must concede to the Imperator's whim and suffer with Aeson as Gwen competes in the stupid Atlantis Grail for her life all because the Imperator is not happy Aeson did not choose Lady Tiri, a proper Atlantean Royal.
Things get intense from this point on as Gwen only has 28 days to train and become a warrior capable of NOT dying in the Games. Thankfully, she has the support of her Bridegroom and the crew of the Astra Diamon to help her with this nearly impossible challenge.
After the 28 days of intense training, it is finally time for Gwen to say her goodbyes and focus on staying alive through all 4 stages of the deadly Grail Games.
During the Games, she is met with unique challenges and ordeals that left me reading into the wee hours of the night to make sure Gwen survived. I seriously could not put this book down I was so worried for Gwen and Aeson.
The Grail Games were more intense and horrible than Katniss Everdeen ever had to endure and although I was confident Gwen would make it through alive, I was unsure just how much of her would make it out at the end.
I cannot wait for Book 4, Survive! I saw an update yesterday from the author mentioning that over 26,000 words had been completed for the book! It cannot come soon enough!