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A Quiet Place: Part II (2021)
A Quiet Place: Part II (2021)
2021 | Horror, Thriller
Continuation of the original story, with thrills and suspense throughout (1 more)
Great cast - Millicent Simmonds and Noah Jupe are particularly good
A lot of 'grief' which might be too much for some after Covid (0 more)
Plot Summary:
In a pre-title sequence, we return to “Day 1” of the events of the first movie to see how life in the Abbott’s home town changed forever when chaos reigned down from the skies.

Rolling forward 473 days later, the plot picks up on the life of Evelyn (Emily Blunt), Regan (Millicent Simmons) and Marcus (Noah Jupe), following the dramatic events of “A Quiet Place” and the death of husband/father Lee (John Kravinski).

The three, together with Evelyn’s newborn, set off on a perilous journey to find help.

Positives:
- Sequels often try to over-reach, lobbing-in over-the-top action and forgetting why the audience so loved the original hit. This sequel doesn't fall into that trap, continuing the story in a seamless way. We very quickly get reinvested in the character's dire situation (as their situation suddenly gets even more dire!).

- The pre-title sequence is perfectly paced and utterly thrilling. It's the sequence that most grabbed my attention so many months (years?!) ago when - pre-Covid - I first saw the trailer attached below. That bus!!

- The ensemble cast works well together. Cillian Murphy is a fine actor, filling the Krasinski-shaped hole. And Emily Blunt is as kick-ass and wonderful as always. But special 'attaboys' need to go to the two youngsters, Millicent Simmonds and Noah Jupe. They were impressive in the first movie but here have to carry even more of the dramatic action and are just brilliant.

- Technically, the film has Oscar-worthy strengths.

-- The editing here is first rate: many of the jump scares are well-signposted, but they still work thanks to the timing of the cuts.

-- The sound design is (as you would expect) fantastic: once again this is a movie where snacks should be banned!

-- The soundtrack, by Marco Beltrami, is great, building on his themes from the original but knowing when to shut-up as well!

Negatives:
- It's a genuine joy to see John Krasinski in the dramatic pre-title sequence reprising his role of Lee Abbott. But then his massive presence is missed for the rest of the movie. Perhaps killing him off at the end of part 1 wasn't such a good idea?

- There's a lot of 'grief and mourning' to contend with here, post- (or nearly post-) Covid. This didn't affect me. But the illustrious Mrs Movie Man was 'not mentally ready' for it, and actively disliked the film as a result.

Summary Thoughts on "A Quiet Place Part II": Often a sequel doesn't live up to my expectations. Particularly so when I've loved the original AND had to wait SOOOOOOoooooooo long to see it. But this time I was not disappointed. I gave the original 5 stars. This naturally lacks the originality of the premise and is - imho - less good. But not by a great margin. It's still a rollercoaster thrill-ride that - at 97 minutes - doesn't overstay its welcome. Sometimes 'more of the same' is enough.

This is also a great movie to get people back into cinemas. Because, ladies and gents, since this is a MUST SEE on the big screen, and ideally in a screen with a great sound system.

As long as Krasinski stays at the helm, I'll personally be looking forwards to AQP - Part III, which I understand is in the works.

(For the full graphical review, please check out One Mann's Movies on t'interweb or Facebook. Thanks.)
  
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The Testament of Gideon Mack
The Testament of Gideon Mack
James Robertson | 2007 | Fiction & Poetry
9
9.5 (2 Ratings)
Book Rating
Complex, interesting characters (2 more)
Thought provoking
Extremely well written
A Preacher’s Son
Contains spoilers, click to show
Gideon Mack is a preachers son who doesn’t believe in God, but decides to become a minister anyway.
 His lack of belief can be easily explained by his narrow minded, strict, sad and unloving upbringing. The reason why he decides to become a minister anyway hints at his dark humour, which you see here and there throughout the book.

He marries a woman that he is not in love with, simply because he can’t have the woman he actually wants (that woman marries his best friend).

He comes across as a man who doesn’t actually know what he wants, will accept second best or will settle for what he thinks is ok...and then spend his life living in regret and unhappiness. Causing confusion and unhappiness to others in the process.

Where he didn’t believe in God at all...he does end up believing completely in the Devil. He falls into a treacherous river and is found 3 days later. He should be dead...but he isn’t. Depending on whether you believe in the supernatural or not, he was either fished out the first day by a smuggler or he was saved by the Devil and he bonded so well with the Devil he then spends a great deal of time and effort to be able to spend the rest of his life with him.

In order to leave with a clean slate he tells everyone what happened to him, including his sins...committing adultery with the very woman he is still in love with. He only confesses to this happening once, while helping him pack up his late wife’s clothes she takes pity on him and they sleep together. In actual fact, that summer they had a full blown affair as confirmed by the woman in question. Why lie? Perhaps he simply couldn’t see her as an adulterous woman as she is the epitome of perfection in his eyes, or it again displays his unique ability to lie to himself.

This book is a very detailed account of how a person can live a lie, how they can convince themselves completely into believing a lie, and then finally freeing themselves to believing what they genuinely believe is true...even though it could be complete codswallop. Who knows?
  
Shift Work (Night Shift #1)
Shift Work (Night Shift #1)
TA Moore | 2021 | Crime, LGBTQ+, Paranormal
10
10.0 (1 Ratings)
Book Rating
It's only 117 pages, but packs a mighty powerful punch!
I was gifted my copy of this book, and I thank Ms Moore for that.

However!

I went into this book thinking it was a complete story. And its freaking NOT!! It's a mahoosive cliff hanger, and my poor kindle is lucky to still be working!

Cos there I was, merrily reading away, not paying much attention to how much I have left, and BOOM! The end crept up on me and I was OMFG and JHFC and all kinds of loud swear words a sailor would be proud of!

Oh, this is a bloody good book, but you need to know, its a cliff hanger, one of Dover Cliff size and I didn't know that!

Anyway, now I've ranted about that, here's what I really thought ;-P

I bloody LOVED this book! These werewolves are somewhat different, and it took me a little time to piece together the clues about how they are around "that time of the month" (I loved those little jokes, they proper made me chuckle!) They are dark and deadly around the full moon. Cade has just a few days to find out who the girl is in the morgue, the one who shouldn't be there. Working with Marlow, who is Night Shift (capitals intended, its how it is said in the book) and null. It took me a while to figure out what THAT meant, and I'm not entirely sure I've fully got it, but you make your own mind up.

I've not tagged this as romance. There is steam and attraction, but there is no romance here, not yet. Oh they have a moment in the bathroom that was rudely interrupted, but once they get some time together, the chemistry will explode, I'm sure.

I have it on authority that the next book isn't too far away, and I really hope that Ms Moore doesn't cliff hang that one, cos I'm not sure that my kindle can survive a second trip to the wall so close to the last one!

It's only 117 pages, but packs a mighty powerful punch!

So, all in all, a bloody good book, but April needs to hurry the chuffing heck up!

5 stars (but I would, even for such a short, cliffhanger book, give it more if I could!)

**same worded review will appear elsewhere**
  
The King's Men (All for the Game, #3)
The King's Men (All for the Game, #3)
9
9.0 (1 Ratings)
Book Rating
4.5 stars

This one picks up a few days after the second book with Neil a battered mess and on his way to the Foxhole Court for training. He has some explaining to do to his team mates about where he disappeared to over Christmas and about the state he's in. Add in the tension that's sparked between Neil and Andrew and the budding friendship between the rest of the group and this is a roller coaster.

Everything was now out in the open and the shit had hit the fan, pitting Neil against his abusive father, and I was honestly waiting for Andrew to come kicking the door down to rescue him. (I'll let you read it to figure out if that actually happened) It was some crazy stuff but God, I was hooked. I'm just glad that nobody I'm come to care about in this series died in this one. Good riddance to the evil ones though.

I haven't been this invested in a series or bunch of characters in a long time. I was literally bouncing in my seat when the final match between the Foxes and the Ravens began, thinking "Come on, guys, you can do it!" and what a ride it was! I actually had to put it on hold while i went to work at 98% and couldn't stop thinking about it on my half hour walk, waiting for when i could finish those last few pages. It was killing me! Luckily I had a little time before I started and binged it and wow! I wish that there had been a separate little epilogue with just Andrew and Neil to see them now that the threat had gone. (I totally understand why people have written fanfic about this series!)

Every single one of the characters grew in one way or another as people, thanks to Neil's urging - okay, maybe not Andrew as such, he's still a little psychotic at times - and I feel like most other people who've read this book that i may have to reread it once a year or so just to relive this amazing series. Yes, it is dark in places but you can't help caring for this team of friends and urging them to come out of the other end after their crappy upbringings.
  
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Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games

Aug 15, 2019 (Updated Aug 19, 2021)  
Steam Park
Steam Park
2013 | City Building, Dice Game, Real-time, Science Fiction
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?


Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!

The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).

The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.

Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.

Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.


The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.

I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.

What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.

I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.

I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
  
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