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Gareth von Kallenbach (971 KP) rated Pirates of the Caribbean: At Worlds End (2007) in Movies
Aug 14, 2019
Captain Jack Sparrow (Johnny Depp) returns in “Pirates of the Caribbean: At Worlds End”, the third film in the series which has set box office records the world over. Picking up shortly after the events of the previous film, “Dead Man’s Chest”, it’s a new world for pirates and those who associate with pirates. Once the hunters, they’ve become the hunted, rounded up by The East India Trading Company, headed by Lord Cutler Beckett (Tom Hollander). Now under Beckett’s command, The Flying Dutchman, and its miserable, unforgiving captain, Davy Jones (Bill Nighy), sails the seven seas hunting pirate ships and giving no quarter.
Will Turner (Orlando Bloom), Elizabeth Swann (Keira Knightley) and Captain Barbossa (Geoffrey Rush) journey to exotic Singapore and confront Chinese pirate Captain Sao Feng (Chow Yun-Fat) to gain charts, and a ship, that will take them off to world’s end, to rescue Jack from his cursed fate in Davy Jone’s Locker.
They need to gather the Nine Lords of the Brethren Court, their only hope to defeat Beckett, the Flying Dutchman, and his Armada. Sao Feng is one of the nine lords as is Captain Jack Sparrow (Johnny Depp). Their clandestine meeting does not go unnoticed, with the East India Trading Company dispatching troops to interfere, and soon a battle royale erupts in one of the films better moments, which sadly were few and far between.
British troops and treacherous waters dispensed with, Elizabeth, Captain Barbosa, and Will Turner (Orlando Bloom), are reunited with Jack, which sets into motion a very long, and at times confusing series of events. Jack is trying to avoid his debt to the squid faced Davy Jones, while Will is hoping to free his father from the Flying Dutchman as well, and at the same time restore his damaged relationship with Elizabeth.
While this covers the main three characters, the agenda for the others in the film are much more murky, especially that of Barbossa and other members of the Brethren Court who join together and seem content to risk life and limb without much in the way of compensation. There is a tacked on subplot about the Pieces of Eight that are needed to free a magical entity who may be of help in their battle with the deadly Jones and his otherworldly crew, but sadly most of the film’s nearly three hour running times seems either unnecessary and/or confusing as it works its way towards the final climax.
When the film does shift back into action mode which thankfully comes in the final 30 minutes or so of the film, with great special effects, the attractive and nimble cast really get a chance to shine. It is easily the most enjoyable and invigorating action sequence in all three of the films, and is almost worth the wait it took to get there. Almost. The film suffers mightily from the convoluted plot, dragging painfully on for long stretches of time, and only seems to come to life when Depp is on the screen. Sadly that is not nearly enough to save the film, weighed down as it is by the issues I’ve already detailed.
Although visually spectacular, I had high hopes for this film, especially after the great, but somewhat disturbing, opening sequence. Any momentum gained from that was quickly lost and the film soon became a bloated extravaganza of style over substance that was badly in need of having 45-60 minutes trimmed from its running time.
Will Turner (Orlando Bloom), Elizabeth Swann (Keira Knightley) and Captain Barbossa (Geoffrey Rush) journey to exotic Singapore and confront Chinese pirate Captain Sao Feng (Chow Yun-Fat) to gain charts, and a ship, that will take them off to world’s end, to rescue Jack from his cursed fate in Davy Jone’s Locker.
They need to gather the Nine Lords of the Brethren Court, their only hope to defeat Beckett, the Flying Dutchman, and his Armada. Sao Feng is one of the nine lords as is Captain Jack Sparrow (Johnny Depp). Their clandestine meeting does not go unnoticed, with the East India Trading Company dispatching troops to interfere, and soon a battle royale erupts in one of the films better moments, which sadly were few and far between.
British troops and treacherous waters dispensed with, Elizabeth, Captain Barbosa, and Will Turner (Orlando Bloom), are reunited with Jack, which sets into motion a very long, and at times confusing series of events. Jack is trying to avoid his debt to the squid faced Davy Jones, while Will is hoping to free his father from the Flying Dutchman as well, and at the same time restore his damaged relationship with Elizabeth.
While this covers the main three characters, the agenda for the others in the film are much more murky, especially that of Barbossa and other members of the Brethren Court who join together and seem content to risk life and limb without much in the way of compensation. There is a tacked on subplot about the Pieces of Eight that are needed to free a magical entity who may be of help in their battle with the deadly Jones and his otherworldly crew, but sadly most of the film’s nearly three hour running times seems either unnecessary and/or confusing as it works its way towards the final climax.
When the film does shift back into action mode which thankfully comes in the final 30 minutes or so of the film, with great special effects, the attractive and nimble cast really get a chance to shine. It is easily the most enjoyable and invigorating action sequence in all three of the films, and is almost worth the wait it took to get there. Almost. The film suffers mightily from the convoluted plot, dragging painfully on for long stretches of time, and only seems to come to life when Depp is on the screen. Sadly that is not nearly enough to save the film, weighed down as it is by the issues I’ve already detailed.
Although visually spectacular, I had high hopes for this film, especially after the great, but somewhat disturbing, opening sequence. Any momentum gained from that was quickly lost and the film soon became a bloated extravaganza of style over substance that was badly in need of having 45-60 minutes trimmed from its running time.
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Purple Phoenix Games (2266 KP) rated Castle Dice in Tabletop Games
Jun 28, 2021
Ahh castle building. One of my favorite pastimes. Well, medieval building games, anyway. I love ’em! So put together medieval building with a bunch of dice and that should make a hit right? Well, yes, but I fear this game has flown under the radar for too long! Why do I like it, but more importantly why does it get so little love?
Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!
Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.
Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.
I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.
Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
Castle Dice is a dice and resource management game that pits players against each other to build the greatest castle in the land. It is played over seven rounds and when the seventh round is complete players will tally up VPs to declare a winner!
To setup place the Turn Tracker board where players can see it. Shuffle each of the differently-backed Castle Deck, Village Deck, and Market Deck from which players will be drawing cards throughout the game. Assemble piles of Villager Tokens, Animals, and all dice. Each player receives their own playmat and five Tracking Beads placed just like the photo above. The game may now begin!
Castle Dice spans seven rounds with each round following a strict order of play. This play order and any special effects of the round are conveniently printed on the playmats and Turn Tracker respectively. The Turn Tracker will display which type of dice each player will take from the pool, roll, and add to the World Pool – to which every player will have access. The turn order will show all the phases of each round (which will not be thoroughly covered in this review, but will be at least mentioned): Determine first player, Draw cards, “Choice Dice”, Roll dice, Gather dice, Market, Workers produce, Merchants, Build castle parts, Barbarians.
Players will be able to draw cards from either the Castle or Village decks to supply their hand limit of five and give the player options to build at different phases of the game. Each round players will have standard dice to cull and roll from the pile, but also a choice of any dice type they prefer to be added to the World Pool in the next phase. After the World Pool has been populated with all the dice the players have rolled, each player will then choose a die from the World Pool one at a time around the table in player order. These dice will show resources (Wood, Stone, Gold, Land, and Iron), animals (Pig, Chicken, Cow, Horse), and Barbarians. By hiring Workers and Guards players will be able to produce more resources and subsequently protect them from raiding Barbarians who wish to drain players of one of each of their resources at the end of the round. The Build action is self-explanatory as players will be spending resources gathered to build castle parts using cards from their hand. Play continues in this very structured fashion until the end of seven rounds. Whichever player has amassed the greatest amount of VP from having the most animals, most villagers, Bards, and built castle parts will be the winner!
Components. Castle Dice is sold in a large box – a little wider than Kingdomino’s box, about two inches longer, and about three times as tall (still taller or thicker than Legendary Marvel, Harry Potter Hogwart’s Battle, and The 7th Continent). So there are a lot of components, and they are all good quality. The cards are nice, the boards are thick, but glossy (boo), and the dice are all fine. I question the use of the red Tracking Beads, as they are a little too large to fit in the areas they are designed to track, and a simple wooden cube would have been just as effective and fit the space better. Perhaps I will de-bling mine to boring cubes, or find something else more suitable. The art style, though, is very lovable and cute. Except the Farmer, who seems to have a large dangle of snot hanging out of his or her nose. Being from the Midwest I see a lot of farmers, and I know that they aren’t always super snotty. Maybe they were back in the Medieval Period, but it is a strange detail in the art. Overall though I am very impressed with the quality of the components.
I am similarly impressed overall with the gameplay. I am not incredibly Type A, but I think I lean that way, and having a game with very strict phases of play with a definite end game trigger is very appreciated. I absolutely LOVE how each round is plainly shown on the Turn Tracker and similarly how each phase is clearly printed on each playmat. These notifications eliminate the need for reference cards/sheets/what have you, and I applaud the design team for this. One of my gaming pet peeves is needing to reference the rulebook every turn because I am unsure of what I do next or being worried that I have forgotten a step. No need here – it is all in front of me.
Playing the game is also quite enjoyable. I do not know many gamers who hate games utilizing dice, and typically the more dice the better. Well Castle Dice comes with 64 custom dice and it just feels good to be rolling seven or eight dice each round. But the coolest part is that each player has the standard dice to roll but also several “Choice Dice” that can be of any flavor. That doesn’t necessarily mean they will end up gathering those dice, but they will be options for all players. That is a unique twist that I thoroughly enjoy. Also the balancing act of wanting to do 34 things on your turn, but not having the time to accomplish it adds that level of danger I like in my games. Those dang Barbarians! Overall Purple Phoenix Games gives Castle Dice a non-boogery-farmer’s 14 / 18. It’s a great game and if you see it in the wild pick it up! You will have a good time with it.
![40x40](/uploads/profile_image/fef/dd83aaee-9dcc-42fb-a1f6-a947789d8fef.jpg?m=1578784661)
Hazel (1853 KP) rated Alice Takes Back Wonderland in Books
Dec 14, 2018
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review </i>
When a book starts with “‘Do you know fairy tales are real’ asked the cat,” you know you are in for a magical ride. Nearly everyone knows the tale of the seven-year-old girl from nineteenth century London who falls down a rabbit hole and spends a day of madness in the magical world of Wonderland. In David D. Hammons version, however, Alice was a young girl from twenty-first century Missouri. On her return to the real world she was diagnosed with ADHD and Schizophrenia and forced to believe that the Cheshire Cat and the Mad Hatter were figments of her imagination. But ten years later a white rabbit appears and leads Alice back to the world where nothing makes sense.
All is not well in Wonderland. The Cheshire Cat is dead and the Ace of Spades is in charge. Barely anything is the way Alice remembers. Everything looks far too “normal” and similar to the world she comes from. Ace is determined to remove the wonder from Wonderland and create a place where madness is forbidden. Alice has a big fight on her hands as she tries to end this former playing card’s tyrannous reign and restore Wonderland back to its original insanity.
<i>Alice Takes Back Wonderland</i> is not purely a retelling of Lewis Carrols famous story. Although many of the well known and loved characters appear in this book, so do others from a variety of different fairytales: <i>Peter Pan, Pinocchio</i>, and various tales from the <i>Brothers Grimm</i>. As readers will discover, all is not exactly as it should be for these characters either. Despite them being contrasting, magical stories, Hammons has successfully merged them all together in an imaginative manner resulting in a humorous young adult novel.
Although mostly focused on the goings on in Wonderland and the other fictional locations, it is also a subtle metaphor to describe what Alice’s life had been like back in present day America. For a decade Alice was forced to take medication to help her understand the difference between reality and fantasy. It got rid of most of the nonsense thoughts she picked up during her first visit to Wonderland. In a way, that is what the Ace of Spades is doing to characters he believes are mad. He is taking the wonder out of them, just like the pills to the wonder out of Alice.
Lovers of fairytales will definitely love this book, especially those who grew up loving <i>Alice in Wonderland</i> and <i>Peter Pan</i>. In some ways it is a continuation of the original tale, yet in other ways it could be viewed as an alternative way the story could have gone. Primarily targeted at young adults, <i>Alice Takes Back Wonderland</i> is much darker than Carrols version and combines a mix of real life with fantasy. It also goes to show that no one is too old for fairytales!
When a book starts with “‘Do you know fairy tales are real’ asked the cat,” you know you are in for a magical ride. Nearly everyone knows the tale of the seven-year-old girl from nineteenth century London who falls down a rabbit hole and spends a day of madness in the magical world of Wonderland. In David D. Hammons version, however, Alice was a young girl from twenty-first century Missouri. On her return to the real world she was diagnosed with ADHD and Schizophrenia and forced to believe that the Cheshire Cat and the Mad Hatter were figments of her imagination. But ten years later a white rabbit appears and leads Alice back to the world where nothing makes sense.
All is not well in Wonderland. The Cheshire Cat is dead and the Ace of Spades is in charge. Barely anything is the way Alice remembers. Everything looks far too “normal” and similar to the world she comes from. Ace is determined to remove the wonder from Wonderland and create a place where madness is forbidden. Alice has a big fight on her hands as she tries to end this former playing card’s tyrannous reign and restore Wonderland back to its original insanity.
<i>Alice Takes Back Wonderland</i> is not purely a retelling of Lewis Carrols famous story. Although many of the well known and loved characters appear in this book, so do others from a variety of different fairytales: <i>Peter Pan, Pinocchio</i>, and various tales from the <i>Brothers Grimm</i>. As readers will discover, all is not exactly as it should be for these characters either. Despite them being contrasting, magical stories, Hammons has successfully merged them all together in an imaginative manner resulting in a humorous young adult novel.
Although mostly focused on the goings on in Wonderland and the other fictional locations, it is also a subtle metaphor to describe what Alice’s life had been like back in present day America. For a decade Alice was forced to take medication to help her understand the difference between reality and fantasy. It got rid of most of the nonsense thoughts she picked up during her first visit to Wonderland. In a way, that is what the Ace of Spades is doing to characters he believes are mad. He is taking the wonder out of them, just like the pills to the wonder out of Alice.
Lovers of fairytales will definitely love this book, especially those who grew up loving <i>Alice in Wonderland</i> and <i>Peter Pan</i>. In some ways it is a continuation of the original tale, yet in other ways it could be viewed as an alternative way the story could have gone. Primarily targeted at young adults, <i>Alice Takes Back Wonderland</i> is much darker than Carrols version and combines a mix of real life with fantasy. It also goes to show that no one is too old for fairytales!
"Spatial Strategy to Success and Happiness." This is the subtitle of Harness the Power of the Invincible Mind by Alex Neumann, but do not be misled into thinking it is a self-help book. Since childhood, Neumann has been interested in studying how some people thrive during challenging times and how, with this determination, society can make the world a better place. This book contains the author's ideas based on these observations; ideas that he has applied to his thought process to develop an "Invincible Mind".
Neumann applies moral stories and real-life scenarios to illustrate the power of a determined mind. He urges readers to never give up, even in the face of adversity, but to use these hardships in alternative ways. Neumann uses examples from Buddhism and Christianity as well as history to show the potential of every individual.
Many self-help books give step-by-step guides to success and dismiss mental and neurological difficulties. Whilst these authors may encourage readers to reach their goals, Neumann acknowledges that it is not always possible. Yet, this does not result in failure. Neumann's insight into the workings of the world reveals there is far more to happiness than an end goal. There is more to life than being the best, being famous and being successful, but more often than not, these lessons are hard-fought. With this book, Neumann attempts to stop readers in their tracks, to stop their destructive power, to realise their true potential and look at the world afresh.
Neumann writes as though he is speaking in front of an audience. Whilst this adds honesty and passion, it disrupts the flow of the text. The book lacks grammar and is oftentimes repetitive. As a proofreader, it is difficult not to pick up on these errors, but it indeed makes the author sound human. Neumann does not use the complicated language of psychologists, does not pretend to have qualifications in counselling or such like but has his readers' best interests at heart.
Easy and quick to read, Harness the Power of the Invincible Mind is a book that stays with you long after completing. It contains so many analogies and examples that readers will want to highlight, share and, hopefully, apply in their day-to-day lives.
Neumann applies moral stories and real-life scenarios to illustrate the power of a determined mind. He urges readers to never give up, even in the face of adversity, but to use these hardships in alternative ways. Neumann uses examples from Buddhism and Christianity as well as history to show the potential of every individual.
Many self-help books give step-by-step guides to success and dismiss mental and neurological difficulties. Whilst these authors may encourage readers to reach their goals, Neumann acknowledges that it is not always possible. Yet, this does not result in failure. Neumann's insight into the workings of the world reveals there is far more to happiness than an end goal. There is more to life than being the best, being famous and being successful, but more often than not, these lessons are hard-fought. With this book, Neumann attempts to stop readers in their tracks, to stop their destructive power, to realise their true potential and look at the world afresh.
Neumann writes as though he is speaking in front of an audience. Whilst this adds honesty and passion, it disrupts the flow of the text. The book lacks grammar and is oftentimes repetitive. As a proofreader, it is difficult not to pick up on these errors, but it indeed makes the author sound human. Neumann does not use the complicated language of psychologists, does not pretend to have qualifications in counselling or such like but has his readers' best interests at heart.
Easy and quick to read, Harness the Power of the Invincible Mind is a book that stays with you long after completing. It contains so many analogies and examples that readers will want to highlight, share and, hopefully, apply in their day-to-day lives.
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Ben Howkins (7 KP) rated How To Train Your Dragon: The Hidden World (2019) in Movies
Feb 14, 2019 (Updated Feb 17, 2019)
Visuals (1 more)
Story
A fitting farewell to Hiccup and Toothless
The basic plot of the movie is: 1 year after the events of the 2nd film, the new chief of Berk, Hiccup and his friends have taken to rescuing captured dragons and taking them back to Berk, which Hiccup has decided make a Viking/ Dragon utopia. This, unfortunately, gets the attention of a band of a group of Warlords, who wish to use the dragons themselves for their plans. The Warlords enlist a legendary dragon hunter called “Grimmel The Grisly” to kidnap Hiccup’s Night Fury dragon Toothless as he is the alpha and all the other dragons will obey him. To do this, Grimmel uses a female, white Night Fury (dubbed a Light Fury) as bait to play with Toothless emotions. As a way of helping Toothless with his matters of the heart and to get away from Gimmel, Hiccup decides to go looking for a legendary place which his dad used to talk of, where all dragons came from, called “The Hidden World”
Because this was an animated film I find it really hard to do any sort of proper performance reviews of the characters and associated performers. In all honesty, in my opinion, it is very hard to muck up read lines off of a sheet (though it can be done). This is, in my opinion, a double-edged sword, as though it is really hard to really stand out in voice performances (though some people always do aka Mr Hayter, Mr North and Mr Baker), the fact that I believed this to be a very good film shows the quality of the script, story and animation. The people of Berk still feel like a group of empty-headed, muscular idiots just like they were in the first film, whilst at the same time all growing as characters. All the relationships show on screen have their own distinct elements which add to the story, be it the romance between Hiccup and girlfriend Astrid, the awkward and silly crush Snotlout has for Hiccup’s mum Valka or of course the eternal friendship between Hiccup and Toothless. And finally, the visual art style and animation work amazingly well and capture the scenery perfectly at times, be it the giant waterfalls of “Old” and “New” Berk, the bright and vibrant colours of inside “The Hidden World” or even just the effects of making the Light Fury look so elegant and mysterious.
Overall I feel like this is a fitting end to what I feel is Dreamwork’s best made and least loved series. It is filled with laughs, cheers and unless you have a soul of stone, DEFINITELY some tears.
Because this was an animated film I find it really hard to do any sort of proper performance reviews of the characters and associated performers. In all honesty, in my opinion, it is very hard to muck up read lines off of a sheet (though it can be done). This is, in my opinion, a double-edged sword, as though it is really hard to really stand out in voice performances (though some people always do aka Mr Hayter, Mr North and Mr Baker), the fact that I believed this to be a very good film shows the quality of the script, story and animation. The people of Berk still feel like a group of empty-headed, muscular idiots just like they were in the first film, whilst at the same time all growing as characters. All the relationships show on screen have their own distinct elements which add to the story, be it the romance between Hiccup and girlfriend Astrid, the awkward and silly crush Snotlout has for Hiccup’s mum Valka or of course the eternal friendship between Hiccup and Toothless. And finally, the visual art style and animation work amazingly well and capture the scenery perfectly at times, be it the giant waterfalls of “Old” and “New” Berk, the bright and vibrant colours of inside “The Hidden World” or even just the effects of making the Light Fury look so elegant and mysterious.
Overall I feel like this is a fitting end to what I feel is Dreamwork’s best made and least loved series. It is filled with laughs, cheers and unless you have a soul of stone, DEFINITELY some tears.
![May Contain Nuts](/uploads/profile_image/ce5/894c87bf-8e43-4624-8b1a-2c3e9c7c9ce5.jpg?m=1619788617)
May Contain Nuts
Book
Alice never imagined that she would end up like this. Is she the only mother who feels so...
![40x40](/uploads/profile_image/aed/1dc76c8c-bdad-4a22-855a-b9a7ab564aed.jpg?m=1549652028)
Rachel King (13 KP) rated Enclave in Books
Feb 11, 2019
This book is less dystopia and more post-apocalypse, with zombies thrown in - though they are never given that name. Though the plot focused solely on Deuce's life inside and outside the enclave, I was much more curious about the details of the world that Deuce lived in. The answers to these questions were sadly few and far between. It quickly became apparent that it was not in Deuce's nature to be inquisitive, and I was often distracted from Deuce's single-mindedness to be a Huntress. Deuce's two closest friends come from the other two groups, but little is told about these groups or the members that populated them. I was especially curious about Deuce's Breeder friend, who fathered a baby boy, but he is unfortunately removed from the plot before much development could occur.
Many loose threads are pushed aside to make way for the character of Fade, and Deuce's relationship with him. I saw much potential in Fade's character because of the potential of his backstory, but the possibilities of what he could accomplish in the enclave are wasted. In the end, despite the title of the book, the plot seems to be more about what happens Topside than saving or reforming the enclave. Plus, I know little more about the Freaks (zombies) than I did when I started the book. While the book brimmed with potential, much of the characters' potential was unrealized, and the book ended with too many loose ends and unanswered questions. While I typically love YA literature, I think this book was too juvenile for me.
Many loose threads are pushed aside to make way for the character of Fade, and Deuce's relationship with him. I saw much potential in Fade's character because of the potential of his backstory, but the possibilities of what he could accomplish in the enclave are wasted. In the end, despite the title of the book, the plot seems to be more about what happens Topside than saving or reforming the enclave. Plus, I know little more about the Freaks (zombies) than I did when I started the book. While the book brimmed with potential, much of the characters' potential was unrealized, and the book ended with too many loose ends and unanswered questions. While I typically love YA literature, I think this book was too juvenile for me.
![Metadata](/uploads/profile_image/4a2/99671a61-ad77-4195-b760-4410fcefc4a2.jpg?m=1522360755)
Metadata
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When "metadata" became breaking news, appearing in stories about surveillance by the National...
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From Russia with Drugs
Book
It was the story that shocked the world: Russian athletics was revealed to be corrupt from top to...
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Russia and the Long Transition from Capitalism to Socialism
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Out of early twentieth-century Russia came the world's first significant effort to build a modern...