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The Girl Who Could Breathe Under Water
The Girl Who Could Breathe Under Water
Erin Bartels | 2022 | Contemporary
10
10.0 (1 Ratings)
I will admit that I've been in a reading slump for awhile. However, when I read the synopsis for The Girl Who Could Breathe Under Water by Erin Bartels, it sounded just like the book I need to get me out of my slump. Luckily I was right!

I thoroughly enjoyed the plot of The Girl Who Could Breathe Under Water by Erin Bartels. It was definitely interesting to see how and why writers put a little bit of truth in their books. I was very interested in trying to find out what was truth and what was fiction in Kendra's life. I wanted to know if the bad thing was really as Kendra remembered it or if it was just something she had stretched the truth about. This book does have a few plot twists, and while I did predict one, I found myself guessing incorrectly at the other twists. The author does a fantastic job at typing up any and all loose ends by the end of the book. I must say that I also very much enjoyed the writing and language Erin Bartels used. Her descriptive prose put me right into the heart of the story. I was drawn in with every word, and once I started reading, it was hard for me to stop. Even though this book does deal with some heavy subjects, Bartels did an excellent job at writing about them with much care and sensitivity. (Be sure to read the author's note at the end of the book for a bit more insight into the novel. You won't regret it.)

The characters in The Girl Who Could Breathe Under Water were written very well. I found myself really loving the character of Kendra. She seemed like the type of girl I could relate to and that I'd love to be friends with. I enjoyed getting to see a glimpse into her memories (even the horrible ones). Her back story was interesting with what she had been through. I wish we could have read more about Andreas' back story. He was a strong character, don't get me wrong, but I felt like I didn't really know him all too well. He was always shrouded in a bit of mystery. Tyler's back story was the most interesting (and a little heartbreaking). Even though I never really cared for Tyler as a person, he was still a very well written character. I wish he would have gotten in trouble for what he did, but just as in real life, not everything happens as it should. I also loved the character of Cami. Although she seems a bit selfish, what she had been through makes it a bit easier to see why she was the way she was. I'm not excusing her actions by no means, but I can see the reasoning behind it. I also loved Robert as Kendra's mentor. He was such a laid back and loving character.

Trigger warnings for The Girl Who Could Breathe Under Water include some slight bullying, sexual harassment, molestation, rape (though not graphic), child prostitution, alcohol, mentions of drug use, death, and suicide.

All in all, The Girl Who Could Breathe Under Water is a beautifully written book showing that even in the fact of tragedy and trauma, we can still rise above our circumstances. I would definitely recommend The Girl Who Could Breath Under Water by Erin Bartels to those ages 16+ who are after a book with great emotional depth.
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(A special thank you to Revell for providing me with a paperback of The Girl Who Could Breathe Under Water by Erin Bartels in exchange for a fair and honest review.)
  
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Emma @ The Movies (1786 KP) rated Aladdin (2019) in Movies

Jun 22, 2019 (Updated Sep 25, 2019)  
Aladdin (2019)
Aladdin (2019)
2019 | Adventure, Family, Fantasy, Musical
Oh. My. This was always going to be a tough one for me, and I've been thinking long and hard about how on earth I was going to review this. I love the original, anyone who even remotely enjoys it would be able to sing you at least one of the songs, and therein lies one of the problems. Would I have had a different opinion about some of the elements had I not seen the original so many times? After a lot of contemplating I think the answer in most cases is no.

Note: I went to see this for a second time so I'm going to edit what I previously wrote up as I go because on second viewing it was better. Once the initial shock and annoyance had passed after seeing it the first time it was much easier to watch for the second time.

Remaking something that's peak Disney has so many issues, recasting roles, changing social views and cultural sensitivities, are probably the biggest ones.

Let's talk about the (blue) elephant in the room... although I guess that phrase isn't really accurate as we all want to talk about it. Oh Genie, my Genie. I don't think anyone would have been able to fill that lamp the way Robin Williams did, he was larger than life and brought such a sense of fun whenever he did roles like this. The man is a comedic legend. Recasting this was always going to be difficult, and honestly, I don't know if there's anyone I would have been happy with taking over the mantle.

When I found out that Will Smith was on board I wasn't completely put off. On paper he's got everything you'd need for this role. He had one of two choices, stick to the original faithfully or take it your own way. I just don't think Smith actually had a choice though, he was going to have to do a reinterpretation of the role, but how could you ever follow Williams?

The thing I'm most surprised about with Genie is just how bad the CGI is. It's not like this is something Disney are unfamiliar with. Why did some of it even need to be CGId? I obviously don't know the ins and outs of these techniques or options, but if people can make Robbie Coltrane look larger than life in Harry Potter without mucking it up then why aren't they smurfing Will Smith up and doing the same?

Casting across the rest of the film wasn't such an epic task, Mena Massoud as Aladdin and Navid Negahban as the Sultan hit exactly the right spot. I had issues with Jafar, that's nothing to do with Marwan Kenzari's acting which was very good, but it was the fact that in my head Jafar should have been older. (Dream casting: Ben Kingsley.) I'm sure I won't be popular saying this but I didn't really like Naomi Scott as Jasmine, I don't think she brought enough sass to the role, I also felt that some of the new inclusions into the film around Jasmine negatively affected my view of her.

By far and away my favourite from the live action cast was Nasim Pedrad as Dalia, Jasmine's lady in waiting. I don't know why they felt the need to bring this character in, but I'm really glad they did. She's funny and a welcome break in some scenes. She completely outshines Jasmine as almost every point in the film... actually, I retract the word "almost". While I might not be happy about part of her character's story (ask me for the spoilers) she was definitely the best added extra in the film.


Our group of sidekicks, Abu, Iago, Rajah and Carpet all come out with varying degrees of success. Abu wasn't entirely lucky with the CGI and didn't get such a fun part as before. Iago was much more bird-like than previously which meant less actual talking so I have to wonder why they hired Alan Tudyk if they weren't going to use him properly. Rajah while less quizzical than in the original was entertaining and luckily wasn't mutilated by the CGI. Carpet though, I loved Carpet. He was super cute and absolutely adorable with Abu.

I'm not going to go over every change they made to the original, but one tweak particularly bugged me. They change the way that Aladdin gets out of the cave of wonders. The verbal trickery that Aladdin uses in the original is gone and they switch it out for a much more deceitful moment. The idea isn't as clever as its predecessor and also means that later in the film when Aladdin tricks Jafar you don't get that same connection, watching Genie working out what was going on was painful viewing.

I can't really put off talking about the songs anymore.

As trailers and sneak peeks appeared online I became increasingly nervous about the songs. Prince Ali seemed to be less upbeat than before, and while the sequence looked like it had potential all of it together didn't feel as vibrant. I appreciate that they tried to keep all those little Genie added extra in but it felt like they went with a "safe" option.

I enjoy Will Smith's singing, but I'm not a fan of it in this. I don't think the change in style is suited to these songs. I've seen people saying about how he's rapping in it... but I wouldn't have identified it as rapping. If anything it felt like they went "you should get some rapping in there, but we're Disney so tone it down... a lot."

We get a new offering on the soundtrack in the shape of Speechless, Jasmine's empowering song. I like the song, it certainly has the Disney vibe, and Scott sings it beautifully... but it didn't give me those goosebumps that I expect from power songs. I probably would have given the song a pass had it not been for the way it was included in the film. The frozen scenes with Jasmine dramatically moving in and out of the cast and set... ugh... that just didn't work for me.

Massoud had originally given me so much hope for the music when I heard One Jump Ahead at the beginning. It was excellent, and throughout the film I loved his singing.

Here's where my opinion changed a bit after my second visit... the songs weren't all as bad as I'd felt after the first viewing. I still didn't enjoy Genie's offering, but Aladdin and Jasmine both felt like an excellent choice. The main thing that didn't change was the fact that I didn't feel the songs fit well into the scenes. Part of the draw of Disney is the toe-tapping singalong vibe you get from the music, and there was a lack of pizzaz in most of the sequences that left my toes untapped.

I could probably go on for a very long time about this film. (I already have.) Ultimately, I don't think it's an improvement on the original, I don't think these modern rehashes really add a lot when you have to adjust for the modern culture. I'm not saying that you shouldn't take the changing times into consideration, I just think you should do it in a way that doesn't just come across as trying to score points with the audience to prove how "with it" you are. I also don't think that coming up with 30 minutes of extra footage is ever a sensible idea. If that's what you want to do then perhaps you need to really mix things up and come up with a whole new concept for the story.

What you should do

You're either a Disney nut or you're not. Personally, I would recommend staying at home and having a binge of old Disney classics, starting with the one true Genie.

Movie thing you wish you could take home

Could I get Genie powers without the itty-bitty living space?
  
Cult of the Deep
Cult of the Deep
2021 | Bluff, Deduction, Dice Game, Fantasy, Horror
You see that cultist in the foreground of the box art about to dab? If I knew being in a cult was THIS cool… Well, I have never been in a cult. At least not that I am aware. However, if I ever were to be in a cult, I certainly wouldn’t wish it to be one that is intent on reviving or calling upon the scourges of the earth. I would rather be in one of those happy cults that take wisdom from a prophet and make delicious breads or something. But how does the Cult of the Deep operate and would I want to join?

Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.

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


Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.

The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.


Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.

I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.

Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.

I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.

If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
  
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Matthew Krueger (10051 KP) Feb 25, 2021

How many board games do you have?

Divinus
Divinus
2022 | Dice Game, Fantasy, Mythology
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.

Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.

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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.

Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.


Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!

So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.

All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.

I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
  
ROVE
ROVE
2021 | Card Game, Print & Play
A few months back, I had the opportunity to sit down with Jason Tagmire (founder of ButtonShy Games) and talk about the company and the gaming industry. In that interview, Jason had hinted at a cute little solo game that was in the works. And guess what… IT’S HERE! Read on to find out more about ROVE: Results-Oriented Versatile Explorer, hitting the ButtonShy webstore on November 26, 2021!

Disclaimer: We were provided with a copy of this game for the purposes of this preview. This is a final production copy, so what you see pictured is what you would receive in a retail copy. -L


ROVE: Results-Oriented Versatile Explorer (referred to as just ROVE from hereon out) is a solo spatial puzzle game. In the game, you are a ROVE who has crash-landed on a foreign planet. You need to get all your Modules in order to accomplish various Missions, thus performing your programmed duties, before you run out of power! To setup for a game, shuffle the 6 Module cards and place them randomly in a 2×3 grid, ability-side up. Shuffle the remaining double-sided cards Mission-side up to form the Mission deck. Take the top card of the Mission deck and place it to the side to serve as the first Mission of the game. Draw a hand of 5 cards (Movement-side facing you), and the game is ready to begin! Pictured below is the setup for a normal game.
Since this is a solo game, there aren’t really ‘turns,’ but rather you are playing cards, moving Modules, matching patterns, and attempting to complete 7 Missions. At the beginning of the game, the 6 different Modules are setup in a 2×3 grid. Each Mission card has a pattern listed on the right-hand side: with one specific Module highlighted, and remaining locations where any other Modules may be placed. To complete a Mission, you are going to attempt to arrange the Modules in the specified pattern on the current Mission card. Easy, right? Well, yes. Except moving a Module costs Movement Points (MP), and the different Modules have restrictions/rules as to how they can move. For example, the Brain Module can only move orthogonally, while the Laser Module can move in any direction, orthogonally or diagonally. Pictured below are some of the game components for clarity of understanding.

After taking a look at the current Mission, you will begin this spatial puzzle. The cards in your hand will provide a number of MP. Each card offers 2 different amount of MP. The number on the upper half is the base MP for the card, the middle of the card shows an arrangement of Modules, and the lower half of the card also shows a number of MP. If your Modules match the pattern on the card when you play it, you gain the lower number of MP, which is usually substantially larger than the upper number. Select a card from your hand to play, and then move the Modules using the provided MP following their movement restrictions. When you have used all the MP of a card, check to see if the Mission has been completed. If it has been, then great! You now take the top card of the Mission deck and add it to the current Mission card, covering the completed pattern. The new card shows a pattern that is your new Mission goal. Draw a card from the deck to add to your hand, and start working towards the new pattern. If you did not yet complete the Mission, play another card from your hand for MP and continue attempting to complete the Mission pattern.


One unique twist to this game is that, along with specific movement restrictions, each Module provides a powerful one-time ability to be used in the game. These abilities vary from allowing you to draw cards, to even swapping two different Modules. Time their use wisely, because once it’s been used, it’s gone for the rest of the game. The game continues in this fashion, of playing cards, moving Modules, and arranging them in specific patterns, until you have successfully completed 7 Missions. When you do so, you win the game! If, however, you run out of MP, cards in hand, or Module abilities before completing your 7th Mission, the game is lost and your ROVE is stuck on this lost planet FOREVER.
If you’ve ready any of my (p)reviews of ButtonShy Games before, you will know that I’m a big fan. Not all of them are complete winners in my eyes, but ROVE is one that exceeded my expectations. When Jason teased this little solo game, I was intrigued. I was expecting just a light little filler-type game with cute artwork. After having played it now, I can assure you that it is so much more. First, let’s talk gameplay. Yes, it’s a solo game, but it is quite challenging for consisting of only 18 cards. This game is a spatial puzzle, and that is the perfect way to describe it. You are trying to visualize your movements, seeing how you can best use your MP to complete the Mission, while not making unnecessary moves. Each Module moves in specific ways, and although a move may seem like the right choice at first, it might not pay off in the long run. You’ve got to be able to think ‘turns’ in advance with placements, and decide which Module to move when and where.

Along with the strategy for completing Missions, your cards in hand can provide bonus MP if your Modules match the printed pattern. So not only are you wanting to match the Mission cards with your Module placements, but you want to also maximize your number of MP by matching Modules to your cards. And let’s touch on the variability of gameplay. With the Modules randomly setup every game, and the deck of Mission cards shuffled, you’re sure to get a different game with every play. You are working towards the active Mission, but you can also see what Mission comes next. Can you complete one while also setting up some placements for the next? Maybe the luck of the shuffle is against you, putting 2 completely opposite Missions back-to-back. Or maybe the cosmos are with you, allowing you to chain together several Missions in a row with minimal movement. There is not a second that you will be disengaged in this game, and it truly is a testament to its design. Along with my copy, I also received a copy of the Fascinating Flora expansion – which adds new Missions and card abilities to the gameplay. No spoilers on that here, but just trust me that the strategic elements are elevated even more.


Components. Obviously, this is a game of 18 cards in one of the famous ButtonShy wallets. Quality of production is excellent, as to be expected from ButtonShy. The layout of the cards is pretty interesting and thematic. When you complete a Mission, the completed pattern is covered by the next Mission card. As the game progresses, this creates a cute little scene of your ROVE traversing the planet while completing its tasks. And on the movement cards themselves, the layout is logical and clear. The artwork is adorable, and I honestly just like looking at the scenes themselves sometimes. All in all, excellent components.
ROVE is quickly climbing the ranks towards being my favorite ButtonShy game. The gameplay is so seemingly simple, yet extremely strategic. That being said, the game plays in about 15 minutes, so it’s not going to take up your night of solo gaming. I guess I would consider this a filler-type game, but don’t let that categorization fool you. There is way more to this game than meets the eye. Also, the theming and artwork are unique and cute – think Wall-E as a solo card game! One of the best parts of this game? It’s coming straight to retail – no waiting for a Kickstarter! Check out the ButtonShy store to grab a copy for yourself. Are you up to the puzzle-y challenge that is ROVE? Try it to find out. I cannot rave about this game enough. (See what I did there?)
  
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Daniel Boyd (1066 KP) rated NieR: Automata in Video Games

Oct 2, 2017 (Updated Oct 25, 2017)  
NieR: Automata
NieR: Automata
2017 | Role-Playing
Well developed characters, with a good amount of depth. (3 more)
Character motivations are clear and logical.
A visual feast.
A stunningly effective score.
A Genre Bending Masterclass In Game Design
There have been a good number of excellent games this year and before I played Nier it was difficult to choose my favourite game of the year so far. It is now extremely obvious.
This is one of the best games I have ever had the pleasure of playing through and it has pushed the boundaries of what I thought action RPG's could do. I had heard a lot of amazing things about this game before picking it up and I was sceptical that it was going to meet my expectations. I am happy to report that not only did it meet my expectations, but it greatly exceeded them.


The characters in this game are so well crafted. You will form an immediate opinion on each of the characters when you are first introduced to them, but be prepared to have your opinion changed multiple times. Initially likeable characters will commit despicable acts and the character you thought was a cold machine, will do something genuinely heart-warming. Even though these characters are prone to committing acts that don't necessarily match their character type, character motivations are always understandable, which is a mark of great writing.


The visuals in this game are incredible, not only in the graphical sense. The way that certain shots are framed, the way that lighting is implemented in certain environments, the fluid animations, the vast, lush natural environment; all of it is utterly stunning. Combat looks incredible, cutscenes are well timed and effective, character design is fantastic, all of this adds to the impressive visual flair of the game overall.


The audio is also significant during your playthrough, the soundtrack is so effective and well implemented. The tone is complimented by a different piece of music in each area of the game to the point that the music alone could tell you what area of the game that you are in without having to look at the screen.


The only negative feeling I have towards the game after finally completing it, was the exhaustion I felt towards the game's ending. Without spoiling anything, this game ends multiple times, each of them emotionally draining and leading to another even more complex layer of the game's overall story, to the point that finishing the entire thing feels like an endurance test and I'm not even anywhere near earning the platinum trophy! I didn't know exactly what I was getting into when I started the game and that is how I would recommend most players go into this game because you will truly be blown away, but you should know how much of your life this game is going to demand from you. If you don't have between 60-100 hours to spend, (depending on what completion rate you are aiming for,) then this will probably be too vast of an experience for you. And after finally completing the game in it's entirety, I feel exhausted and I'm not in any hurry right now to go back to the game to tackle the remaining sidequests. I feel that I have earned some time away from the game, at least for a few weeks. Normally I relish an epically long adventure, but even this pushed my limits of what a lengthy saga should be. This is the only thing that keeps me from scoring the game a perfect 10.


There is no denying that this game is very close to being a masterpiece and for those that do regard the game to be a perfect 10, I can see your point. There aren't any flaws within the game itself, mine is more of a personal problem and is proof to me at least, that you can have too much of a good thing. However, this doesn't disregard what I said previously in any way, this game does so many unique things and it does all of them impressively well. This is definitely Platinum's best game and I am glad that this fantastic experience is receiving the high level of praise that it deserves.
  
Eleanor Oliphant Is Completely Fine
Eleanor Oliphant Is Completely Fine
Gail Honeyman | 2017 | Contemporary, Fiction & Poetry
9
8.6 (80 Ratings)
Book Rating
funny (3 more)
heartbreaking
tender
beautiful
Eleanor Oliphant leads a simple, albeit lonely, life. Up in the morning, head to work, and heads down at the office (with a solo break for lunch and the crossword). She spends her evenings and weekends alone--typically with a book, the TV, and a lot vodka. Every Wednesday evening, she speaks on the phone with her mother (Mummy)-- always a painful conversation as her mother is judgemental and exacting. Then one day, Eleanor and Raymond, the slightly oafish IT guy from her office, save the elderly Sammy, who has fallen on the sidewalk. The act turns out to change Eleanor's life--bringing her into Sammy's life and that of his boisterous family--and involving her more with Raymond, as well. Suddenly, it's almost as if Eleanor and Raymond are friends and Eleanor isn't completely lonely anymore. But can her friendship with Raymond erase the sadness in her life?

This book, oh this book. Wow, what a journey. I'm so very glad I finally picked it up. Where do I even begin? First of all, Honeyman captures the voice of Eleanor perfectly. I was honestly a bit surprised when I started this one. I'd been expecting a slightly quirky character (a la the lead in THE ROSIE PROJECT), but there's far more depth and darkness to Eleanor (and her tale) than I imagined. It took me a little longer to get into the story, but once I was: wow. You can visualize Eleanor and her supporting cast so clearly. Raymond comes across effortlessly too. The plot is striking-- an amazing combination of heartbreaking and tender. My heart truly broke for dear Eleanor at times.

I was intrigued by the fact that there's no real huge story, per se, to this novel--it's just Eleanor finding her way in the world. As mentioned, Eleanor and Raymond assist Sammy, and this jolts Eleanor out of her life built around routine and sameness. Forced to come out of her shell, she suddenly sees some things in a new light--her appearance, her job, her friendships (or lack thereof), her apartment, and more. The way Honeyman presents the world--through Eleanor's eyes--is uncanny. I cannot describe how well she captures her diction and how aghast Eleanor is sometimes by the world around her (dirty books from the library, people who waste her time with conversation, the food people eat and how they eat, etc.).

At the same time, you realize how much Eleanor is formed by her childhood, or lack thereof, and it's just... striking. How Honeyman gets this all across in words is amazing. The unexpected darkness and sadness that comes across in the novel and the added layer of suspense she casts as we ponder Eleanor's tragic childhood: it's chilling. The entire book is mesmerizing and beautiful.

That's not to say the book isn't funny or enjoyable, too. Eleanor is her own person, and she's witty and true to her self, for sure. You will find yourself rooting for her personality quirks (of which there are many) and all. If Eleanor's attempts to understand the world don't tug at your heartstrings, I'm not sure anything will (and I'm pretty tough nut to crack when reading, mind you). I was worried that perhaps the moral would be that Eleanor would have to change herself to find happiness, but no, I don't think that was Honeyman's ultimate intent, even if Eleanor does make some "improvements" along the way. (I won't say more for risk of spoilers.) Also, I loved Raymond, as well; his mother; Glen (!!!!); and so many other parts of the story that made me smile. Seriously, even with its sad parts, this book just makes you happy.

Ultimately, this is lovely book, with beautiful, well-written characters. The tale of Eleanor Oliphant will stay with me for a long time, and I'm so glad I finally decided to read this book. Honeyman is an excellent writer, her depiction of Eleanor is gorgeous and heart-rendering and the few flaws I found with this were so minor, as I was left just awed by the end. One of my favorites so far this year.
  
The Blackbird Season
The Blackbird Season
Kate Moretti | 2017 | Mystery, Thriller
9
9.0 (3 Ratings)
Book Rating
character-driven (2 more)
well-written
compelling
Complicated character-driven mystery
It's just another day in Mount Oanoke, Pennsylvania when the birds start to fall. Hundreds of dead starlings, dropping from the sky during a baseball game. It seems like the birds started it all, but really the secrets and lies began much earlier. Nate Winters, high school teacher and baseball coach, is beloved in the town. That is, until a reporter, in town to cover the birds, catches Nate hugging a student at a local motel. Suddenly, the birds are forgotten, and the story becomes much juicier: Nate; his student, Lucia; and their supposed affair. Lucia fuels the fire by affirming the affair and suddenly Nate and his wife, Alecia, are swept up in the story. The only who believes in Nate's innocence, even a sliver, is his friend and co-worker, Bridget. As Lucia's creative writing teacher, she has unique insight into the girl's mind. But when Lucia suddenly goes missing--with Nate as the prime suspect in her disappearance--not even Bridget may be able to save Nate. But is there more to Lucia's disappearance than an affair with her teacher?

Wow, I was really impressed by this novel. It's a complicated novel that is just as much a character-driven study as it is a mystery. It's incredibly well-written, and Moretti expertly embodies the voice of each of her characters, from beleaguered Alecia, who is worn down from mothering her autistic son, Gabe; to the cast of teenager characters; to Bridget, who lost her husband to cancer a year ago. It's so well-done that often with each chapter (which skip from various points of view -- Bridget, Kate, Lucia, Nate, etc.), I found my myself veering between whom I preferred or believed, constantly second-guessing my allegiances or what happened. This is very rare for me: typically I find my "person" in a novel and stick with them, no matter what.

But here, I was confused, wondering. Was Nate really a cad, who cheated on his wife every second he got, or was he the sweet, affable teacher and baseball coach that the whole town admired and adored? And Alecia--was she more than just a weary mom, broken down by years of staying at home with her autistic son, Gabe, unable to give to anyone beyond him? Did she push Nate away, into the arms of others? Or was the truth more complicated that all of this? I have to hand it to Moretti--she was excellent at creating confusion and doubt. In addition to different perspectives, the novel shifts in time (before the birds fell, after the birds fell, before Lucia disappeared, etc.). It's a little tough to keep track of, but it also keeps you on your toes and always wondering, as you piece various parts of the puzzle together.

For me--even more than the mystery of what exactly happened with Lucia--the strength of this novel was the writing and the characters. I felt for them, even when I was frustrated with them. Moretti captures the angst and meanness of high school extremely well, portraying the cliques of a small town quite superbly. (I was reminded of WHEN WE WERE WORTHY, which I just finished.) I loved the juxtaposition of this being a small town, so the idea is that everyone knows everyone and everything, and yet there are so many secrets, so much unknown. Being a witness to Alecia and Nate's marriage is amazing-- you see firsthand how the events affect them and how they've reached this point. It's an incredibly realistic portrayal of marriage and of motherhood.

As you probably tell, I just really liked this novel. It's very well-written, with quite compelling characters. I worked out some of the plot, but it didn't stop me from reading at all. I think some of the emphasis on character development slows the story at places, but not in any detrimental way. This one will make you think, as well as intrigue you with what happened to Lucia. Quite worth the read.
  
What You Want To See (Roxane Weary #2)
What You Want To See (Roxane Weary #2)
Kristen Lepionka | 2018 | Mystery
9
9.0 (1 Ratings)
Book Rating
The Roxane Weary mystery series is straight-up great!
Roxane Weary is hired by Arthur Ungless, owner of a print shop, to track his fiance, Marin, whom he believes is cheating on him. But her case devolves quickly, between a bounced check and Tom (Roxane's dad's former partner) and a rude cop named Sanko showing up on Roxane's doorstep with the news that Marin is dead. Not only that, they make it pretty clear that they want Roxane to stay out of it. But this is "pathologically nosy" Roxane we are talking about. Stay out of it she cannot. So Roxane continues to work Arthur's case--as the husband, he's the main suspect after all. Roxane is determined he's innocent: a perspective not shared by Tom and Sanko. As she digs deeper into Marin's life, she discovers that she led quite the double life, and Roxane finds herself lost in a world of antiques dealing, wealthy families, and a lot of danger.

I loved this book. I love the first person aspect. The Roxane Weary series is straight-up great mystery writing. No unreliable narrator, no chapters that alternate POV or time periods, no gimmicks--just an excellent protagonist and a strong plot. It makes you long for mysteries of old (think Kinsey Millhone). The ways I love Roxane cannot truly be enumerated--she's a female lead in a mystery series, for one. She's smart, witty, and sarcastic. She's bisexual, but this characteristic is just who she is, not her main defining element or the entire defining point of the novel. As a bisexual female, I cannot stress how amazing this is in literature. To have bisexual representation (and have that representation be intelligent, funny, and not portrayed as evil and deviant), well, it's wonderful. She has relationships of all kinds and works on figuring out herself, just like any other person. Gasp! Imagine that. I couldn't love Roxane more (or Kristen Lepionka for creating this character). Also, Roxane calls waffles "golden beauty" and well, what more do you need in your PI? She's the Leslie Knope of private investigators.

I was worried that the second Roxane Weary novel wouldn't stand up to the first, but I was anxious for no reason. The second book is just as wonderful and intricately crafted as the first, and we get to see Roxane both struggling and growing professionally and personally. The case is a great one--it had me frantically reading and totally shocked me at the end, which I love. So rarely can a detective novel keep me guessing to the anymore. Marin Strasser is quite the character, and her web of lies pulls in a whole host of supporting characters.

We also see Roxane navigating new territory with Tom, her former lover (and, as mentioned, her dad's ex-partner), and get appearances again from the appealing Weary brothers and Roxane's mom. Roxane is still working on her relationships--not just romantic ones, but life ones, and you'll be touched as she figures out trying to be a "surrogate aunt" to Shelby, who appeared in book one. Watching her let her guard down at times is enjoyable.

The case is still mainly the star, though, and it won't disappoint. It's complicated and intriguing and everything comes together in ways that will make you gasp and keep you riveted. I was definitely shocked several times while reading. Not to mention I love it when an author can write a character that I truly hate--you know they've done a good job when you can feel that anger viscerally through the pages!

Overall, I have nothing bad to say about this book. Maybe that it's over, and I have to wait now for a (hopeful!!) book three? I love Roxane. I feel kinship toward her for sure, this sarcastic, bisexual PI whose still navigating the world around her. The mystery in this book won't disappoint, nor will the characters. If you haven't read the first Roxane Weary novel, I do recommend reading it first (mostly because it's also so good), but this will stand on its own. Highly recommend!!

I received a copy of this novel from the publisher and Netgalley in return for an unbiased review. More at http://justacatandabookatherside.blogspot.com/.
  
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Ross (3284 KP) rated The Occultist in Books

Feb 12, 2019 (Updated Feb 14, 2019)  
The Occultist
The Occultist
Oliver Mayes | 2019 | Science Fiction/Fantasy
9
9.0 (1 Ratings)
Book Rating
Far from original LitRPG but a whole lot of fun
** Thanks to Portal Books and the author for giving me the chance to read this in advance of its release **
The LitRPG genre (the best-known example being Ready Player One) is something of a narrow one. There are only a few levers to pull: the main character's real life scenario, the game mechanics, the main character's chosen "class" in-game and the conflicts therein.
The Occultist looks to mix this up a bit with the main character choosing a less traditional class, of occultist - that is, he learns the ability to summon a variety of demons and spells/abilities to use with them. This would mark The Occultist out from the crowd, if it weren't for Awaken Online already having done almost the exact same. In AO, Jason chooses a dark class and summons zombies, skeletons etc, and a large part of the early stages of this book really bear a very close resemblance to AO. We have the main character's problems at home, leading him to want to escape into the game, and to find a way to make money from his gaming hobby. The chosen in-game path is almost identical. There is an extremely strong, popular player that he wants to compete with.
From early on, I was thinking this book was a rip-off of AO. But the second half of the book is really where the book marks itself apart from AO. Whereas that book's action was focused on large scale strategy in battles, here we are scurrying around in the background picking players off one by one and there are some truly excellent action sequences, where the abilities and spells learned and the demons at Damien's disposal are used to some really creative effects. Damien looks to get some revenge on his nemesis and also to try and "level up" quickly (again, a key component of LitRPG books), and tries to pick off players as they battle other players, or take on perilous dungeons.
A lot of LitRPG books have had a very immersive gaming element, at times it was more like reading a more traditional fantasy book but where the main character was more clear what he was doing and what skills/abilities he was using. Here you are always aware the character is in a game: he "equips" clothes rather than getting dressed, there is no need for eating or sleeping, what can and can't be done, what you get from killing another character etc is so much more in line with games than in other books. This again marked it out from other books, and gave it a very different feel.
Another major selling point of The Occultist is that it doesn't mess around with time dilation (game time running at a much faster rate than real time). I don't see why so many of the other books in this genre feel the need to build this in, as it is then hard to keep it consistent, and doesn't really feel right or necessary at any time.
Also, Damien's real world troubles take more focus than in other books, as he struggles to find somewhere to live and is on the run.
While the book manages to stick to its own rules (what can and can't be done etc), there is one moment where the main character manages to do something he shouldn't be able to do (his spells have a cool down period before they can be used again and at least once this isn't observed), which was slightly frustrating given how hard the author had tried to plan out the action in line with the people involved and their skills and strengths.
My only real gripe with the book is the title of the game/series - Saga Online, which sounds less like an exciting new MMORPG, and more like the web portal for booking a pensioners' cruise!
In summary, not an original idea (but hard to have such a thing in this genre) but a superbly well told, exciting and fun read. I heartily recommend this to anyone who likes fantasy books, games like the Witcher or just anyone looking for some real fun escapism.