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Mark @ Carstairs Considers (2340 KP) rated Written in Blood in Books
Jan 30, 2025
Needed a Rewrite or Two
When hand writing expert Claudia Rose takes on a case for recent widow Paige Sorensen verifying her late husband’s signature, Claudia doesn’t expect anything beyond the court case. But she gets pulled into Paige’s world, including the fighting with her step children and the happenings at the school where Paige is headmistress. But when two people go missing from the school, Claudia wonders what is really happening. Can she figure things out?
I enjoyed the first in the series enough to pick up this book, but I didn’t enjoy this book at all. Yes, some of it was the content in the Kindle version I purchased last year. There was more language, violence, and other stuff that made it hard for me to really enjoy the book. Plus, the mystery really took too long to get going. When we reached the climax, too much was thrown at us without truly explaining why or how it was happening that way. And, I feel like some of the things at the end contradicted the facts we’d gotten earlier in the story. On the other hand, I did like Claudia as a character. I’m not sure that will be enough to pull me further into the series even though I’ve already purchased some of the books.
I enjoyed the first in the series enough to pick up this book, but I didn’t enjoy this book at all. Yes, some of it was the content in the Kindle version I purchased last year. There was more language, violence, and other stuff that made it hard for me to really enjoy the book. Plus, the mystery really took too long to get going. When we reached the climax, too much was thrown at us without truly explaining why or how it was happening that way. And, I feel like some of the things at the end contradicted the facts we’d gotten earlier in the story. On the other hand, I did like Claudia as a character. I’m not sure that will be enough to pull me further into the series even though I’ve already purchased some of the books.

Daniel Boyd (1066 KP) rated the PlayStation 4 version of Injustice 2 in Video Games
Oct 17, 2017 (Updated Oct 3, 2018)
Technically sound (1 more)
Good online functionality
Naff character redesigns (1 more)
Lack of character motivations
Gods & Monsters
Quick disclaimer before I start the review, I am not a huge online gamer. Whilst playing through Injustice 2, I dabbled in a few online fights and played a few co op games with my better half, but for the most part, this is a review of the single player story portion of the game.
I was so pleasantly surprised when I played the first Injustice game. I am a big DC fan, but fighting games aren’t one of my preferred genres in gaming, yet this fighting game set in the DC universe blew me away. The story was intriguing, the characters were diverse and it was a unique taste on a beloved universe. Therefore, the sequel had a fair amount to live up to and while it is still a fun fighting game with a multitude of colourful characters, it doesn’t feel anywhere near as special as Gods Among Us did.
The setup this time around revolves around Brainiac descending upon the earth in search of Kal-El and Kara, the last two remaining Kryptonians and eliminating them. Since the events of the last game, Batman has been keeping Superman in a special prison that suppresses his powers and the world has remained relatively free of crime, however Brainaic’s arrival changes all this. From here onwards we have our superhero story, which sees epic battles occur and mortal enemies being forced to work together against a common evil.
Most importantly, the game is fun. Gameplay feels pretty tight, which is both a positive and a negative when compared to Gods Among Us. The controls feel more solid and purposeful, but also feel more restrictive and less forgiving since the last time. This makes button bashing a void method and forces you to learn intricate button sequences if you want to pull off a decent combo. Thankfully, the super-moves are really fun to watch and make you feel awesome when you manage to successfully pull them off.
I’m going to delve deeper into the game’s story mode, so if you want to avoid spoilers, I would skip this paragraph. I was so looking forward to the story mode in this game, I loved the story mode in the first game and was relying on this one to deliver also, unfortunately I found it jarring and hard to swallow, even as a lifelong comic book fan. The story in Gods Among Us was controversial amongst DC fans, as it turned a number of iconic characters on their head, causing them to fight on the opposing side from what we are used to seeing. In that game though, I thought it worked, character motivations were clear and there was context given for the heroes and villains who switched sides. This time around, characters switch sides faster than a tennis ball at Wimbledon and half the time, there is no apparent reason for it. The most jarring moment came when Wonder Woman turned on Kara. In the mission that preceded it, Wonder Woman inhales Scarecrow’s toxin and through a hallucination and it is revealed that her worst fear is turning on her friends, yet in the mission immediately after this sequence, she turns on her friends in reality! With no apparent motive to do so other than she is unconditionally on Superman’s side, making no moral decisions for herself. It came across so awkwardly and felt lazy, it’s as if the writers totally forgot about the last scene that illustrated that the last thing that Wonder Woman wants to do is turn on her friends.
I did appreciate the graphics in the game. Netherealm have really stepped up their game since the first Injustice and there are some truly stunning moments throughout Injustice 2 and I don’t just mean the cut-scenes. The area transitions are gorgeous to look at, the super-moves are very visually impressive and the detailed locations where the fights take place are also effective. The multiple unique environmental hazards present in each environment add an extra layer of unpredictability and opportunity to the fights and they do a good job of helping a player on the back foot start a comeback against their opponent. Facial animations and voice acting across the stable of characters are also solid.
Although the game is technically sound and the graphics are good looking, I wasn’t a fan of the character design overall this time around. The last game updated a few character designs, but for the most part followed the traditional style that the characters are portrayed in. This time, a lot of the character’s costumes look goofy and come off looking like toy armour rather than something a superhero would realistically wear. Also the redesign of the Joker makes no sense. Not only did it look like they were trying too hard to make him look edgy, but in this universe, Joker was killed at the beginning of the first Injustice game and he didn’t look like that when he died. In this game he appears to Harley through one of Scarecrow’s hallucinations and looks similar to the Jared Leto version of the character, but why? As far as we know, he has never looked like that in this universe during the time he was alive and if you are going to redesign him, don’t base it on Leto’s Joker, (AKA the worst version of the character.)
The co-op is as much fun as you would expect and certain matchups are more interesting than others. As with the first Injustice, pulling off combos and super-moves on someone that is physically sitting next to you is a lot more satisfying than doing it to some AI or an online player thousands of miles away. There is nothing quite like the couch co-op experience when it comes to a fighting game. Injustice 2 is a lot of fun to play in a group as well, setting up a tournament and throwing in real life forfeits also makes things more interesting.
As for the online play, the few matches I did play ran pretty well, there were no sudden glitches present throughout my time, the lag time between the player pressing a button and the character executing the corresponding move wasn’t that noticeable and matchmaking was fairly quick.
In summary, other than some jarring moments in the story, unclear character motivations and some naff character redesigns, there is a fun fighting game here buried underneath all of the nonsense, it’s just a pity that you have to put up with all of these hindrances to get to it. If you are a fan of the first game, then sure, I would recommend you picking this up and playing through it, but if you aren’t familiar with the series and are looking to jump into it and are considering grabbing the latest entry, I would highly encourage you to avoid it. You would be much better served picking up the first game. It will be a great deal cheaper than the latest version, the character designs are better and it’s a lot simpler and more fun overall.
I was so pleasantly surprised when I played the first Injustice game. I am a big DC fan, but fighting games aren’t one of my preferred genres in gaming, yet this fighting game set in the DC universe blew me away. The story was intriguing, the characters were diverse and it was a unique taste on a beloved universe. Therefore, the sequel had a fair amount to live up to and while it is still a fun fighting game with a multitude of colourful characters, it doesn’t feel anywhere near as special as Gods Among Us did.
The setup this time around revolves around Brainiac descending upon the earth in search of Kal-El and Kara, the last two remaining Kryptonians and eliminating them. Since the events of the last game, Batman has been keeping Superman in a special prison that suppresses his powers and the world has remained relatively free of crime, however Brainaic’s arrival changes all this. From here onwards we have our superhero story, which sees epic battles occur and mortal enemies being forced to work together against a common evil.
Most importantly, the game is fun. Gameplay feels pretty tight, which is both a positive and a negative when compared to Gods Among Us. The controls feel more solid and purposeful, but also feel more restrictive and less forgiving since the last time. This makes button bashing a void method and forces you to learn intricate button sequences if you want to pull off a decent combo. Thankfully, the super-moves are really fun to watch and make you feel awesome when you manage to successfully pull them off.
I’m going to delve deeper into the game’s story mode, so if you want to avoid spoilers, I would skip this paragraph. I was so looking forward to the story mode in this game, I loved the story mode in the first game and was relying on this one to deliver also, unfortunately I found it jarring and hard to swallow, even as a lifelong comic book fan. The story in Gods Among Us was controversial amongst DC fans, as it turned a number of iconic characters on their head, causing them to fight on the opposing side from what we are used to seeing. In that game though, I thought it worked, character motivations were clear and there was context given for the heroes and villains who switched sides. This time around, characters switch sides faster than a tennis ball at Wimbledon and half the time, there is no apparent reason for it. The most jarring moment came when Wonder Woman turned on Kara. In the mission that preceded it, Wonder Woman inhales Scarecrow’s toxin and through a hallucination and it is revealed that her worst fear is turning on her friends, yet in the mission immediately after this sequence, she turns on her friends in reality! With no apparent motive to do so other than she is unconditionally on Superman’s side, making no moral decisions for herself. It came across so awkwardly and felt lazy, it’s as if the writers totally forgot about the last scene that illustrated that the last thing that Wonder Woman wants to do is turn on her friends.
I did appreciate the graphics in the game. Netherealm have really stepped up their game since the first Injustice and there are some truly stunning moments throughout Injustice 2 and I don’t just mean the cut-scenes. The area transitions are gorgeous to look at, the super-moves are very visually impressive and the detailed locations where the fights take place are also effective. The multiple unique environmental hazards present in each environment add an extra layer of unpredictability and opportunity to the fights and they do a good job of helping a player on the back foot start a comeback against their opponent. Facial animations and voice acting across the stable of characters are also solid.
Although the game is technically sound and the graphics are good looking, I wasn’t a fan of the character design overall this time around. The last game updated a few character designs, but for the most part followed the traditional style that the characters are portrayed in. This time, a lot of the character’s costumes look goofy and come off looking like toy armour rather than something a superhero would realistically wear. Also the redesign of the Joker makes no sense. Not only did it look like they were trying too hard to make him look edgy, but in this universe, Joker was killed at the beginning of the first Injustice game and he didn’t look like that when he died. In this game he appears to Harley through one of Scarecrow’s hallucinations and looks similar to the Jared Leto version of the character, but why? As far as we know, he has never looked like that in this universe during the time he was alive and if you are going to redesign him, don’t base it on Leto’s Joker, (AKA the worst version of the character.)
The co-op is as much fun as you would expect and certain matchups are more interesting than others. As with the first Injustice, pulling off combos and super-moves on someone that is physically sitting next to you is a lot more satisfying than doing it to some AI or an online player thousands of miles away. There is nothing quite like the couch co-op experience when it comes to a fighting game. Injustice 2 is a lot of fun to play in a group as well, setting up a tournament and throwing in real life forfeits also makes things more interesting.
As for the online play, the few matches I did play ran pretty well, there were no sudden glitches present throughout my time, the lag time between the player pressing a button and the character executing the corresponding move wasn’t that noticeable and matchmaking was fairly quick.
In summary, other than some jarring moments in the story, unclear character motivations and some naff character redesigns, there is a fun fighting game here buried underneath all of the nonsense, it’s just a pity that you have to put up with all of these hindrances to get to it. If you are a fan of the first game, then sure, I would recommend you picking this up and playing through it, but if you aren’t familiar with the series and are looking to jump into it and are considering grabbing the latest entry, I would highly encourage you to avoid it. You would be much better served picking up the first game. It will be a great deal cheaper than the latest version, the character designs are better and it’s a lot simpler and more fun overall.

Kristy H (1252 KP) rated Girls' Night Out in Books
Mar 10, 2019
Hokey & irritating, but has its intriguing moments
Natalie, Ashley, and Lauren have been friends since college, but lately their friendship has been showing a lot of strain. In fact, the trio has been estranged from Lauren for a year. So Ashley gets the idea for a girls' trip to Tulum, Mexico to help repair their friendship and mend fences. But once there, they find that fixing things isn't so easy. Each woman brings so much baggage and anger to the friendship. Natalie is angry at Ashley regarding the beauty business, BloMe, that they founded together. Lauren holds a grudge with Ashley relating to the death of her husband, Geoff. Both Natalie and Lauren are angry at themselves for letting their worlds revolve around Ashley. And their anger simmers even more when Ashley starts spending more time with Marco, a man she meets in Mexico, then with them. Suddenly, Ashley disappears. Did she run away with Marco? Was she kidnapped? Or--Natalie and Lauren fear--did they snap in anger at Ashley and harm her?
I had never read anything by the Fenton and Steinke writing team but had heard good things, so decided to try this one out. Its format takes a little getting used to: it switches in both time and narration, so you'll get Ashley, three days before the disappearance, and then the next chapter could be Lauren, two days after the disappearance. Once you get in the groove, it works pretty well, and builds suspense fairly effectively. Pieces of the story are slowly revealed, as we both don't know what happened to divide the friends in their friendship and, of course, don't know what happened to make Ashley disappear.
Honestly, I had just enough curiosity to find out what happened to Ashley that kept me reading. This was an interesting novel and certainly tense and intriguing, but I couldn't muster much interest or sympathy in these characters. Man, these women were just awful! I would not want a single one of them as my friend, that's for sure. Their friendship problems seemed petty, overblown, and childish, and I lost patience and interest with their myriad issues. There was just so much constant bickering. Bickering, drinking, more fighting, drinking, some more fighting. Ugh. They were so overly dramatic and even worse, most of the chapters would end with a sentence that had such an overblown "dramatic flair" to it that I found myself rolling my eyes at times.
A lot of the book just felt hokey, and I found myself wanting them to just go home and get their own lives (although their husbands didn't seem much better, honestly). Still, as mentioned, the reveals are interesting, and there is enough interest in what happened to Ashley to keep you reading. If you can get past the irritating characters, you'll be intrigued, albeit potentially annoyed.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).
I had never read anything by the Fenton and Steinke writing team but had heard good things, so decided to try this one out. Its format takes a little getting used to: it switches in both time and narration, so you'll get Ashley, three days before the disappearance, and then the next chapter could be Lauren, two days after the disappearance. Once you get in the groove, it works pretty well, and builds suspense fairly effectively. Pieces of the story are slowly revealed, as we both don't know what happened to divide the friends in their friendship and, of course, don't know what happened to make Ashley disappear.
Honestly, I had just enough curiosity to find out what happened to Ashley that kept me reading. This was an interesting novel and certainly tense and intriguing, but I couldn't muster much interest or sympathy in these characters. Man, these women were just awful! I would not want a single one of them as my friend, that's for sure. Their friendship problems seemed petty, overblown, and childish, and I lost patience and interest with their myriad issues. There was just so much constant bickering. Bickering, drinking, more fighting, drinking, some more fighting. Ugh. They were so overly dramatic and even worse, most of the chapters would end with a sentence that had such an overblown "dramatic flair" to it that I found myself rolling my eyes at times.
A lot of the book just felt hokey, and I found myself wanting them to just go home and get their own lives (although their husbands didn't seem much better, honestly). Still, as mentioned, the reveals are interesting, and there is enough interest in what happened to Ashley to keep you reading. If you can get past the irritating characters, you'll be intrigued, albeit potentially annoyed.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).

Paul Kellett (118 KP) rated Shadows of Malice in Tabletop Games
May 8, 2019
Great framework for narrating an adventure (2 more)
Good solo game
Interesting mechanisms
A lot of fiddly tokens (1 more)
Slightly heavy rules
A different take on the adventure board game
Shadows of Malice is an interesting take on the adventure game. Aside from the introduction explaining that you are heroes on a quest to find and activate mystical light wells and defeat the demon and his shadows before they can break through from the shadow realm and capture the wells for evil, there is no fancy artwork, immersive flavour text or even the well known fantasy monsters.
Instead, you get plain cards with simple line art and either just an icon/dice modifier or a short line of text explaining the effect. These cards are items of armour, weapons or other loot, potions, skill masteries, fate effects or abilities. A selection of these make up your character. Again, there are no defined heroes, you can be whatever you fancy being.
When you encounter a monster you roll 3d6 against a chart which will define the creature's species and its strength. Creature types are things like "Avian" and "Reptilian" so you can imagine fighting a dinosaur, a giant eagle or whatever fantastic creature you desire.
This makes the game a great framework to roleplay in. You are never stuck encountering the same things again and again. On the minus side, if you don't have a good imagination, it boils down to just rolling dice and beating target numbers. If you want a game to give you a story to follow, SoM is not that game.
The rules are good, if a little heavy but after a game or two it should soon click and it's mostly straight forward. The designer has recently just uploaded a revised rulebook to BGG which streamlines a number of things.
SoM comes with 4 large landscape hex tiles plus a shadow realm tile and you can choose any number of tiles to arrange in any position around the shadow realm tile. Each tile is divided into a number of smaller hexes with varying terrain and locations printed on them. This is the world you will be exploring and, despite being tiny compared to other game boards, each tile adds about an hour to the play time.
Gameplay involves exploring the land fighting creatures, gaining loot, visiting cities to trade goods or mystic seers to buy potions while searching for the special light wells that you must take control of.
In between player turns, the shadows act. They begin confined to the shadow realm but as the rounds progress, barriers fall and the shadows are more likely to find a way out to manifest in the land. Once there they start searching for the light wells and it's game over if they get to them first .
This makes for a tense cat and mouse with your heroes racing to either get to a well or intercept the demons on route.
Instead, you get plain cards with simple line art and either just an icon/dice modifier or a short line of text explaining the effect. These cards are items of armour, weapons or other loot, potions, skill masteries, fate effects or abilities. A selection of these make up your character. Again, there are no defined heroes, you can be whatever you fancy being.
When you encounter a monster you roll 3d6 against a chart which will define the creature's species and its strength. Creature types are things like "Avian" and "Reptilian" so you can imagine fighting a dinosaur, a giant eagle or whatever fantastic creature you desire.
This makes the game a great framework to roleplay in. You are never stuck encountering the same things again and again. On the minus side, if you don't have a good imagination, it boils down to just rolling dice and beating target numbers. If you want a game to give you a story to follow, SoM is not that game.
The rules are good, if a little heavy but after a game or two it should soon click and it's mostly straight forward. The designer has recently just uploaded a revised rulebook to BGG which streamlines a number of things.
SoM comes with 4 large landscape hex tiles plus a shadow realm tile and you can choose any number of tiles to arrange in any position around the shadow realm tile. Each tile is divided into a number of smaller hexes with varying terrain and locations printed on them. This is the world you will be exploring and, despite being tiny compared to other game boards, each tile adds about an hour to the play time.
Gameplay involves exploring the land fighting creatures, gaining loot, visiting cities to trade goods or mystic seers to buy potions while searching for the special light wells that you must take control of.
In between player turns, the shadows act. They begin confined to the shadow realm but as the rounds progress, barriers fall and the shadows are more likely to find a way out to manifest in the land. Once there they start searching for the light wells and it's game over if they get to them first .
This makes for a tense cat and mouse with your heroes racing to either get to a well or intercept the demons on route.

Phil Leader (619 KP) rated Liberator (The Liberators #1) in Books
Nov 19, 2019
Fast. Loud. Violent. Fun. All good adjectives to use in relation to this book. This is the summer blockbuster of science fiction novels.
It is the far future. Corporate business rules and takeovers and mergers are often done facing down the barrel of a gun - or the threat of destruction from orbit from a massive spaceship.
When Skye Pennington is kidnapped by a rival company in order to gain business advantage, her friend Orlanda Nixon tries to rescue her. After her initial attempt is thwarted, she turns to the only place she can, the old mercenary unit she and Skye were both part of. The Liberators.
However, the former large and fearsome force is now a tattered remnant after one battle too far, kept alive only by their leader, JJ Tristan and a few final loyal members who have nowhere else to go. Tristan must gather as much of the team as he can muster at short notice and get his mighty - and badly damaged - ship back in action. It's a tall order for a disparate group who don't always get on with each other.
In the end the plot is not of any particular consequence. It is a very handy hook to hang the story off of, the initial stirring battles introducing Orlanda and Skye, the introduction and gathering of the Liberators after Orlanda's plea and the adrenaline fuelled fight sequences as they attempt to recapture Skye. There is also some sneaking around by the team's deadly assassin and flashbacks to show the glory days of the team, and some of the history between the characters.
The result is a terrific ensemble piece, the Liberators may be battered and dog-eared, old and tired but they have an instinct for survival and fighting that is only matched by their ability to cause destruction and mayhem. The pace runs fast through most of the book - it does slow in the middle as the characters are introduced but is never dull and certainly never predictable.
Every character is well thought out and at first glance some appear to be simplistic ciphers - the cyborg, the tech specialist with the weird sense of humour, the grizzled commander - but once they start interacting and (most importantly) fighting each comes entirely into their own.
This book doesn't take itself too seriously - it exists for the excellent set pieces rather than for any detailed introspection on future society - and the scenes of the good guys running around in big armour with even bigger guns will bring a smile to your face. In particular the sequence when their ship takes off is a total tour de force and one of the best action scenes I have seen in print.
This is a terrific introduction to what will hopefully be a series of novels. Certainly what happens next to the Liberators will be of interest. Any Hollywood producers looking for the next great summer blockbuster could do worse as well.
Rating: Lots of violence. Then some more. And some bad language
It is the far future. Corporate business rules and takeovers and mergers are often done facing down the barrel of a gun - or the threat of destruction from orbit from a massive spaceship.
When Skye Pennington is kidnapped by a rival company in order to gain business advantage, her friend Orlanda Nixon tries to rescue her. After her initial attempt is thwarted, she turns to the only place she can, the old mercenary unit she and Skye were both part of. The Liberators.
However, the former large and fearsome force is now a tattered remnant after one battle too far, kept alive only by their leader, JJ Tristan and a few final loyal members who have nowhere else to go. Tristan must gather as much of the team as he can muster at short notice and get his mighty - and badly damaged - ship back in action. It's a tall order for a disparate group who don't always get on with each other.
In the end the plot is not of any particular consequence. It is a very handy hook to hang the story off of, the initial stirring battles introducing Orlanda and Skye, the introduction and gathering of the Liberators after Orlanda's plea and the adrenaline fuelled fight sequences as they attempt to recapture Skye. There is also some sneaking around by the team's deadly assassin and flashbacks to show the glory days of the team, and some of the history between the characters.
The result is a terrific ensemble piece, the Liberators may be battered and dog-eared, old and tired but they have an instinct for survival and fighting that is only matched by their ability to cause destruction and mayhem. The pace runs fast through most of the book - it does slow in the middle as the characters are introduced but is never dull and certainly never predictable.
Every character is well thought out and at first glance some appear to be simplistic ciphers - the cyborg, the tech specialist with the weird sense of humour, the grizzled commander - but once they start interacting and (most importantly) fighting each comes entirely into their own.
This book doesn't take itself too seriously - it exists for the excellent set pieces rather than for any detailed introspection on future society - and the scenes of the good guys running around in big armour with even bigger guns will bring a smile to your face. In particular the sequence when their ship takes off is a total tour de force and one of the best action scenes I have seen in print.
This is a terrific introduction to what will hopefully be a series of novels. Certainly what happens next to the Liberators will be of interest. Any Hollywood producers looking for the next great summer blockbuster could do worse as well.
Rating: Lots of violence. Then some more. And some bad language

Gareth von Kallenbach (980 KP) rated Free State of Jones (2016) in Movies
Aug 6, 2019
When we look at the Civil War period, we are often confronted with numbers: the numbers of the dead, the numbers of those fighting, the pay, the amount of bullets and munitions used. One thing we rarely discuss is depth with regard to the people and circumstances surrounding the war. We are concerned with particular battles and what major leaders were victorious or fell. We, either through school or the collective of movies created about the period, do not get to see the people for who they are and the variables surrounding their existence during this period. We do not have the ability to comprehend how the war affected them in losing their property, loved ones, or even how they face starvation and violence. We don’t get the chance to see slaves other than a myopic, generalized representation that doesn’t show us how they were able to survive in the face of danger multiple sides. The Free State of Jones corrects many of the mistakes and missed opportunities of previous films, of which there are many, that deal with slavery, the Civil War, the Reconstruction Era, and the South.
In The Free State of Jones, Matthew McConaughey plays Newt Knight a southerner who begins to see the hypocrisy of the Civil War and deserts from the Confederate Military. Upon his return he seeks to support his relatives and neighbors who are being taken advantage of by the Confederacy. His movement grows to where he and an army of men and women of different backgrounds begin fighting back against the Confederacy in the attempt to assert their autonomy and sovereignty.
The film is beautifully shot and allows for the display of serenity during all of the chaos that is shown throughout. One strength that director Gary Ross demonstrates is his ability to demonstrate that there were many layers to the War. Slavery is the central theme and he goes beyond this to show how much race played into the war and its lasting effect that we are still dealing with today. He points out through the film that we had a moment to be a transformative nation, but there were so many people who wanted to the status quo to remain that they prevented any and all social progress that seemed to threaten their perceived social standing. With respect to slavery, Free State gives voices to slaves and Freedmen during the period rather than having them on the periphery or invisible all together. The film offers an authenticity and depth that many films of this period are fearful or reluctant to engage in. There is warfare, there is violence, there is struggle, but the film offers more. It shows humanity. It demonstrates how people recognized what was wrong and took a stand. It also does not play with the history in order to have issues romanticized. It is honest in its application and for some, that will not sit well.
In The Free State of Jones, Matthew McConaughey plays Newt Knight a southerner who begins to see the hypocrisy of the Civil War and deserts from the Confederate Military. Upon his return he seeks to support his relatives and neighbors who are being taken advantage of by the Confederacy. His movement grows to where he and an army of men and women of different backgrounds begin fighting back against the Confederacy in the attempt to assert their autonomy and sovereignty.
The film is beautifully shot and allows for the display of serenity during all of the chaos that is shown throughout. One strength that director Gary Ross demonstrates is his ability to demonstrate that there were many layers to the War. Slavery is the central theme and he goes beyond this to show how much race played into the war and its lasting effect that we are still dealing with today. He points out through the film that we had a moment to be a transformative nation, but there were so many people who wanted to the status quo to remain that they prevented any and all social progress that seemed to threaten their perceived social standing. With respect to slavery, Free State gives voices to slaves and Freedmen during the period rather than having them on the periphery or invisible all together. The film offers an authenticity and depth that many films of this period are fearful or reluctant to engage in. There is warfare, there is violence, there is struggle, but the film offers more. It shows humanity. It demonstrates how people recognized what was wrong and took a stand. It also does not play with the history in order to have issues romanticized. It is honest in its application and for some, that will not sit well.

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A three man team of soldiers is sent behind enemy lines to find and retrieve an elite corporate son, who should have been protected by his 'Ironclad' armour. It's fast moving (it's a novella, so the action has to come hard and fast), and jam packed with science fiction goodies.
The Conglomerates, originating in the USA, are 'annexing' other countries and eliminating socialism or anything that isn't capitalism. They are currently fighting against the Nord forces (Scandinavia) and not having an easy time of it - largely because of the Finns and their penchant for some serious biological tweaking.
I have to admit that I wasn't completely sure whether I'd enjoy this. It is essentially a war story. How wrong could I be though?The main character, Ted Regan, narrates the story, and we see everything from his perspective. They're all great, well written characters (except for the British one - why are they always the unlikeable ones?).
There isn't as much detail as there would be in a full length novel, but that's the nature of a novella, and to be honest I'm a fan of filling in the information yourself.
This has 'Movie Deal' written all over it, and I know plenty of people who would love to watch it! I'm going to have to get cracking on my other Tchaikovsky books on my bookshelf now that I've had a taste!
Many thanks to the publisher and Netgalley for a copy of the book to read!
The Conglomerates, originating in the USA, are 'annexing' other countries and eliminating socialism or anything that isn't capitalism. They are currently fighting against the Nord forces (Scandinavia) and not having an easy time of it - largely because of the Finns and their penchant for some serious biological tweaking.
I have to admit that I wasn't completely sure whether I'd enjoy this. It is essentially a war story. How wrong could I be though?The main character, Ted Regan, narrates the story, and we see everything from his perspective. They're all great, well written characters (except for the British one - why are they always the unlikeable ones?).
There isn't as much detail as there would be in a full length novel, but that's the nature of a novella, and to be honest I'm a fan of filling in the information yourself.
This has 'Movie Deal' written all over it, and I know plenty of people who would love to watch it! I'm going to have to get cracking on my other Tchaikovsky books on my bookshelf now that I've had a taste!
Many thanks to the publisher and Netgalley for a copy of the book to read!

Suswatibasu (1703 KP) rated Mudbound (2017) in Movies
Jan 3, 2018 (Updated Jan 3, 2018)
Remarkable, excellent, harrowing film
Dee Rees has created a historical epic about two Americas - people living side by side but utterly separated by experiences - that resonates in modern times. Set in the rural American South during World War II, Mudbound is an epic story of two families pitted against one another by a ruthless social hierarchy, yet bound together by the shared farmland of the Mississippi Delta.
Following the McAllan family, they are transplanted from the quiet civility of Memphis and seem unprepared for the harsh demands of farming. Meanwhile, Hap and Florence Jackson - sharecroppers who have worked the land for generations - struggle to build a small dream of their own despite the rigidly enforced racial barriers they face. In between, are the sons of both families, fighting together in a war, and returning together as brothers despite being on different ends of the spectrum. But soon after they face the harsh realities of the Jim Crow laws.
Rees' film is a study of historic division, but it has such a poetically tragic sense of the characters and their limitations that it transcends the setting and location. The cast are entirely remarkable, with standout performances from Carey Mulligan, Jason Mitchell, and Rob Morgan. The last few scenes are climactic, and truly horrifying, leaving you reeling at the end. Mudbound has elevated Netflix's theatrical game.
Following the McAllan family, they are transplanted from the quiet civility of Memphis and seem unprepared for the harsh demands of farming. Meanwhile, Hap and Florence Jackson - sharecroppers who have worked the land for generations - struggle to build a small dream of their own despite the rigidly enforced racial barriers they face. In between, are the sons of both families, fighting together in a war, and returning together as brothers despite being on different ends of the spectrum. But soon after they face the harsh realities of the Jim Crow laws.
Rees' film is a study of historic division, but it has such a poetically tragic sense of the characters and their limitations that it transcends the setting and location. The cast are entirely remarkable, with standout performances from Carey Mulligan, Jason Mitchell, and Rob Morgan. The last few scenes are climactic, and truly horrifying, leaving you reeling at the end. Mudbound has elevated Netflix's theatrical game.

Ross (3284 KP) rated Myths and Mortals in Books
Apr 8, 2019
*** Disclosure - I received a free copy of this book from the publishers and NetGalley in exchange for an honest review ***
The follow-up to Smoke and Summons continues straight on. Sandis is no longer connected to her demon of choice, but is safe and free from the (presumed dead) Kazen. Rone is still separated from his mother and running out of time to cross the border and escape the troubled country.
The story focuses more on the characters' feelings than before (where the first book was largely aimless wandering and fighting), with Sandis torn between staying with the only family she has (her estranged uncle) and knowing that he is using her for her powers, as her former master had done. Rone is desperate to escape the country but cannot bear to be parted from Sandis, and there is unspoken tension between them.
The book sees more of the underworld of the city explored as the main characters team up with some undesirables to try and overcome their main enemy.
There are some typical twists and turns along the way, most of which are fairly predictable. The action sequences are good, but I found myself speed-reading the final quarter just to get finished.
A decent story and even though short feels like it could have been edited a bit more. I think I will read the concluding part when it is released, as the ending of this book teased what could be some excited conflicts.
The follow-up to Smoke and Summons continues straight on. Sandis is no longer connected to her demon of choice, but is safe and free from the (presumed dead) Kazen. Rone is still separated from his mother and running out of time to cross the border and escape the troubled country.
The story focuses more on the characters' feelings than before (where the first book was largely aimless wandering and fighting), with Sandis torn between staying with the only family she has (her estranged uncle) and knowing that he is using her for her powers, as her former master had done. Rone is desperate to escape the country but cannot bear to be parted from Sandis, and there is unspoken tension between them.
The book sees more of the underworld of the city explored as the main characters team up with some undesirables to try and overcome their main enemy.
There are some typical twists and turns along the way, most of which are fairly predictable. The action sequences are good, but I found myself speed-reading the final quarter just to get finished.
A decent story and even though short feels like it could have been edited a bit more. I think I will read the concluding part when it is released, as the ending of this book teased what could be some excited conflicts.