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G.I. Joe: Retaliation (2013)
G.I. Joe: Retaliation (2013)
2013 | Action, Sci-Fi
Who didn’t grow up as a child of the eighties and nineties and not play with G.I. Joes? And of those, who can honestly say they were not thoroughly disappointed in G.I. Joe: The Rise of Cobra? Surprisingly, I can say that I wasn’t thoroughly disappointed, but I know the movie could have been so much more than it was. Could it have done without the surreal technology, the sappy love story and the unrealistic action scenes in the movie? Yes. Many fans cried out about this. G.I. Joe: Retaliation set out to respond.

Did they succeed? That’s debatable, but they did a lot of things right in the go-around. Don’t get me wrong, it’s not award winning or anything, and you should never expect a movie like this to be that. But let’s run through a check list. Sappy out of place love-story: gone. Surreal technology: less. Let’s face it, despite what some people felt about the first movie, it did kind of set that precedent. Retaliation is considered a true follow up to The Rise of Cobra. So would it honestly make any sense to go from one extreme of nearly impossible gadgets to none at all? Absolutely not. Besides, the cartoon series also had technology in it. I am not trying to defend the use of it, and there were some pretty crazy gadgets going on in this movie, but it seemed to jive better with what I remember of it as a kid. And they found a really unique way to tone it down without it not seeming right. Unfortunately, there is still a fair amount of unrealistic action in this movie, but that’s kind of become the norm for most action movies these days.

We pick up fairly close to where we left off in The Rise of Cobra. Duke (Channing Tatum) is now commanding a unit of the Joes with Roadblock, Lady Jaye, Flint and Snake Eyes (Dwayne Johnson, Adrianne Palicki, D.J. Cotrona and Ray Park respectively) under his command. The Joes are sent out on a mission, a good rapport is built between Duke and Roadblock, but then they go and destroy that when their convoy gets attacked by Cobra eliminating Duke from the rest of the film. Go cry spoiler somewhere else, this happens in the beginning of the movie, and it’s been everywhere since the delay of the movie from last year. I was hoping they would somehow managed to keep him in the movie, especially after seeing the chemistry between Tatum and Johnson, but alas…

So the convoy attacked, and all the Joes presumed dead. Only Roadblock, Jaye and Flint actually survive and try to get to the bottom of everything. Meanwhile President Zartan (remember how the last movie ended) is up to his own nefarious plans in breaking out Cobra Commander with the aide of Storm Shadow. The Joes work their magic, still have access to some technology (though not over the top like The Rise of Cobra), and recruit people to help them along the way, including the man who is the reason the Joes were started: General Joe Coulton (played epic-ly by Bruce Willis).

The movie was entertaining, had a lot of great and clever humor that wasn’t thrown in your face, and had some great action scenes (if you can get past the fact that in one scene they are fighting Cirque Du Soleil style on the side of a cliff). But it’s some of the little things in this movie that prevent it from redeeming the franchise after the first iteration, including the casting of RZA in a part that looks like it is meant to be serious, but his horrible acting make you really wonder if it was supposed to be a serious role or not. The other gripe I had with the movie was the unlikely resolution of the main conflict. With the Cobra Commander so confident in his plan, why would he, or any self-respecting super villain, deliver a way to foil the evil plan with literally half a second left on a silver platter. The last issue I had with the movie was Storm Shadow. I really liked the conflict between him and Snake Eyes in The Rise of Cobra, but they seemed to discredit his character a lot in this movie. Ultimately they changed the nature of Storm Shadow to make it seem as if he might switch sides in any future installments of the franchise, and that’s just not cool. The character was awesome the way he was.

As for the 3D aspect, it’s said this was the reason that the studio delayed the movie for a year. They wanted to add more effects to it. This tells me two things: the movie was shot in 2D and they had little faith in it. Honestly, I think we all know they tried to add more Duke to the movie in this time (which it’s really hard to tell if they did), but you can tell there was work done with 3D aspect. Too much. It was very distracting at points, and it seemed liked they added elements to scenes just to have 3D. For instance there was a scene where you were in a situation room viewing information on a monitor. It literally looked like they just super imposed a shoulder into the lower right of the screen so they could have in 3D as if you were looking over someone’s shoulder. That’s just silly.

All that being said. I had fun watching the movie. Dwayne Johnson is becoming a powerhouse that everyone was expecting him to years ago. I hope that he can continue this streak with some good movies (he’s got two more within the next month alone). I own the first one on Blu Ray, and I will probably buy this one when comes out as well. I would watch it in theater just for the enormity of the action on the big screen, but skip the 3D.
  
Lair
Lair
2019 | Card Game, City Building, Racing, Spies / Espionage
Raise your hand if you’ve ever dreamed of being a superhero – fighting crime and saving lives. Great! This game is not about that. Instead, embrace your inner villain as you work to create the greatest evil lair in the world! Dig deep and put your villainy to the test as you command Henchmen to build nefarious rooms and outmaneuver the other villains vying for power in this evil organization.

Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!

Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L

To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!

So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.

Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.

As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
  
The Druid Master
The Druid Master
2021 | Card Game
When it comes to fantasy worlds, I often think of powerful parties going on epic adventures – fighting monsters, delving through dungeons, and saving the world! But what about when the adventure is over and the party comes home? What do they do in their day-to-day lives? Well, The Druid Master helps give us a glimpse into the regular life of a Druid. Being the local healer might not always be glamorous, but hey, it’s a living!

Disclaimer: We were provided a PnP of The Druid Master for the purposes of this preview. The artwork and design of the cards is not yet finalized, so what you see pictured below is not necessarily what the production copies will look like. It is also important to note that although the game is about natural medicines/remedies, it does not replace professional medical advice and treatments. -L

In The Druid Master, players will take on the roles of (you guessed it) Druids who have mastered the ancient arts of healing, through use of plants, herbs, and other natural elements. Ailing patients will come to you (and your rivals) for help, so you must work quickly to concoct the most effective remedy to heal them back to normal! To setup for a game, each player receives a Player Screen, 1 Effect card, and 7 Plant cards. The remaining Effect and Plant cards are shuffled to form draw decks, and the Event deck is placed nearby as well. Place the deck of Patient cards facedown within reach of all players, and set the Cure tokens to the side. The game is now ready to begin!

Over the course of 8 rounds, players will be using Plant and Effect cards to best help the ailing Patient for each given round. Once the 8th and final Patient card has been resolved, points will be counted to determine the ultimate Druid Master! To start a round, an Event card will be revealed. These Events will alter the round in some way, putting your strategic thinking to the test. For example, an Event card might limit the number of cards you can play this round. After the Event is resolved, the Patient card will be revealed for all players to see. The Patient will have a list of symptoms/ailments, with a percentage corresponding to the severity of the issue. Each player will then secretly select 1-3 Plant cards from their hand to be used to heal the Patient. The different Plant cards offer remedies for the various symptoms/ailments, and also list a corresponding percentage as to how much it will help. Effect cards can also be used during this phase of the game to obtain bonuses/negatively affect opponents. Use them wisely!


Once everyone is ready, all Plant cards will be revealed, and players will determine who has best cured the Patient. Compare the percentages on your Plant cards against those of the Patient – if you have failed to completely cure a symptom, take a Cure token that represents the missing percentages from your played cure. When all Plant cards have been checked, the player that was able to Cure the Patient completely (was able to match all Patient percentages with their played Plant cards) is the winner of the round. They will take the Patient card for end-game scoring. If nobody completely Cured the Patient, the player who accumulated the least number of Cure tokens (thus curing the most Patient percentages of the group) wins the round and collects the Patient card. All Plant and Effect cards used this round are discarded, and each player will draw 2 new Plant cards for the next round. Play continues in this fashion until the 8th Patient has been Cured. Players will count up their points earned from Cured Patients, and the player with the highest score is named the winning Druid Master!
I should say right off the bat that I’m not really a person who is into natural medicine. But my personal preferences do not stop me from playing and enjoying The Druid Master. If you think about it, natural medicine is very thematically appropriate for fantasy worlds, so it makes sense in this setting. Ok, so what about the gameplay? It is very straight-forward, which lends itself to fast teaching, learning, and playing. Ultimately, you are trying to match your Plant cards as best you can to the Patient card in play. And since you can only play a maximum of 3 cards each round, you really have to consider your options. If you aren’t able to completely Cure the Patient, can you play your Plant cards in such a way that you will collect the fewest Cure tokens? It’s all about how you strategize. Another thing that I really like about the gameplay is that all Plant cards are selected secretly and revealed simultaneously. So nobody is at an advantage by being able to see that an opponent was not 100% successful. It adds a little element of risk and hidden information to the game that makes it more engaging.


As I mentioned earlier, this is a PnP version of the game, so these components are not what will be received in a production copy. Also, the card layouts and artwork are not completely finalized either. But going on what I have, I do like the simplicity of the components. The symbolism is clear, the percentages are easy to read, and the text/pictures are informational as well. Once this game is printed on real cards and with cardboard tokens, I know it will be a decent quality production.
So overall, how does The Druid Master fare? I’d say fairly well. The rules and gameplay are straight-forward, it is fast and easy to teach and play, and it keeps all players engaged throughout the entire game. This is certainly not the most complicated or heavy game in existence, but it does offer hints of strategy that will keep the gameplay fresh and players invested. If you are looking for a nice little filler-type game set in a fantasy realm, I would recommend checking out The Druid Master. It is coming to Kickstarter soon, so be on the lookout!
  
Forest Fighters
Forest Fighters
2020 | Card Game
My back yard at my house is half lawn and the back half is woods. The woods are expansive and house many species of wildlife, some of which I care not to ever see. I have squirrels running through my yard and up my trees all the time. I have deer running freely through the neighborhood, and those dang raccoons to tear up my yard when it’s grub season. So when I heard about Forest Fighters being a game about squirrels and possibly fighting against raccoons I knew it had to be reviewed.

Forest Fighters pits players against each other, being rival squirrel clans preparing to gather acorns for the winter. Only one clan can succeed because there is but one oak tree in the entire forest from which acorns may be gathered. Players will be recruiting other animal species onto their side by way of deck building game mechanics and using gained cards to send to battle against their opponents.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, separate the cards into their respective decks. Deal each player five Forager Squirrels, two Acorns, and three Blackberries. This creates the 10 card deck players will shuffle and begin the game playing. Players will also choose 12 other animal deck types to use for the game and display all the decks within reach of all players. Each player will then draw the top five cards from their shuffled deck to create their starting hand. The game may now begin!
On a turn a player will use all the cards from their hand to purchase new cards from the main display to be added to their discard pile, like every other deck building game out there. The cards have multiple uses, however, and up to two currency values. Most animals will be recruited using Food (like Blackberries and Honey), and Food cards can mostly be obtained by using Forage values. Example: the starter Forager Squirrel can be used as one Food, one Forage, or even one Attack.

Speaking of Attack, on a player’s turn, should they be done shopping for other cards, they may attempt to attack an opponent using animal cards in their hand. Players will add up the Attack value on the cards they wish to use and declare an opponent who will reveal cards whose Defense value meets or exceeds the Attack value. Should the attacker win they will be able to take possession of Blackberries and Honey cards in the loser’s hand, send an animal back to its stack, or take all the Acorn cards. Acorns are both VP and the determining factor in ending the game; once all Acorn cards have been purchased the game is over.


Each animal card recruited will also have a special ability that can be used during a turn, and some of them are quite powerful. Turns continue in this fashion until either all Acorns have been purchased or all players except one have been eliminated. A player is eliminated once they can no longer purchase cards and have no more animals in their deck.
Components. Let me tell you about the good and the okay. The rulebook is a small pamphlet style that has only five pages of rules. And honestly, if you have played deck builders before, could have only taken one page. I like that. There is just enough information to get the game going, but doesn’t explain every card’s abilities, or throw in three pages of game art. Similarly, if any questions arise with card abilities, the card dividers provide more text to help clear up the questions. The cards are all good quality, and there are a ton of them.

The okay part of the game is the art on the cards. It is not at all bad, but it could use a different art style to be a bit more attractive. The last little concern I have is the design of the box. The size, shape, color, and all that is fine. What I wish was different was having the title of the game on all sides. My shelves are organized in a way that I try to pack as much as I can into the space by orienting the boxes to be as small and deep as possible so that the smallest side of the box is showing. I cannot do that with Forest Fighters because the smallest sides have a few art slides and credits. Honestly, this isn’t quite as egregious as some games (I’m looking at you, Oceans), so it’s not a huge deal, but worth mentioning for me.

All in all the game is a solid deck-builder with that extra bit of attacking and stealing from opponents. I have never been a fan of Dominion as I find its themelessness boring and its mechanics antiquated. Now, I think I might be able to use Forest Fighters as a gateway deck builder that is more interesting, but still considered light for new gamers.

I am kind of sad that I missed the Kickstarter for this one because I would have liked to have splurged for the higher tier (those yummy extras), but I am happy to have added Forest Fighters to my collection. I believe it is a great entry into deck-building and if you are looking to find a similar game with a cute theme, an interesting new take on the genre, and can play up to five comfortably, then I recommend you give this one a try. I think you’ll like it. Just don’t ever use the raccoons against me or I will be attacking you every turn.
  
Survive: Escape from Atlantis!
Survive: Escape from Atlantis!
1982 | Adventure, Animals, Bluff, Nautical
I have never been on a sinking anything. Sure, I have flipped over kayaks, and paddle-boards, and anything else that requires me to balance on top of water. But I cannot imagine the terror of being on an island that just… sinks into the deep. Oh also running out of room and having to swim to safe land. Oh also while sharks, whales, and sea monsters are chasing me. You know what? Maybe I’m cool with being located in the Midwest. I’ll just play this game and live vicariously through the esceeples (escaping meeples? I need a handbook for these -eeple terms).

Survive: Escape from Atlantis! (which I now will call Survive) is an competitive adventure game featuring action points, grid movement, secret unit deployment, dice rolls, and lots of take-that. And little boats. It also can destroy friendships and ruin evenings. Play at your own risk.

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. We ARE including the 5-6 player mini expansion, however. Should we review the others in the future we will either update this review or post a link to the new material here. Also, I do not intend to detail every rule in the book, but give our readers an idea of how the game plays and our thoughts on it. -T


To setup a game of Survive, each player will choose a color and take into their supply all the meeples of that color and two boats. Place all the terrain tiles randomly (and face down) within the bolded line on the board to create the central island. Place out the sea serpents on the sea serpent spots as menacingly as possible. Players then take turns placing their numbered meeples on terrain tiles until all meeples have been placed, and their boateeples on any water space near the island they wish. Keep aside the shark, whale, and dolphin meeples for later. Give the die to the first player and you are ready to play.
On a player’s turn they will 1. Play any tiles from their hand, 2. Move meeples, 3. Remove terrain a tile, 4. Roll the die and move creatures. At the beginning of the game nobody will have any tiles in hand to play, so skip this step if there are no tiles in hand. On subsequent turns players may have collected tiles as a result of the #3 action, and now is the time to play those. Typically they are beneficial for the active player or detrimental to the opponents. Next, the active player will move their meeples in any combination three total board hexes. This can be done with one or more meeples on land or in the water. There are movement restrictions that I will not cover here. After movement, the active player will remove one of the terrain tiles with the lowest elevation (sand, forest, then mountain tiles). The player flips over the tile and will play it immediately if it shows an arrow, or keeps it in hand if it shows a hand icon. Finally, the active player will roll the red die and move creatures per the movement table printed on the board.

Creature movement creates the tension in the game (as if fighting over the boats wasn’t enough). You see, when sharks enter the board and are moved, they are hungry for swimmer meeples (obv). Whales are hungry(?) for boats and will destroy them but fling the meeples aboard into the water to become swimmers. Sea serpents don’t care. They will eat swimmers and manned boats… but they’re the slowest movers. So consider that.


Play continues in this fashion until the either all meeples have been removed from the play grid, or a player flips over the volcano mountain tile and ends the game. Any meeples who have made it to the safety of the outer islands are worth the VP printed on their bottoms. Wait, not the butts. The bottom of the meeples. Which I guess are the feet.
Components. To reiterate, in case it was missed, we are reviewing the 2010 Stronghold edition. There is a newer version, and it seems to look a little better but plays the same. However, I love the components of this version too. The meeples are fine, the creatures are cool, the varying thicknesses of the terrain tiles makes for an interesting mini-3D look, and the board is great without being too busy and distracting. I have absolutely no issues with these components and think they are super.

Now, you may have read in my intro that this game may ruin friendships and the evening, and I really am not joking about this. I have played this so many times where at least one person becomes completely angered by the chomping of the shark or the horrible movement of the sea serpent adjacent to their boat. It’s just a game, and it’s inevitable in this one – your meeples will get eaten. It’s gonna happen! When I teach this now I try to make that apparent right away because it is then not viewed as absolutely treachery when it happens to newer players. Should you be playing with sensitive gamers, please instruct them early that it WILL happen or you’re gonna have a bad time.

However, this game is great! I love it now as much as I ever have. It’s an older horse for me, but one of which I will never tire. I can and love to play it with new gamers, especially the ones that are hoping to join the inner circle. If you can hang through a game of Survive without being angered and taking it all in stride, you are welcome at my table ANY time. That said, as you can see by our ratings, Purple Phoenix Games gives this one a mighty and well-deserved 21 / 24. If you enjoy games that upset your players and want a cool theme on it, check out Survive: Escape from Atlantis!
  
Beasts of the Frozen Sun
Beasts of the Frozen Sun
Jill Criswell | 2019 | Romance, Science Fiction/Fantasy, Young Adult (YA)
10
10.0 (2 Ratings)
Book Rating
The plot - so bloody action-packed that leaves you exhausted at times (3 more)
The Villain - makes you want to fall in love with him but then he does something terrible and you want to dismiss him
The enemies to lovers - the MC's are everything
The writing - Jill Criswell does an amazing job with descriptive text and lyrical writing. I was enthralled throughout.
This book is so underrated and it deserves all the hype!
You can also find this review on my blog: bookingwayreads.wordpress.com

TRIGGER WARNINGS: war, violence, blood, gore, talk of sexual assault, child abuse, emotional abuse, animal violence, animal sacrifice, death of an animal, anger issues, arsony, death, murder, talk of drowning, absent parent, death of a parent, disowning, forced marriage, death of a sibling, manipulation, mind control, slavery, starvation, torture, trauma

REVIEW: First off, I want to say to not let all of those trigger warnings deter you from reading this breathtaking novel. Beasts of the Frozen Sun was extremely well-written and I will keep screaming this from the rooftops for as long as I am alive of how amazing this novel is.

Beasts of the Frozen Sun is loaded with badassery and brutally epic scenes. Also, that cover is one of the most beautiful covers I’ve ever seen. There was complexity to the world-building, relatable characters that you just can’t help but fall in love with, brutal wars and men as monstrous as some of the men in the world today. This fantasy novel was defiantly on the darker side, but it D E L I V E R E D ! And it delivered an immersive read that drowned you in the world until the very end.

Beasts of the Frozen Sun follows Lira, the heroine who is gifted from the gods and goddess’. This gift, the ability to read a person’s soul by just touching their chest, was used by others – mainly Lira’s father and uncle. But then a golden-haired giant washes ashore and Lira decides to help him heal. She hides him away and the two of them grow close, forming a bond that is forbidden by both of their clans. But then, the Dragon comes into the story and Lira is left fighting for her life, Reyker’s soul, and her people’s freedom.

Things I loved about Beasts of the Frozen Sun:
1. The main character being a badass heroine who gets angry when her sword is taken from her.
2. The love interest being a tough “bad boy” on the outside, but deep down he’s a big ole softie.
3. Gods/Goddess’ that walk the Earth with humans (even sometimes messing with them)
4. Magical powers that were once used for evil but now are used for good.
5. The whole ‘pretend to be sick so we can get close’ ordeal.

“Looking into his eyes was like gazing at the ocean – swirling shades of deep cobalt and steel gray. Fathomless. Familiar.”

When each of the characters were introduced, I was amazed at how spectacular, unique, and so very strong each of them were! Lira and Reyker’s bond was intense and absolutely addictive. They are literally EVERYTHING. The two are star-crossed lovers but also enemies to lovers and I NEED MORE OF THEM.

The world is out to keep them apart but the two are magnets. And nothing can keep them apart for very long, not even the world no matter how hard it tries too. Reyker is the beast. He was saved from drowning by Lira, who helped him heal by hiding him away. She teaches him her language and she stands by his side. Even when the rest of the world has chewed him up and spit him back out.

Lira battles with being used and caged. She hates feeling like “property” by her father and uncle. She also refuses to believe that Reyker isn’t worth saving. She is one badass heroine and I strive to be her. Smash these two together and you get one powerful couple!

I also want to take a moment to say that Quinlan has my heart and I need to see more of him in book 2 please dear author! I will pay you in my tears and heart if I have too.

“If I die in a cage tomorrow, or I die in a cage in ten years – what is the difference? A cage is not a life.”

The world-building in Beasts of the Frozen Sun was… OMG seriously some of the best I’ve ever read. With history, there is always brutality and this novel does include that. Death, torture, the treatment of woman were all horrible and at times a bit hard to read but Jill Criswell has such raw talent at describing things that she does an amazing job writing those style of scenes. And with this being a story set back in history, those themes are inevitable. But each theme included, made Beasts of the Frozen Sun seem more and more realistic with each passing page.

The plot of this novel is everything!! Wars to villages raids to snuggles between Lira and Reyker. There was never a boring moment within Beasts of the Frozen Sun. It was packed with so much intensity that at times, it left you a bit exhausted. The plot was also dark and brutal but it fit with the story. This was a bloody amazing action-packed novel of magic and redemption, high stakes and brutal fights, powerful woman and monstrous men.

I am on my first ever book hangover. That ending… Jill Criswell is a cruel woman to leave me hanging in the way she did. But OHMAGAWD, I CAN NOT WAIT for book two of this series. Please, if you only ever pick up one book that I recommend, please please please pick this amazing novel up!

“When that dark womb of stillness engulfed him, he embraced it with a flood of relief. Reyker welcomed whatever torments waited him on the other side of this world, knowing it was nothing less than he deserved.”
  
Batman v Superman: Dawn of Justice (2016)
Batman v Superman: Dawn of Justice (2016)
2016 | Action, Sci-Fi
The Trio on The BIG Screen! (0 more)
Editing (0 more)
The Good, The Bad and The Editing
So...here's a movie that split so many fans and has caused COUNTLESS arguments online. My review may also cause arguments, but I'm willing to risk that as I have a fair bit to say about this movie, most importantly and foremost;

I enjoyed the movie!

The Good:

Let me start with what's good because I feel there's never enough positivity around this movie so here goes.

Ben Affleck and Gal Gadot were the two focuses of this movie because they had a lot of pressure on them to bring Batman and Wonder Woman to life and do the characters justice (terrible I know but I couldn't resist). All over the internet I saw hate for Ben Affleck and people saying Gal Gadot was too skinny. At first, I'll be honest, I did think Gal Gadot was really skinny and couldn't imagine her as Wonder Woman, BUT, unlike most people, I knew that before they would film her scenes, she would be 'buffing up' because I have faith in Zack Snyder because he is a fan and has made brilliant films. Man Of Steel made me like Superman, because of the way he was written as conflicted and the whole film made him more human and I loved it.

Here's where some people will disagree highly with me....I am not a big fan of the Nolan trilogy Batman. Now, before you throw a fit and verbally kick my ass, let me try and tell you why. The Voice! (it's not the only reason, but this is the reason I'm trying to make a point of) Batman a.k.a Bruce Wayne is a BILLIONAIRE, so who thought that the best way for him to disguise his voice would be to make him sound like he's fucked up his throat somehow? A billionaire with all those gadgets would surely think that what he needs is a voice modulator. Snyder brought in the voice modulator and I fell in love in that first trailer from hearing Batman talk through a voice modulator because I was sat there like "Hallelujah they finally worked out what a billionaire vigilante would do!" and I think it could be just me, but I honestly would prefer to think of Batman using one of those rather than grumbling his voice, because it just makes more sense.

So...Batfleck was incredible. My favourite portrayal so far and here's why:

- Arkham game fighting style
- Aged personality that says it all about why he's that violent
- He's definitely a great portrayal of the Dark Knight Returns version of Batman
- Ben Affleck is a great actor (in my opinion)

People's biggest complaint was 'Batman Kills' and I've had this discussion with my friends many times. Yes people died, IT'S HAPPENED BEFORE! It's rare but it's happened. You like the realism of Nolan's trilogy but there's a realism to Batfleck that you might not be seeing. He's been through all the same shit year in, year out for decades. Villains cause chaos, Batman fights villain, lets them live, puts them away, they break out, rinse repeat. Doing that for decades, losing people you love because of your choice not to kill, would surely cause a spark in your mind and Bruce Wayne says this in the movie through less words. "How many good guys are left? How many stay that way?"

If you think about it, he's essentially saying "I was a good guy but even I have had my boundaries pushed to the line and over". He's finally at the age where he has a state of mind that from his perspective...bad guys don't deserve to be shown mercy, but at the same time, he doesn't necessarily kill the bad guys directly.

Think of the warehouse scene. Bad Guy throws grenade, Batman kicks it back at him. Grenade goes BOOM. Bad guys die. BUT! If the guy hadn't have tried to throw the grenade, Batman wouldn't have kicked it back, and it wouldn't have ended in their death. Simple as that.

Let's move on though.

Superman is conflicted and the movie gets very political with a message of "Here's a God-Like figure. Should he be allowed to do what he wants or should we take away Choice by having under the Governments thumb?" and Superman personally is having internal issues of "I want this to be my home because it's the only home I've known, but these people don't want me and this stress is affecting both Clark Kent and Superman". He should have been able to see or hear the bomb in the wheelchair, but his mind was preoccupied with "Why does this government and these people hate me when I saved not only my city but the whole world?". Think about your stress with work, with college, school etc. and how it really does effect everything else around you. You might not want to go out with friends because you feel drained from the stress, now try to imagine that on the level of Superman! The poor guy just wanted to help.

My biggest enjoyment from this film was ALL OF THE DC REFERENCES! There were so many cool easter eggs, references etc. that I adored from Riddler Question Marks, to seeing Superman in a skeletal form after the Nuke explosion and then regaining his life force from the flowers through their Photosynthesis just like in the graphic novel! It was an incredible experience and I loved the film mainly for that.

The Bad:

Doomsday....I want to hope it's not the actual Doomsday and maybe just a failed experiment that Lex tried out but at the same time I know it probably is meant to be THE Doomsday.

The Editing:

The editing was jumpy and some cuts didn't make sense UNTIL the Ultimate Cut. The Ultimate Cut gives us some scenes with Clark Kent in Gotham BEFORE the big introduction to Batman in person, and hearing stories and investigating why people fear him, but also respect him. This would have worked so much better in the Theatrical Cut but sadly studios like to cut the film and people blame the Director for it which annoys me slightly.

Guaranteed this post might not change your mind, but I must say that you should try watching the film again if you've avoided it, watch the Ultimate Cut and really pay attention to how its being shown to the audience. Overall this is one of my favourite superhero movies and I will always stand up for it, BUT I'm not blind to it's faults.
  
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Katie Loves Movies (134 KP) Apr 18, 2017

Great review @Connor Sheffield - I have added it to my Save List.

Assassin's Creed Revelations
Assassin's Creed Revelations
Action/Adventure
Assassin's Creed Revelations ties up the story of Ezio Auditore, Altair Ibn-La'Ahad, and Desmond Miles. The story in Revelations not only includes Ezio's quest to uncover the secrets of his order, but a romantic interest, and a complex political situation as well. You also get flashbacks of Altair's life and some brief optional excursions in Desmond's mind in the Animus, making for an intricate story.
 Somehow, it all fits together perfectly. Ezio's story seems to be the catalyst because his quest to find out more information about Altair ties itself to the social and political unrest in Constantinople. The romance between Sophia and Ezio is subtle and it is impressive how convincing they are and you find yourself believing that these two are falling in love with all the chaos around them. Overall, the story telling in Revelations is remarkable and the cinematic scenes are done right with fully developed characters in strongly written scenes.


A New City To Explore.....
   On a basic level, Revelations plays the same as the Assassin Creed games that came before. You're still accepting various missions that have you stalking, meeting, or killing targets. Some of the quests in Revelations do add to parts of the story, but more than a handful are time wasters or poorly constructed. However, the most exciting moments are Ezio exploring Constantinople and his discovery of clues about Altair's library. It's here where the "dungeon" sequences come into play. Similar to the Lairs of Romulus and the Assassin's Tombs, these excavations can take you on some fantastic adventures and these are some of the great highlights of the game.

Adventuring Is A Dangerous Business

  Even better are the chapters that feature Altair himself. Each major portion of the game includes a segment with the original assassin and players relive specific moments from his life from young to very old. Some of these missions feel slightly similar to some of Ezio's, but others are completely different. The variety keeps things from getting dull as well as the fact that they're very story driven. Some of Altair's memories even carry a certain weight and understanding of what Ezio is doing. As the game progresses, you begin to see similarities and differences between the two men, which makes the story an even more emotional and thought provoking experience.

 When it comes to gameplay, it's clear Ubisoft made a number of additions in terms of controls, weaponry, and the menu layout. The most noticeable change was a button layout change. Players can now directly access a secondary weapon (throwing knives, bombs,) in addition to a primary weapon (hidden blade, sword). This gives players more options, allowing for quick reactions during stealth missions as well as challenging combat scenes. Bombs become an extension of your combat options, offering three different categories. Choices of bombs range from standard smoke bombs to a bomb that shoots out coins luring dozens of peasants.



Climbing higher and higher....


The hook blade was also introduced, a feature playing on Ezio's hidden blade, that is perfect for zip lines and climbing to heights that seem almost unreachable. It becomes a universal tool in Revelations, for exploring the city and other locations as well as proving useful in close combat and assassination missions.


Hook blade, don't leave home without it.

 The only two parts of the game I found issue with were Den Defense and some of the game play as Desmond Miles. First of all, Den Defense really didn't add a lot to the experience of Revelations. In fact, it detracted from it. The menu is very clunky. Ezio stands on a rooftop near his headquarters as enemy troops march down the street attempting to damage the building so they can take it over. Players must install through a point and click cursor menu various barricades and a variety of assassins along the rooftops to fend off the attack. Controlling the deployment is really clunky and this mode does not mesh well with the game. Assassin's Creed's strength and focus is direct combat, not real time strategy. Frequently, I found myself fighting against overwhelming odds, which made the whole thing an irritating mess. If they bring Den Defense back, they definitely need to make a few changes and modifications to it.

 Now we come to Desmond. Desmond's sequences are completely optional in Revelations, most likely Ubisoft anticipating a divided reaction to the departure in game design. Desmond is in a coma, attempting to reclaim his mind within the Animus architecture and must navigate through Tron like worlds in first person perspective. He moves through these oddities by using two shapes of blocks he can create and place in the world. While I did like getting to hear some of Desmond's memories and his back story, I did not like the first person perspective. It's jarring at first, and it takes a lot of getting used to. I also suffer incredibly bad vertigo in first person game settings which is why I rarely play first person games. I found that while it was a bit unsettling at first, I did get used to Desmond's first person view sequences because thankfully, the camera did not bob up and down at weird angles. I could only play in brief bits however, because after a few minutes I found myself feeling quite nauseated. I truly wish his sequences had not been done in first person, but the scenes are well thought out and the puzzles actually play well. I also found myself a bit frustrated towards the end when once again, I got more questions than answers. I came to understand that they left it this way on purpose to make room for the forthcoming Assassin's Creed game in 2012, so I'll just have to wait.

 Multiplayer is augmented again in Revelations with various new modes, a variety of customization options, and a better interface along with a story mode that allows players to learn more about the Templars as they progress in the Abstergo facility. There are several modes that create unique gameplay with different match types. All of these build towards an ultimate goal which certainly rewards those who are used to focusing on a core storyline.

 Overall, Assassin's Creed Revelations gives a brilliant presentation of an intricate story line filled with gorgeous graphics, great voice acting, subtle yet powerful music, and great core gameplay. For me, this was the best Assassin's Creed yet and I know I will be playing through it again. If you've been following the stories of Altair and Ezio this far, you definitely need to see their last adventure. It's worth it.
  
Pokémon: Let's Go, Pikachu!
Pokémon: Let's Go, Pikachu!
2018 | Action, Action/Adventure, Fighting
The original 151 Pokémon (5 more)
Not just a remake of yellow
Graphics
Gameplay mechanics
Nostalgic but also very fresh
Being able to see what you're running into
A little too easy (1 more)
Sometimes miss the battles between wild pokemon
Fun, adorable and nostalgic
So I got Lets Go Pikachu, and withing 30-40 minutes, I had completed it, Elite four and all, but I had so much fun!

This game was first introduced to me by a friend who told me it was a refreshed version of Pokémon Yellow, but with Eevee as a starter if you got Pokémon Let's Go Eevee. However this game is so much more than a modern day reboot.

Mechanics wise, they've brought in the catching system from the popular mobile app Pokémon Go, with the player having to use the joy cons, the Pokéball Plus or the switch as a whole, to catch Pokémon by throwing a Pokéball with a chance to get 1 of 3 catch ratings (Nice, Great, or Excellent) if you can throw the ball through a ring that shrinks repeatedly. At first I wasn't sure if I was going to enjoy this because I suck at this on the app, but it's something that grew on me because the switch version of this mechanic is easier to achieve, and when the player uses the whole handheld format of the switch (joy cons still attached to the sides, holding the whole body of the console) it's a lot easier to catch the Pokémon that move around a lot from side to side, other than the player having to try and throw curve balls which can sometimes ache your arms if your building up a catch combo.

I do however miss battling Pokémon in the wild sometimes, to me the old mechanics had this sense of achievement that (as cruel as it sounds, but come on this is Pokémon we're on about) you were able to beat that high level Pokémon in a battle and have therefore not just got lucky with throwing a Pokéball in the hopes that it stays in. Saying that though, you do have to battle the legendaries, Mewtwo and the two sleeping Snorlax's before you can catch them, which is a nice addition they kept in.

On the other hand though, your entire 6 Pokémon party gets experience from catching and battling, which makes it so much easier to level up your entire party without having to send out a weak Pokémon and bring it back or finding the XP share stone from the scientist guy later in the game. I can now judge which Pokémon I need to send out for the particular battle, and feel comfortable in the knowledge that I can keep my strong Pokémon on the battlefield whilst my other Pokémon share in the levelling up.
Some people have complained that they prefer the grind and think that this makes it far too easy, and I can see what they mean, but at the same time, grinding would take 10x longer due to the previous wild encounter mechanics I just spoke of. No more battling wild Pokémon means that grinding now requires a lot more money and Pokéballs.

I do think this game can be too easy at times, your companion Pokémon (the one you receive from the start, either Pikachu or Eevee) is incredibly Over Powered! I was able to defeat near enough every gym with just my starter, because even though the types weren't weak to electric or fighting, if you level up your Pikachu and are say 5-10 levels higher than the gym Pokémon, I was able to kill most of the Pokémon in one hit and a lot of the Gym battles before you reach the leader, only seem to have one Pokémon nowadays, and this isn't because you can't leave and go heal 'cos you can still do that. I thought battling Misty's Gym was a breeze because my Pikachu was two/three levels higher, and everything died in one shot. So I can see why some people complained it was too easy to complete this game. For anything that wasn't effected by electricity, I used double stomp, which in later battles usually took one hit as well, but as your progressing it can take two-four hits depending on the Pokémon your battling.

To argue with the difficulty level though, I would say that if you've never played a Pokémon game, or at least the original Pokémon games, or maybe you want to introduce someone to Pokémon young or old, this is actually a great starting place. The easy difficulty makes it enjoyable and less frustrating, the designs of characters and Pokémon are fantastic, the story is just about the same but you no longer have items that your Pokémon hold like XP Share, or Everstone. (You just have to press B everytime a Pokémon levels up if you don't want it to evolve).

It's a great introduction to Pokémon with added bonuses. You can actually get the Alolan forms of some Pokémon in the game, as there are NPC's around the map that want to trade you for your Kanto versions such as Geodude, Sandslash, Meowth (Eevee exclusive), Vulpix (Eevee exclusive), Exeggutor and a few others. So it's even more fun to hunt for Pokémon in all shapes and sizes and types.

As usual, there are some Pokémon that are exclusive to one version of the game, which is annoying because the only Pokémon I now need for my Pokédex is Pinsir who just happens to be a Let's Go Eevee exclusive, so make sure that like me, you have friends with the opposite game so you can trade, OR, if you have certain game exclusive Pokémon on Pokémon Go, you can send them across to the Go Park in Fuschia City and catch them there. They'll stay in the box you sent them too and even if they flee while you're trying to catch them, fear not, they can't run away if you sent them over. They will stay in the box and you can just try again instantly. I however do not have Pinsir in Pokémon Go but luckily my friend has a spare ?

Overall this game is so much adorable fun, whether it's catching them all, or battling the trainer's and gyms to be the very best, or even just kicking back and having a little play with your companion, you can be sure that with these new mechanics, including a new system that makes shiny Pokémon easier to find/catch, you'll find plenty to do even after you've completed the game.
  
Characters (1 more)
Story telling
Too many author afterthoughts (1 more)
Overusage of scientific words for the brain
I love the Walking Dead. And,personally, I love any book that has a great apocalyptic world in it, and even more so if it has some pretty good characters in it, too.

Cue Brian and Philip Blake: in The Walking Dead's 'The Rise of the Governor,' we meet two brothers who barely have anything in common; Brian is a laid back, music-loving hippie, while Philip is a hard-headed, tough guy. In the story, we follow both brothers along with two of Philip's best buddies and his daughter, Penny. The focus is on the brothers almost the entire time, and quickly, the reader finds out that, surprisingly, Brian is the oldest of the pair, but yet, Philip is the one making all of the decisions. As we continue on, the dynamic between the brothers becomes clear - we start to understand that Brian has always been the cautious one of the family, while Philip quickly learned to be a fearless leader from an early age, making this odd dynamic seem right.

Most importantly, what the two have in common is their love for Penny. If you have ever watched the TV show, The Walking Dead, then you will recognize the little girl and the tragic fate that became her. But, we never knew the backstory of how Penny was turned into a zombie, which is one of the few reasons this book series was made. Penny spends much of the time as a background character, but her part plays a very important role on the development of the man we know becomes 'the Governor.' She reacts as most children would be expected to if the world were ever to suffer from a zombie apocalypse- she withdraws, barely speaking and hardly eats. When one of Philip's longtime friends gets bit by a zombie, Penny reacts with a cool casualness that seems troubling from early on. On another note, if it wasn't for her uncle, Brian, Penny would have probably died much earlier in the book, but because of his father-like protectiveness of her, she is kept alive until the end of the book. But when it does happen, I don't think I could blame Philip for keeping his daughter as a zombie-type of pet.

During the book, 'Rise of the Governor,' the group with the Blake brothers travel to Atlanta, Georgia in hopes of finding a refugee camp to hunker down at, but instead, they find that Atlanta has practically been turned over to the walkers. It's here that they fortunately meet a trio that is held up in an apartment building- this trio is the Chalmers family, which consists of David and his two grown daughters, April and Tara. The transition between the group fighting their way through the hordes in Atlanta to meeting the Chalmers family is done perfectly to the point that is it very believable that this could actually happen in real life.

One of the few problems I did have with this book were the authors' afterthoughts: too many times throughout the book, characters would suddenly show up with a new weapon or item that the authors would literally backtrack to explain how they found it, when it could have been easily shown while the character was in the area of where it was found.

Much of the story, appropriately, shows our main group of characters killing zombies with an array of weapons and such, but Kirkman - or co-writer, Bonansinga- seem to like to show off their knowledge of the brain a little too much:

"The business end of Philip's pickaxe lands squarely in the monster's head, cracking the coconutlike shell of the old man's skull, piercing the dense, fibrous membrane of the dura mater and sinking into the gelatinous parietal lobe. " The use of scientific terms just seems like an egotistical move, one that could have been avoided if they weren't used throughout the book.

In the middle of the book, there is an odd thing that happens which the reader may connect to the story or may not, when David Chalmers is meeting his end (Chalmers was suffering from advanced lung cancer before the group meets him), gives almost a prophetic speech on his death bed. We can either take this as he was speaking about who Philip was going to become or he was talking about the apocalypse as a whole, but the reader is never really told and the dying words are never discussed among any of the characters:

" 'The devil has plans for us.'... The voice that comes out of David Chalmers is low and gravelly, an engine dieseling: 'The day of reckoning is drawing near... the Deceiver walks among us.' "

Eventually, the group is forcefully thrown out of the Chalmers' apartment building due to a horrible mistake between Philip and April. To not give too much away, here is the part where Tara tells them to go away: " He whirls around and comes face-to-face with Tara Chalmers, who holds the Ruger pistol, the muzzle raised and aimed directly at Philip. "

The story continues on with the Blake brothers, Penny and Philip's friend, Nick, as they try to find shelter once again in the dead congested Atlanta. Early on, we learn that Philip has a bad temper, and as the book continues, his temper becomes more volatile and more important to the characters and the reader. Philip's personality changes are understandable in the story, but Kirkman/Bonansinga suddenly make Brian unafraid of his brother at a point where Philip's anger is almost at its worse; this isn't believable to the readers, especially because a few pages later, Brian changes back to being scared to even speak to his brother.

Overall, the story isn't about the zombies or Penny's tragic death, but rather about Brian and Philip; how the family dynamic plays out when everything is at it's worst. Also, when you read the story, there is a point where it seems that Brian is more of a father to Penny than Philip ever was, showing also the Uncle and Niece dynamics- something that will make complete sense near the end of the book. Whether you like The Walking Dead or not, the book is well done, but I believe it would only appeal to those who like survival type stories.
  
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Ross (3282 KP) May 27, 2019

I have tried this book, but I was at Disneyland Paris at the time and I really can't handle books written in the present tense. I will have to give it another go, perhaps when I'm less tired and stressed.