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Nocturne House (Legacy of Darkness #3)
Nocturne House (Legacy of Darkness #3)
London Clarke | 2020 | Contemporary, Horror, Thriller
I've been a huge fan of London Clarke's since I read her first book Wildfell over two years ago. I loved the other two books in the Legacy of Darkness series (The Meadows and Whickering Place). However, the last and final installment of the series, Nocturne House, absolutely blew me away. It has become my favorite book that Clarke has written so far!

(While Nocturne House is the final installment in the Legacy of Darkness series, it can be read as a standalone. However, you do get a little more backstory on the majority of the characters if you've read the previous two books. Also, if you start at Nocturne House, you'll end up with spoilers for the first two books.)

Laura has been missing for awhile. When she turns up in the hospital after a car accident, her husband, Hunter, is over the moon. However, Laura is devastated. She wants to return to her life she had while she was missing where she lived in a house called Nocturne House, where she was free of all her medications, and she belonged to another man. She was a sanguinarian in that life, and she seemed to enjoy it. However, Hunter knows that the cult Laura was in was involved in some highly shady and illegal dealings. Will Hunter be able to win back Laura's heart and convince her that her time in Nocturne House wasn't all it was cracked up to be?

I don't know how London Clarke does it. Perhaps she has magical author superpowers, but she makes each book in the Legacy of Darkness series even better than its predecessor. I didn't think that was possible since I always feel like each book was amazing! Nocturne House had such an intriguing plot. I found myself fully immersed in the story from the very first page. The story is extremely addictive, and I found that every time I had to put the book down for whatever reason, I was constantly craving more of the story. I had to find out what would happen next! Although there are chapters from Laura's point of view as well as Hunter's and Pearse's, Clarke does an amazing job at connecting all the narratives together. The story runs together so smoothly, and each chapter seems to just flow into the next. I liked how we got to know more about The Colony (the major vampire cult) and its offshoot named SOAL (Success of a Lifetime) which prides itself on being better than The Colony and not as dark. SOAL reminded me a lot of Scientology and The Manson Family in which the way things were ran. It was obvious that London Clarke had done her homework on cults and how they operate. There were quite a few plot twists peppered throughout Nocturne House. While I was able to foresee some of the twists, many of them I never saw coming. Major points for that because unpredictable plot twists are the best! I also loved how Clarke made the ending for Nocturne House come together nicely. It never felt rushed or too perfect. It just felt natural. While there are no cliffhangers, there is some room for speculation or perhaps another book in the series (wishful thinking on my part!). The only minor thing that confused me was when Laura's story would switch from past to present and back again. Laura's chapters started off with if they were in the past or present, but there were a few chapters that weren't labeled as such. Luckily, it was fairly easy to figure out which timeline I was in.

Every character in Nocturne House felt like a real life person. Each character felt very fleshed out instead of a make believe person. I was happy to revisit the lives of characters from the second book in the series and even more elated to see mentions of characters from the very first book! While this book has chapters from three different character's points of view, Laura stood out as the main character. I found her chapters to be the most exciting (though each chapter brought excitement of its own). I kept wanting Laura to come to her senses, but I could see the appeal of SOAL as well as Alex, the man Laura claimed to be her husband at Nocturne House. I enjoyed reading about Laura's thought process throughout the book especially when it came to SOAL's activities. I also enjoyed Hunter's perspective on everything, and his loyalty to Laura was very admirable. I think a lot of people would have just walked away after being treated the way Laura treated him. Alex was also a brilliant character, and even I was sucked in by his charismatic personality. I was elated to see that Pearse and Avery were back in Nocturne House. I loved them both in Whickering Place. I won't go into much detail about them in case you want to read the previous book in the series, but let's just say that Pearse was the same old Pearse with how he felt about everything.

Trigger warnings for Nocturne House include profanity, violence (though not gory), mental health issues, sexual situations (not graphic), rape (mentioned in name only), brainwashing, kidnapping, murder, demons, the occult, and alcohol use.

Overall, Nocturne House is a fantastic novel with a solid story and fantastic characters. London Clarke managed to make a spooky story really come to life in each and every page. I would definitely recommend Nocturne House by London Clarke to those aged 16+. I believe fans of most genres will enjoy this one!
  
The Ice Age Adventures of Buck Wild (2022)
The Ice Age Adventures of Buck Wild (2022)
2022 | Adventure, Animation, Comedy
The mimicking raptor (1 more)
The, "power of our spleens," line of dialogue.
Horrendously ugly animation. (2 more)
A terribly boring screenplay.
Humor that is so painfully unfunny.
The Ice Age Adventures of Buck Wild is the first Disney produced film of the franchise and the first Ice Age film to go directly to streaming. None of the original cast members return other than Simon Pegg as Buck Wild. Scrat is nowhere to be found and the animation is a noticeable downgrade. This project began with the intention of being a new Ice Age TV series, but was then repurposed into an 81-minute feature-length film.

Crash and Eddie (now voiced by Vincent Tong and Aaron Harris) have gotten the itch to branch out on their own. Being a part of the herd with Manny, Diego, Sid, and Ellie has finally reached a boiling point. After ruining a summer getaway with an ice-alanche, Manny encourages Crash and Eddie to go off on their own adventure. He never thought the death portraying duo would take his words to heart.

The possums venture back deep below the ice and back to The Lost World where they are reunited with Buck Wild (Pegg). However, their reunion is bittersweet as a big-headed and big-brained Protoceratops named Orson (Utkarsh Ambudkar, Free Guy) has just returned from exile where he intends to use his raptor henchmen to rule over every living mammal.

This new Ice Age film is animated by Canadian animation company Bardel Entertainment. Other CGI related works Bardel has had a hand in producing include Angry Birds Blues, Teenage Mutant Ninja Turtles (2012), All Hail King Julien, The Adventures of Puss in Boots, and the Monsters vs. Aliens TV series. The animation in Adventures of Buck Wild is incredibly ugly. Scenery and background characters are minimally detailed and look like poorly colored blobs with a limited color palette.

The film has a very direct-to-video ambiance to it. It’s kind of like watching Reboot or Beast Wars: Transformers today, but what those series lack in animation they make up for with exceptional writing. The Adventures of Buck Wild mostly feels like Disney’s quick attempt at a cash grab after dissolving Blue Sky Studios in 2021. The animation is a bit better when it comes to close-ups of characters as strands of hair have more detail. It still doesn’t help the horrendous character design. Orson is basically the dinosaur version of Yosemite Sam while his raptors look like Wheelie from Transformers: Revenge of the Fallen.

Directed by John C. Donkin (producer of the first three Ice Age films, Rio and Rio 2, and Robots) and written by Ray DeLaurentis (Fairly Oddparents), Jim Hecht (Ice Age: The Meltdown), and William Schifrin (Quest for Camelot), Adventures of Buck Wild has stale writing that has a few noteworthy moments. Most of the attempts at humor are met with eyerolling, severe facepalms, or shaking your head with disgust. The raptor that copies everything Orson does may be the best comedic relief the films has and the, “Power of spleens,” bit is easily the best line of dialogue.

Buck Wild is a seriously bizarre character though. He formed his own team and inadvertently destroyed it since he last met Crash and Eddie. Being alone has obviously taken its toll on him. He now talks to his left hand in a silly voice and has a pumpkin daughter that is babysat by a cucumber. Zee, a former team member and ex-best friend of Buck, is a zorilla/striped polecat. She looks like a raccoon, but is super agile and can spray like a skunk. Her and Buck are incredibly similar other than the fact that Buck likes to rush into battle without any sort of preparation whereas Zee likes to train and plan before facing an enemy.

It would have been so incredibly satisfying if Disney had debuted an Ice Age film with solid animation, laugh out loud humor, a well-written story, and likeable or even downright despicable characters. Having those elements would have at least given fans of the franchise thus far that Disney had a vision of where to take Ice Age in the foreseeable future. Instead we get this lackluster dud of a film that is boring to look at and is mostly massively unfunny while making most of the characters – old and new – forgettable. When Zee first meets Crash and Eddie, Buck says something along the lines of, “What they lack in courage they make up for with bumbling ineptitude.” That is all The Adventures of Buck Wild is; an unnecessary animated excursion into bumbling ineptitude.
  
Pet Sematary (2019)
Pet Sematary (2019)
2019 | Horror
Spoiler free section: Pet Sematary starring Jason Clarke, Amy Seimetz and John Lithgow wasn’t badly cast, it felt perfect actually, even the child actor Jete Laurence was above average. There wasn’t anything wrong with their performance either, each actor performed their role really well and their characters were believable. But the movie just left me needing so much more.

Pet Sematary is a movie about a family who moves from Boston to escape big city life and spend more quality family time in the country side. Little do they know that their new property contains a pet cemetery! Horror ensues… well kinda, a little bit does at least.

The movie moves at a slow creeping pace, which is fine for a horror movie to start but there needs to be payoff. The build up to payoff ratio is about 90-10. It’s all build up with a few aspects of the movie never having any sort of payoff whatsoever. Even the movie as a whole ended without solid resolution.

The atmosphere in the movie was average for a main stream horror movie but if you are a hardcore horror movie fan you will be disappointed. The movie drew a lot of unintentional laughter from the audience at times when the movie should have been building tension. There was the occasion where the movie was doing it intentionally and that’s really when the movie was at its best. I use the term “best” loosely as the movie sets the bar pretty low.

If you were expecting this reboot of the Stephen King classic to be on the same level as IT, you will be greatly disappointed.

Spoiler section: The unresolved stories in this movie really bugged me.

There is a character played by Obssa Ahmed, who is a car accident victim who kinda haunts the family but says it’s because the main character tried to help him before he died. He seems like he’s eventually going to play a saving role but never does, he just exists, for no reason.
The actual Pet Sematary is meaningless. It’s actually not haunted, and nothing exceptional happens there. It’s just a passing through point to the actual haunted place a mile away. Boring.
Kids with the masks and the funeral procession that looked really cool in the preview meant nothing…
Supernatural things kept happening in the house. Was the house haunted? I couldn’t tell if it was the family, the house or just the area a mile behind the house that was haunted. The only thing I was sure about was that the titular pet cemetery was the only thing not haunted at all.
This movie is not for hard core horror fans, its more for your mom who likes scary movies occasionally. I can’t recommend this movie. It’s very forgettable and not worth the price of admission. Super vanilla, pointless characters and plot points, and only a few jump scares make this movie a hard pass. 1.5 out 5 stars. That Ramones song during the end credits is catchy as hell though J
  
Team America: World Police (2004)
Team America: World Police (2004)
2004 | Comedy, Drama
AMERICA! F**K YEAH!
The theme’s lyrics sum up this movie as well as any could have. Made in the midst of the War On Terror in 2004, a satire was needed and who better to provide one than the satirical genius’ Trey Parker and Matt Stone, best known for South Park. On the surface, this looks like a straight forward bawdy adult puppet parody, taking the mickey out of Bruckheimer’s blockbusters, Thunderbirds and the reputation being acquired by the U.S. over the past 30 years but reaching boiling point over the last decade, certainly in a post 9/11 world.But that’s just the tip of the iceberg.

This is looking into every major aspect of the above, such as chauvinism, the political interference and undue, and sometimes dangerous influence of celebrities, summed up here with the Film Actor’s Guild (or F.A.G.) with a host of major film stars ripped off, notably upsetting Sean Penn.

The infamous puppet sex scene, which is nothing more than a poke, pardon the pun, at the puppetry employed in the film.But there’s so much more such as the excellent selection of bespoke songs, such as “Only A Woman” for the sex scene, “End Of An Act” as our hero leaves the group to wallow in self-pity to the song with features verse after verse nothing more than slagging off Michael Bay’s, Pearl Harbor and Ben Afleck! But for a film with criticises these blockbusters, it understands them too well to be truly nasty about them.

The entire film IS a well made Bruckheimer film, even recruiting one of his regular composers, Harry Gregson-Williams, to be in at the last-minute, to compose a great score, but why do this if they hated it so much? They don’t; they love these films and the affection for the genre is clear, making their digs enjoyable and not hurtful… There’s even a contradiction with the political tract as one hand this would seem to be an anti-American tome where Team America blow up every city and landmark imaginable in order to protect the world from the destruction of the Terrorists… Get it?

On the other, the song entitled “Freedom Isn’t Free” would seem to suggest that we should all do our part, even though this number ends with the line, “Freedom cost a buck o’five…” But then after all the political and social satire, and the spoofing of Hollywood’s gung-ho films, it’s just a fun film.When the terrorist’s come from Derka Derkastan, the tone is clear. This is like a pair of boys playing “War On Terror” with a collection of action figures.

They’re clearly laughing hysterically as they write, produce and direct this film like two teenagers, as they create the highly insensitive language of the terrorists, use elements from films such as Star Wars and James Bond, certainly as for Kim Jong-il, is nobody safe, well not after offending the North Korean leader, but in all fairness, this is really just Eric Cartman from South Park.But in the end, this is the perfect satire, with a blend of real world political and social commentary, great spoofing but when all’s said and done, this has a great sense if humour, though at times, somewhat bawdy. This is brilliant and one of, if not the best comedy of the past decade, and one of the greatest satires of all time. And, no, I don’t believe that I’m over stating that…
  
40x40

AT (1676 KP) Feb 20, 2019

Lol This movie is hilarious on so many levels. You just have to be able to stomach the particular type of humor. I loved it!

Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.

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

Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.

Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.

To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.

All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.

Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.

Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.

Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
  
TT
6
6.0 (1 Ratings)
Book Rating
<i>Many thanks to the author Chrys Cymri for providing me with a copy of this book in exchange for an honest review</i>

Original review can be found on my blog Raptureinbooks <a href="http://wp.me/p5y0lX-1Js">here</a href>

I was kindly offered this book by the author in exchange for an honest review and my initial impressions were "yeah this sounds like my kinda thing. Here there be dragons" ya know? Only to get more fully immersed in the book and find that I was a touch disappointed.

<i>The Temptation of Dragons</i> follows Reverend Penny White as she becomes the Vicar General of an alternate world called Lloegyr - please note that there is a heavy Welsh influence in this book coupled with an enormous religious influence - where dragons, unicorns, gryphons and more reside and coexist in relative peace.

The book starts with Penny White coming home slightly intoxicated and thinking she's going mad when she comes across a dying dragon. In true priestly form Penny gets out of her car and performs the last rites of absolution to what turns out to be a real dragon!

From that moment on Penny's life changes in so many ways - dragons exist, unicorns are real, snail sharks get drunk and gryphons are eating her garden birds. Penny is soon tasked to become the Vicar General to the citizens of Lloegyr and that includes all manner of supernatural beasties. Though expected as the main character is a priest, I didn't expect there to be such a heavy religious influence all throughout with literal verses from the Bible quoted on a regular.

Please understand that this is <b>not</b> anything against the book or against the writer and is merely my thoughts on what I considered an overly religious-toned story set in the wrong time period and the wrong world. I honestly found that the hardest part of reading this book but there were parts that I enjoyed for example: Penny White has what amounts to an obsession with sci-fi/fantasy and occult TV and movies, a lot of which were quite obscure for me (not really a TV and movie person *gasp*) I didn't get several of the references - particularly the Doctor Who ones.

Out of all of the characters my favourite had to be Moriarty - shortened to Morey for some reason - a 47-year-old gryphon with no filter. My favourite quote was from Penny about Morey:
<blockquote>"You've sent me a blue tit murdering creationist with sarcasm management issues."

"Correction. Today he's killing a starling."</blockquote>

The sarcasm and humour was rife throughout this book which was brilliant and gave it a nice light undertone to the ultimate seriousness of the book as a whole.

There was one character I didn't like and that was her brother James- I'm not 100% sure why but something about him rubbed me the wrong way. He's a free loading, insensitive toss pot and possibly a pod person.

However, despite my dislike of the heavy religious overtone and of James, I really, really liked <i>how</i> Chrys wrote the dragons and unicorns and all the other supernatural creatures and they had enough of a description without giving away too much important information; but also, on the flip side, there were away lot of unanswered questions such as how <i>exactly</i> does a unicorn use a telephone?

In all, it was a well written book with an interesting concept and some good characters and prose, dialogue was perfectly modern for Penny and a touch Olde World for a lot of the Lloegyr residents.
  
I have been looking forward to The Reluctant Duchess since the moment I finished book one, The Lost Heiress! As the mystery of the Fire Eyes continues, we will follow Lady Rowena on her journey of faith and love.

About the Book
By the year 1912, Lady Rowena has suffered much and is determined to flee the terrors of her life in the Highlands of Scotland. Yet she reluctant to submit to the schemes designed for her escape. In a rather unconventional way, Brice Myerston, the Duke of Nottingham, sweeps in and saves her from a daunting future. With the Duke, Lady Rowena has the chance of a new life, new love and a new hope that she never thought possible. (Please tell me I am not the only one who started humming the Star Wars theme song just now.) Yet she is plagued with nightmares of the past. Afraid that she will never be worthy, convinced that no one could care about her. Rowena also discovers that Brice is involved with a treasure that brings sorrow wherever it goes. Will Brice be able to help her see the true worth and the beauty that lies within her? Will she find her confidence, her voice and maybe fall in love along the way? Can they overcome the "curse" of the Fire Eyes, together?

"Be whoever you want to be, and be it with confidence."
- The Reluctant Duchess (page 156)
My Thoughts
While I have no personal understanding of the exact situation that Lady Rowena experiences, I know full well the horror of emotional trauma. I avoid talking about our experience in my reviews because, books are my escape. I didn't want the stress, the
trauma, to slip into my posts. But after reading this book, I felt that I needed to share just a little bit. We have been through a lot with our son (medically) since he was born two years ago. He underwent a lifesaving Bone Marrow Transplant (non cancerous diagnosis) at 9 weeks old and everything that goes along with that: being isolated because he is immune suppressed, constant doctor visits, being hospitalized with even the slightest hint of a fever and so much more. Thankfully we are now at the tail end of our journey. He made it through his first cold and was not hospitalized! (Although he had a quick visit to the E.R. per his protocol.) But the effects of the last two years remain. For me, the thought of having to spend the night in the hospital with my son has brought on severe anxiety. Going shopping alone is a real challenge for me as well. While this may seem trivial to some, it is very real for me. What Rowena undergoes, and what I have experienced ( although different triggers) can be explained as PTSD. Because of this, I feel it only fair to give a heads up that separate from Rowena's experience, there is a heart wrenching circumstance near the end of the book that involves a child. I was caught quite off guard with it and know that can be a sensitive subject. This book was a very hard read for me emotionally. It is not a comedy, however I did laugh out loud a couple of times. Love, faith, hope and joy can be found in The Reluctant Duchess as well. I love Brice's faith, that he is actively listening to God in every situation. He acts on the voice he hears, and even though he may misinterpret the words on occasion, he does not let the condensation of his peers sway his faith. Overall, I really enjoyed this second book in Ladies of the Manor. Because it helped me to see myself in a new light. Roseanna captured the essence of the story beautifully. I absolutely LOVE her use of accents throughout the dialogue. All through the story we are reminded of the truth: Where LIGHT is, darkness cannot abide. Do not let the fear of the past distort your view of the future. I understand first hand the effects that can linger after a traumatic experience. But please, do not suffer in silence. Reach out to those who love you. And find hope for the future.

Brice ducked his head a bit, caught her gaze.
"And if you really want to spite them, do you know what you should do?"
He leaned closer, pitched his voice low.
"Thrive. Be happy."
- The Reluctant Duchess (page 156)

I received a free print copy of The Reluctant Duchess from Bethany House Publishers, through Celebrate Lit, in exchange for my honest review. All opinions expressed are mine alone.
  
The Buried Giant
The Buried Giant
Kazuo Ishiguro | 2015 | Fiction & Poetry
8
7.6 (10 Ratings)
Book Rating
The winner of the 2017 Nobel Prize for Literature, Kazuo Ishiguro was born in 1954 in Nagasaki Japan, but he and his family moved in England in 1960. These two places and cultures have profoundly affected Ishiguro’s writing throughout his career. His first book, A Pale View of Hills, was published in 1982 and won the Winifred Holtby Memorial Prize, and he has since written seven novels and numerous short stories. His most recent book was The Buried Giant in 2015.

It is hard to pinpoint a genre to which Kazuo Ishiguro sticks to as he writes in fantasy, science-fiction, and historical. It can be said that all of his novels have the feeling of being set in the past even when the time period is not explicitly described, but the core theme that connects all of his writing together is memory. In each of his stories, Ishiguro examines how people use memory, how memory affects people, and who we are with or without memory.

Ishiguro explores many different ways in which memory affects people throughout his books ranging from memory loss to dream like memory distortion. In his books Never Let Me Go and The Remains of the Day the stories are told by narrators looking back at crucial moments in their lives. In letting us know that they are remembering their own pasts they admit that they are saying their perspective and their memory might be lacking. In this way letting the reader know that they are unreliable narrators. In The Remains of the Day the narrator, the butler Mr. Stevens decides to go on a journey to visit an old friend and along the way shows his unreliability in several ways. First in acknowledging how memory can change and fade over time.

“It occurs to me that elsewhere in attempting to gather such recollections, I may well have asserted that this memory derived from the minute immediately after Miss Kenton receiving news of her aunt’s death….But now, having thought further, I believed I may have been a little confused about this matter; that in fact, this fragment of memory derives from events that took place on an evening at least a few months after the death of Miss Kenton’s aunt” (212).

In this way, Steven’s is acknowledging human error which both shows his unreliability but gives a level of trust in the acknowledgment that he is doing his best to be truthful. This, however, is challenged because Steven’s informs us that he lies, at the very least through omission, to other characters. A clear case of this is when he allows himself to be considered a gentleman rather than a butler on several occasions throughout his journey. This becomes complex because he is allowing the reader in on the truth, but the very fact of admitting that he can lie further reveals his unreliability.

In Ishiguro’s most recent book, The Buried Giant, he looks at memory in a way that is similar to these previous stories but takes a new approach. His central two characters in this book, Axle, and Beatrice are an elderly couple setting out on a journey with almost no memory of who they are. Throughout the story, they remember or think they remember pieces of their pasts and in the process making them question who they really are. This uncertainty in themselves creates interesting questions of whether or not they want to remember their lives if they are happier not knowing, and if they can continue to live their lives the way they are with their new/old information?

“Yet are you so certain, good mistress, you wish to be free of this mist? Is it not better some things remain hidden from our minds?”
“It may be for some, father, but not for us. Axl and I wish to have again the happy moments we shared together. To be robbed of them is as if a thief came in the night and took what’s most precious from us.”
“Yet the mist covers all memories, the bad as well as the good. Isn’t that so, mistress?”
“We’ll have the bad ones come back too, even if they make us weep or shake with anger. For isn’t it the life we’ve shared?” (172).

In some of Ishiguro’s other work, he chooses to explore memory through the lens of a dreamlike state or surreal views, such as his short story A Village After Dark and the novel The Unconsoled. In these stories, the narrator enters into a new place and finds that they have slowly emerging memories connected to the places and people they meet. The Unconsoled creates a strange dynamic where the lead character Mr. Ryder has never been to this town before but finds himself confronted by childhood acquaintances as well as meeting a woman and child who treat him like husband and father and memories that support this begin to come back to him. In an interview Ishiguro did on the book in 1995, he summarizes the story as “an anxiety dream” as Mr. Ryder continually finds himself confronted with the expectation of him without being told anything in advance. At the beginning of the story, Mr. Ryder arrives at his hotel knowing that he will be playing at a concert in few days and is told he has a busy schedule up till then. At this point in the story, the anxiety dream state sets in Mr. Ryder continuously finds himself late to engagements, leaving people behind by accident and being dragged around town. As the story progresses, Mr. Ryder begins to have memories of a past associated with some of the people he has met, despite being introduced as completely new to the town. Some of these can be explained by the fact that as a reader we are dropped into a story after it has started but the memories of these instances only come back to Ryder after he has been told things have happened. This means that throughout the story it impossible to know whether or not the narrator has forgotten and is remembering or if the town is merely a dream limbo and nothing he is being told is real, to begin with.

Whether taking the more fantastical approach or the those that fall closer to realism, Ishiguro’s play with memory remains relatable to the readers. Each journey Ishiguro writes is designed to tackle something different about memory. The stories ask us questions about what memory and how much it affects who we are and our ability to live in our world. From whether or not we can know who we are without memory to how trustworthy our memories actually are. These questions, however fantastically asked, offer something to the reader that they can relate to. For memory is almost a fanatical force on its own that we all share and try to understand. It can play with us when we take it for granted and offer vulnerability and connection when shared with others. Ishiguro delves into these ideas in each of his works, ever exploring its uncertainty and power.
  
Descent: Journeys in the Dark (Second Edition)
Descent: Journeys in the Dark (Second Edition)
2012 | Adventure, Exploration, Fantasy, Fighting, Miniatures
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.

With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.


So many cards...
Descent: An Overview In The Dark

Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.

The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.

Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.


Solo? How So? Redjak has the answer.

With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.

I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.

These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.


RAMV

The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.

After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.

You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.

It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.


RAOV

This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.

RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.

You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)

and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.

Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.

That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.

An Open Dungeon

As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.


For The Digital Generation

Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.

I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.

The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.

In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
  
Cubitos
Cubitos
2021 | Dice Game, Racing
Let me tell you a story about how I came to own Cubitos. My FLGS, which since moving to Tennessee is an hour away in Knoxville (Sci-Fi City), had great stock of this game a couple months ago. I would step in, browse around, and pass on picking up a copy since they seemed to have so many. Forward in time to a month ago, when I was ready to grab my own copy, they are sold out. WHAT. Well, I had to order a copy online from somewhere I don’t normally shop because my favorite online sellers were also out of stock. Then Christmas came and my brother gifted me a copy of Cubitos. So then I had two. Long story now short – I have a copy and that’s all that matters because Cubitos is amazing.

Cubitos is a push-your-luck, dice building, racing game for two to four players. In it, players have runners that will be moving around a crazy race track, and another runner who keeps track of fans (the manager maybe?), and the first player’s runner to cross the finish line will be the winner! Now, managing movement and special abilities is where the game REALLY is, and it all boils down to which special dice are purchased and used, and whether Lady Luck will find favor or not. It’s a wild ride, so prepare your runner and let’s go!


To setup, place out one of the double-sided Racetrack boards, along with the Fan Track board. Runners for each player are placed at the Starting Line on the Racetrack board, and the other on the bleachers of the Fan Track. Each player receives a color-coded Player Board and nine gray starting dice. They receive a Phase Token to keep track of each phase in a round, and the starting player receives the Start Player Die. Each dice box is placed around the boards with the dice on top. All corresponding cards for each die type is placed by the dice box, and the game may now begin!
DISCLAIMER: We have adopted an unofficial variant/house rule that differs from the rules because we find it works better for us. During the phases where all players may play simultaneously we instead just have each player take a turn individually. -T

A turn in Cubitos is divided into two main phases with several sub-phases for each. During the main Roll Phase, players will first Draw dice from their personal Draw Zone (on the Player Board) and place them into the Roll Zone. Initially, players will have a hand size of nine, but that may be adjusted as the game progresses. Once the dice have been drawn the player then Rolls their dice. Every die face showing an icon is counted as a Hit, and every die showing a blank face is considered a Miss. All dice showing Hits are moved to the Active Zone of the board, and the player then decides if they wish to Push (their luck) and re-roll all the Misses in hopes of more Hits, or if they are done rolling. Once a player re-rolls their Misses, if the result is all Misses, the player Busts and must move ALL rolled dice to the Discard Zone on their board. However, players may continue to roll all Misses until they Bust or are content and stop.

The Run Phase then begins with players resolving their red die icons (crossed swords for attacks), and determining their other icons rolled for coins and movement. Feet icons (and certain dice special abilities) provide players with movement along the Racetrack board, and coins provide the player with purchasing power to buy new dice. Once a player’s Runner has landed on a reward spot on the board, the player receives the benefit and moves all dice used this turn to the Discard Zone on the Player board.


Every time a player Busts, or lands on a Fan icon on the Racetrack, the other matching Runner on the Fan Track board will move one spot along the track, and the player receives the benefits of the new space. These benefits are either an increase in hand limit of dice drawn, or more purchasing power in the form of credits. Reward spaces on the board could give players extra dice for free, allow players to remove dice from their collection, or even gain credits to be used at any time. The game continues in this fashion of each player taking their turns until one player crosses the finish line and wins!
Components. This box is chock full of tasty components that we all just adore. The boards and cards are all good quality and feature some fantastic art, and the custom dice are just so fun to handle. A truly ingenious use of folding arts is used when setting up all the dice boxes. Not only are they used in-game to remind players what icons are on each die face, but they also hold the dice during play, and store the dice in the box. I mean, triple duty dice boxes are where it’s at! Everything is super colorful and just a joy to play with each time. My one quibble is the very offensive block of cheese on the box cover. I am a big Chicago Bears fan, and seeing something so proudly displayed that even remotely resembles an homage to the Packers is such a shame to me. I really hope that wasn’t intentional, but I am also joking. Mostly.

The absolute best part about this game is the selection of action cards associated with each special set of dice. For example, the purple dinosaur dice could be paired with seven different cards, each with different abilities when the icon is rolled. Each color has a seven card deck, from which a card could randomly be used each game. The rulebook also offers 10 suggested combinations of cards, and also invites players to choose their own combos. This reminds me of a similar mechanic I first saw with the Dice Masters system, where each die’s faces could mean something completely different depending on the card associated with it. I loved that mechanic back then, and I do now as well.

I cannot believe I passed on this game for as long as I did. I mean, I like AEG-published games. We have reviewed John D. Clair games positively: Mystic Vale, with Custom Heroes and Space Base coming soon. Was it a subconscious dislike for the dumb cheese man on the cover? I am not too sure, but I am clearly glad to have it now. The cool dice. The interesting theme. The multi-use dice/card components. The fact they included both orange and purple dice. Am I into racing games now? The reasons are plentiful, and I just cannot wait for my next play of Cubitos. Maybe I can get my wife into it and it can be a staple in our rotation.

There are several other little rules that I did not mention here, but all in all I have had a blast every time I play Cubitos. I was certainly correct in wanting to add it to my collection, and having Josh teach Laura and me originally just adds a unique personal touch to the game for me. Creating lasting memories is a big reason I am so into board games in the first place, and I think Cubitos will hold a special place in my heart simply because I was able to play it with my best friends. They agree with me that this is a special game, and Purple Phoenix Games gives this a nonsquare 16 / 18. If you see this at your LFGS I highly recommend you pick up a copy. Don’t wait, like I did, because when you do get around to it, they just may be out of stock. And a suggestion: because the cheeseperson is wearing lederhosen, just refer to them as a great German friend. AND THAT’S IT. Go Bears.