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The Island of Missing Trees
The Island of Missing Trees
Elif Shafak | 2021 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
How come this is only the first book I’ve read by Elif Shafak?! This is a book full of heart, feeling and imagination - it’s just beautiful. The Island of Missing Trees has taught me far more about what happened in Cyprus and the war/ dispute between Cypriots and the Turkish invasion.

There’s a feel of Romeo and Juliet about this: a Greek-Cypriot boy (Kostas), and a Turkish-Cypriot girl (Defne) fall in love - something forbidden in the climate they’re living in. They meet in secret in a tavern that has a fig tree growing through the centre of it. This is a significant tree - it’s one of the main narrators of this story. And what a story it has to tell. It talks about the natural world in which it lives, the humans that it comes into contact with, the conflict it lives through, the sorrow, the loss.

This book describes the fracturing of a country, people forced to leave the country they love. Kostas is one of these people. He moves to London to live with his uncle, but he never seems to feel as though he fits in in there. He does follow his passion though, and becomes an expert in Natural History: the trees and plants around him, around the world, and in his native Cyprus. Which is what brings him and Defne back together, and reunites them with the fig tree.

The three of them return to London together, all cast adrift from their homeland.

Later, Kostas and Defne’s daughter carries this feeling of not quite belonging as well, but her father doesn’t seem to be able to give her what she needs. She knows nothing of her roots: she has no contact with her Cypriot family - until the day her aunt arrives.

The way that Shafak writes about loss and the pain of loss is visceral, but there’s a great deal of hope and the promise of healing. This book just has it all. I was completely enveloped in this story, and I’ve been left with a pressing need to read everything else that Elif Shafak has written!
Many thanks to Jellybooks and Penguin for providing me with a copy of this book to read.
  
Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

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, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
  
Lilo & Stitch (2002)
Lilo & Stitch (2002)
2002 | Action, Animation, Comedy
Lilo & Sitch (2002)
Lilo & Stitch is one of my most favourite Disney films.
It was released in 2002 passed in Hawaii. It tells the story about a girl (Lilo) and her sister (Nani) that fight to stay together as Nani is trying to prove to the social worker Cobra Bubbles that she is fit to take care of her younger sister. In the meawhile Lilo is bullied and feels different so Nani takes her to a dog shelter to adopt a dog. There Lilo meets Stitch, a mutated alien (or more specifically, experiment 626) that is hiding, from the Galactic Police, on Earth, and ends up using Lilo as his shield. But with time Lilo and Stitch become Ohana ( "Ohana means family and family means no one gets left behind or forgotten)
Its a fun and emotional film that touched a lot of childrens and adults hearts (including mine)



Here are some interesting facts that i found about the film...

- The original story focused solely on an alien living in a forest, trying to overcome his isolation and find out where he came from.
Lilo didn’t become a part of the film until much later during story development.

- Stitch was not originally supposed to talk, but when the filmmakers realized the story hinged on him being able to express himself at the film’s end,
they began developing his voice. Director Chris Sanders provided Stitch’s voice during test animation, and eventually everyone got so used to it that they
 decided to keep it.

- After an early test screening showed that audiences thought Nani was Lilo’s mother, filmmakers reworked some key scenes to make their sisterly relationship clear.

- Lilo & Stitch was the first Disney animated film since Dumbo to use watercolor painted backgrounds.

- While on a tour of Kaua?i, filmmakers noticed that their Hawaiian tour guide seemed to know someone everywhere they went. They were so struck by the guide’s
explanation of the term “‘ohana” as it relates to an extended family, that they made it the central theme of the film.

- In the climax of the movie, Jumba can be seen flying around in a huge red spaceship that looks very similar to an airplane. This is because in the originaL
 edit of the film, it WAS an airplane! In the original edit, the writers and animators had Jumba hijacking a Boeing 747 from the Lihue airport and crashing it
 into buildings throughout Honolulu.

Unfortunately, the movie came out right after 9/11/2001. The animators felt this was much too close to the attacks that happened on September 11th, so they
 remodeled Jumba’s spaceship to look a bit different than a Boeing 747, and also changed the buildings to mountains.

- All of the landscapes in the movie are recognizable locations in Hawaii

- Not only was the setting and plot of the movie unique, Lilo & Stitch was also very unique in the way that Disney promoted the movie. Disney released a set
 of trailers in which they inserted the character of Stitch into some of their more “classic” films.
Some examples of the movies they inserted Stitch into, are as follows: The Little Mermaid; Stitch surfs on a wave that crashes down onto Ariel. Beauty and the
 Beast; Stitch can be seen loosening the chandelier during the ballroom dance scene and it almost lands on Beast and Belle. Aladdin; he steals Jasmine away
during their magic carpet ride. The Lion King; Stitch is on Pride Rock instead of Simba.

- Did you know that the character of Stitch was actually created way back in 1985? Stitch was created by one of the directors of the film named Chris Sanders
 for a children’s book he was writing. The children’s book was never published, and Stitch was made into a movie 17 years later.
Chris Sanders was not only one of the directors of Lilo & Stitch, but he was also a co-screenwriter, a co-character designer, and also provided the voice acting
 for Stitch.

- During the animation stage of Lilo & Stitch, the animators made a conscious effort to design the "alien" aspects of the film a certain way.
 Since the movie was going to take place on the island of Hawaii, they decided to design all of the alien aspects of the movie to resemble marine animals.
This makes sense, since Hawaii is famous for its diverse marine plant and animal life that resides on the island.
  
Days Gone
Days Gone
2018 | Action/Adventure
A story that captivates from beginning to end (2 more)
Characters worth getting invested in
Addicting Gameplay
Still kinda buggy (0 more)
Contains spoilers, click to show
Days Gone is a story of Deacon St. John as he deals with a world tortured by a zombie horde known as Freakers. The story happens a few years after the outbreak and after seemingly losing his wife after sending her off on a rescue helicopter. Deacon travels around beautiful Oregon with his best friend Boozer on their trusty bikes. Throughout the game Deacon will intertwine his story with 4 other survivor camps, as he helps them survive the zombie stricken world.

Deacon fights not only the hordes and hordes of undead, but crazy cultist who worship the Freakers, other bikers, and just plain others trying to survive in his quest to save his friend and then to find out the truth of what happened to his wife after letting her go.

The scenery is captivating of the many places you will explore, scour, and loot. From the mountains to the forests to the snowy peaks, to a massive island fortress, you will never stop scanning the horizon as you drive the roads on your motorcycle. I would often crash into a tree or drive off the road, as I was too busy looking through the scenery or just captivated by the beauty of it all.

The one part I hate the most, is not anything that's wrong with the game, but more just my fear of the zombie menace. One big part of the game is destroying "Hordes" or simply big ass groups of these zombies, that move like a pack, and can kill you in an instant. Many parts of the story include you need to clear out a Horde, and the biggest one in the whole game known as the Sawmill Horde still gives me nightmares.

But the taker of the cake for me is the captivating story between Deacon and his search for the truth of what happened to his wife Sarah. If you haven't finished the game, go do that and then come back.

So the story is Deacon can't truly come to terms with the death of Sarah, as he would often visit the site of the helicopter supposedly carrying Sarah crashed. Deacon would eventually happen upon the scientist who allowed her onto the helicopter, which gives hope that she is still alive. After chasing lead after lead, and leaving his buddy Boozer behind, Deacon makes a treacherous journey through a snow-covered mountain top, which he can't return from, to chase the last hope of seeing his wife once more. And the moment that made me unable to put the controller down for a few hours, Deacon joins a militia after noticing the mongrel ring he placed on Sarah's finger before placing on the helicopter, on another man's finger. After initiation, he is lead around the camp until he is introduced to the local scientist who turns out to be the long lost Sarah.

This moment alone made this game a 10 alone. It made me feel as though I had reunited two people who were separated by the chaos of this new world. But the bliss doesn't last all too long as, Deacon must keep his relationship a secret, so they both don't get hurt or caught. But after a long mission together, the two are stranded in a snowstorm in a cold shack, which reignites the flame of their past. After being exposed by a rat name Skizzo, Deacon is exiled and sent for execution, but due to the friends he had made on way, he is saved. Deacon with all those he had helped, storm the island and overthrow the psychotic General and finally saves Sarah for good. And as the credits roll, Deacon and Sarah ride into the sunset, to a life reunited.

Now this game has its detractions and a few bugs, but as a whole, this is probably one of the most underrated games that have been released recently. One crucial part of the game was ruined in playthrough as somehow the audio of a long cutscene was desynched so it just made it hard to focus and enjoy the scene. The only other thing that I can complain about was that there is still much of the side missions to attend to when you connect with Sarah again, but I threw it all out the door after that point as I wanted to get to the story between the two, and everything else didn't really matter to me, and if I was forced to detract from her, I got annoyed and rushed through. But besides that, this game is a must play.
  
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Purple Phoenix Games (2266 KP) rated Rucksack in Tabletop Games

Jul 20, 2020 (Updated Jul 20, 2020)  
Rucksack
Rucksack
2020 | Party Game
Why does this always happen to you? Here you are, minding your own business when you are thrown into some strange scenario and are caught with only five ridiculous items on you. You have to survive… but how?

Rucksack is a card drafting storytelling and voting game for 4-8 players. Each player will be drafting a hand of five item cards in order to create the greatest survival story satisfying the active scenario.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the upcoming Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T

To setup, give each player a voting sheet and pencil. Shuffle the scenario cards into a draw deck. Shuffle the item cards into a draw deck. Flip over the top scenario card and the game is ready to be played.

The game is played over three rounds and each round is played in two halves. During the first half of the game players will be drawing one card from the item deck and deciding whether to keep or discard it. If kept, the next player will do the same. If discarded, the player will add the card to the face-up discard pile and MUST keep the next card drawn. The next player may then choose the topmost card of the discard pile or draw from the item card draw stack. This continues until all players have five cards in hand and the game then transitions into the second phase – storytelling.

Using the drafted five cards each player will explain how they would survive the active scenario, and this is the crux of the game. How would someone use tweezers, a towel, a stun grenade, binoculars, and a wine glass to last 40 days on an island full of hostile inhabitants? Well this may be exactly what you are presented with while playing Rucksack. Each player will give their ideas and pitch them to the group. Once all players have made their cases, each player will mark on their voting sheet who created the best plan to combat the scenario. After three rounds the votes are tallied and the winner is crowned! Well, not with a real crown. Unless you want. But those are sold separately.

Components. Again, we were provided a prototype copy of this game, so all comments on components should be taken with that in mind. In fact, some cards came without art or flavor text on them. This in no way detracted from our plays. The components here are a bunch of cards, a pack of golf pencils, and a pad of voting sheets. The pencils and voting sheets are fine. The cards, though not final quality and missing many art pieces, are also fine. The art style on this game is interesting and I like it. Rucksack could be played with no art and I would feel the same way about it. So in summation, the components here are good.

This is another game that I thought would be a dud upon reading the rules and knowing the people I am able to play games with currently. However, once we started playing a whole new side of these people came forth to weave these intricate stories of how someone would use marbles to help them be rescued from an uninhabited island. I found myself also prodding the creative part of my brain (that I don’t use much anymore). It has been a surprise for me that I like this one so well. I’m not usually into storytelling games, but using these item cards to help guide the final answers prove to add such a unique facet to what could have been such a disaster for our group. I am proud to have this game in my collection to scratch a very different itch that I never thought I had.

Should you be in the market for a good and light storytelling game to get the creative juices flowing and the hilarity of others’ answers out, then do consider backing or purchasing Rucksack. You will enjoy it immensely and think about it even after you’ve played. That is the sign of a great game to me.
  
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Matthew Krueger (10051 KP) rated the Xbox One version of Maid of Sker in Video Games

Nov 7, 2020  
Maid of  Sker
Maid of Sker
2019 | Horror
Hold Your Breath
Maid of Sker- is a excellent first person horror game.

The game takes place in 1898 in the Sker Hotel, located on an imaginary island called Sker Island, where the protagonist, Thomas Evans, is invited by his lover, Elisabeth Williams, to uncover the mysteries of the hotel after she notices her family's strange behavior. While exploring the hotel, Thomas learns the place is controlled by cult followers called "The Quiet Ones". The history of Elisabeth's family is revealed when Thomas finds notes and gramophone records scattered around the hotel.

The story is inspired by multiple Welsh and British folklore tales, specifically the idea of the hotel is influenced by the Sker House, a real life historic place situated just outside the town of Porthcawl, near Bridgend, Wales, which is made famous by the three-volume novel written by R. D. Blackmore, The Maid of Sker. The game has drawn influences from this novel as well as the folklore story under the same name (called Y Ferch o’r Sger in Welsh). The game has been compared to Outlast, The Evil Within 2, Silent Hill, and its saving system was also compared to those of Resident Evil, with the typewriter switched to a gramophone in the saving rooms.

In the original folk story, Elisabeth Willaims, a woman of the higher class, falls in love with Thomas Evans, a poor harpist. Elisabeth's father, Isaac, disapproves of the relationship, and, in one of the variations of the tale, her father locks her in a room to prevent her from running away until she starves; other variations include Elisabeth dying from a broken heart or being forced to marry a richer man who she does not love until she passes away from illness. According to the tale, her ghost, alongside the ghost of a sailor, haunt the Sker House.

The game is using the first-person perspective and features blind enemies that can find the player by noise, they are introduced as "The Quiet Ones." As Thomas cannot fight back (except for when a temporary weapon is introduced mid-game), the player is forced to be stealthy when exploring the hotel grounds, or making sounds to distract The Quiet Ones so Thomas passes them safely. The only way to search through the hotel grounds successfully is by avoiding The Quiet Ones by not making noise and holding your breath when a Quiet One is close or not bumping into objects. If the player holds their breath for too long, Thomas gasps for air which alerts the enemies. In certain environments, such as when the protagonist is in a dusty location or close to a fireplace, he coughs, and the player has to stop him by holding his breath as this alerts The Quiet Ones.

It consists of a device which sends shock waves and temporarily damages the hearing of The Silent Ones, stunning them for a short duration; this allows the player to run away from the location. While the player gets this weapon, ammunition is scarce and the player has to use it carefully.

The game features a manual save style and there is no autosave. To save the game, the player has to find "safe rooms", the rooms have green-tainted patterned doors, and inside the rooms are gramophones which the player has to play to save the game. Before the game saves, the gramophones play records of Elisabeth and her experiences with her family which adds to the background of the story. After the records end or when the player stops them manually, the game starts saving. If the player dies or restores a save, they lose all the progress made after the last save, additionally, enemies always change routes and cannot always be found lurking in the same places. This saving system is compared to the one which appeared in the Resident Evil games.

While the game is praised for its great sound design, Thomas never speaks in the game. Aside from grunting noises, he is completely mute throughout the game and his lines are displayed as text instead; however, this is not the case for Elisabeth and she has her voice actor. This has received some negative feedback alongside the sensitivity of the movement on consoles. The game has been compared to Outlast when it comes to the gameplay style, and The Evil Within 2 and Silent Hill when it comes to the game's atmosphere.

I love the concept, the atomsphere, the horror, the strategy, it does remind of "The Evil Within", "Resident Evil", "Silent Hill" and "Outlast". All excellent horror games and same with this one.
  
Heart of the Fae (The Otherworld #1)
Heart of the Fae (The Otherworld #1)
Emma Hamm | 2017 | Romance, Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Heart of the Fae (The Otherworld #1) by Emma Hamm
Heart of the Fae is the first book in The Otherworld series, and we find a world full of Irish Celtic mythology, plus fantasy, which equals a novel of superb quality in my opinion. Sorcha's mother was burnt at the stake for being a witch. Sorcha herself is a midwife, although she longs to be a full-blown healer. She was brought up to respect the Old Ways and the Fae, and follows those teachings to the best of her ability. She lives with her sisters and her father, in the brothel they own. Unfortunately, a plague has swept the land, and has afflicted her father. The good doctor's won't listen to her because she is a woman, even though she has had success in treating the plague and stopping it from spreading. She makes a desperate plea, and is heard, which in turn leads her to cross the sea in search of an island only visible every seven years.

This is an excellent story that grips you from the start. The descriptions of the blood beetle are enough to curl your toes, and therefore it becomes just as important to the reader that Sorcha finds a cure. The author has certainly done her research with regards to Irish mythology, and it certainly shows in this story. Yes, it is a retelling of Beauty and the Beast, but to be honest, that was second to the mythology that I was reading. Descriptive and smoothly paced, this story is full of Fae (both Seelie and UnSeelie), old legends and new stories. There is never a dull moment in this story, and the scenes flowed from one to the next. The characters are all fully developed, and I can't wait to read more about them. I love how they are 'complicated', there isn't a single one that is just "good" or "bad". If I had to say one bad thing about this book, it's that I was NOT ready for it to end. However, it did *sigh* and now I must wait impatiently for book 2!

A fantastic Fantasy that I highly recommend.

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
Black Sails  - Season 2
Black Sails - Season 2
2015 | Drama
The plot of the series is always brilliantly written (2 more)
Twists and turns around every corner
John Silver is charmingly brilliant
More plotting, more cunning, and more drama
So my season one review pretty much covered all I have to say about this show from what I have seen so far from my first viewing. The characters are brilliant and charming and the plot is brilliantly written with great twists and turns.

These points only become more evident in the second season. My favourite character has to be the man who has a larger role in the book (Treasure Island), and that man is John Silver. Luke Arnold is charming as John Silver, and the character himself is very cunning which makes for great entertainment as he constantly finds new ways for Flint's Crew, and other characters in Nassau, to NEED him alive so that he can survive any and all scenario's. Whether it's his way with words or his cunning ideas that he knows should work (and often do) that makes his character so impressive and brilliant.


The drama has always been gripping in this show, and the action is always leaving me on the edge of my seat because the twists and turns in this show more often than not, catch you off guard when written suddenly. Some of the twists are more obvious than others, they have a build up that make you sit there saying/thinking "They've done this..." or "This is going to happen..." Etc. But it doesn't make the show any less entertaining.


The conflict between Vane and Flint is always entertaining. Whilst Flint is the most feared among the pirates, Vane is certainly not far behind, and his stature towers above Flint's making him mean looking and not someone you'd want to mess with. Flint has the brains, Vane has the brawn and together they are a brilliant rivalry, even when they have to come together for a single purpose. They respect each other, and it shows, but they are both too proud to tell one another that they would be better working with one another rather than against.


The cast are all perfect to their roles, and the characters are all brilliantly written to for their purpose in the show.