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Heather Cranmer (2721 KP) rated The Children on the Hill in Books
Jul 28, 2022
The plot of The Children on the Hill definitely piqued my interest. The book switches between two different years. I was drawn into each time frame. I felt like I was right beside each narrator as their story was being told. Most of the story takes place in Vermont, and I felt that through McMahon's writing, I was transported to each location in Vermont. I was interested in Vi's and Eric's monsters. I also was rooting for Vi to solve Lily's mystery of where she came from. I wanted to know what Gran's secret was for being super successful. I had to know more. This book left no cliff hangars, and I was glad that all my questions were answered. I would have liked to know more about certain characters such as where they came from, but I understand why the author didn't include it in the book. There are a couple of big plot twists in The Children on the Hill. I guessed one right before it was mentioned, but I really didn't see the other one coming. (Kudos to Jennifer McMahon on that!) As for the pacing, there were times that it slowed down to the point where I would get a little bored and take a break. However, the pacing would quickly pick back up. In the last quarter or so of the book, the pacing is done brilliantly, and I didn't want to put the book down at all!
I enjoyed the characters from The Children on the Hill. McMahon did a fabulous job with making each and every character feel realistic instead of make believe. Violet was such a vibrant child, and I enjoyed reading about her quest for knowledge no matter the cost. She was definitely quite the detective! Lily was an enigma that I couldn't figure out at first, but I really liked reading about her. It was interesting to watch her grow each day around Vi and Eric. Lizzy was also a likeable character, and I admired how determined she was to find her sister and solve the mysteries of the missing girls. Gran/Dr. Hildreth came across as a sweet old woman, but I always suspected she was up to something. I had my reservations about her, so I enjoyed reading to find out if my suspicions were correct. McMahon did an excellent job presenting Gran/Dr. Hildreth as a sweet grandmotherly type to Eric and Vi.
Trigger warnings for The Children on the Hill include some profanity, murder, violence, torture, kidnapping, and gaslighting.
All in all, The Children on the Hill is a book with a solid plot featuring a small cast of characters that are interesting to read about and how far they'll go for their cause. The plot will leave you guessing as you try to make it all make sense (though everything will be explained by the end of the book). I would absolutely recommend The Children on the Hill by Jennifer McMahon to those aged 17+ who love trying to figure out a thrilling mystery. This is one book you'll definitely want to pick up!

Gareth von Kallenbach (980 KP) rated Shining Resonance Refrain in Video Games
Aug 14, 2019
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.
Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.
In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.
Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.
So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.
What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects

Purple Phoenix Games (2266 KP) rated Quests: Heroes of Sorcado in Tabletop Games
May 26, 2021
Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L
Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!
Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.
That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!

RəX Regent (349 KP) rated Rogue One: A Star Wars Story (2016) in Movies
Feb 20, 2019
In many ways, Rogue One is the prequel that we have been waiting for, taking place directly before the original movie, A New Hope, Gareth Edwards of Monsters (2010) and Godzilla fame, has managed to create a fan boy's dream following the events which are mentioned in the opening crawl for that classic movie, the theft of the Death Star plans which would ultimately lead to Luke Skywalker's "shot in a million" to destroy the moon sized planet killer.
But here, the task was to both take Star Wars in new new direction as well as to flesh out the story of the Star Wars saga itself. They manage to pull this off with the only real complaint being the pacing which is sporadic at best. With a combination of contrived plotting and uneven pacing, the starker, war movie which this is, can feel at times, like a check list of everything that fans have wanted to see on the big screen since 1983 and as such, runs the risk of being a vacuous, through-away movie, the "greatest hits" as it were.
But I feel that it skirts this issue and manages to stay on the side of narrative integrity, just about. We finally see Darth Vader, post Episode III for the first time in a life action film since 2005, something which the prequels failed to deliver and whilst at first it seemed to be a crowd pleasing cameo, by the finale, it paid off perfectly, as did the resurrection of the late Peter Cushing's Grand Moff Tarkin, with the aid of ground breaking, if not morally questionable CGI effects. This was also used to bring us a cameo from Princess Laia (1977) to great effect.
Also, integrating stock footage of the original Red and Gold Squadron pilots from Star Wars (1977) and the demise of the original Red 5, who's place Luke Skywalker would assume, were all nice touches.
In the end, at best Rogue One serves to turn the original Star Wars movie into and two part epic, with this movie seamlessly leading into the opening of Star Wars but how does it hold up in its own right?
Well, it is entertaining, well acted, if not let down by Gareth Edwards' slightly uneven direction, but how the notorious re-shoots, which have clearly left several key shots form the trailers on the cutting room floor and possibly changes the finale significantly, effected this is as yet unknown, and Michael Giacchino's slightly over the top bombastic score, Rogue One will certainly be an entertaining and action packed entry into the Star Wars universe.
But the true success of this film lies with its expansion of the Saga as a whole, bridging the less popular prequels with the original trilogy for the first time on the big screen, taking on finally, what J.J. Abrams' The Force Awakens (2015) deliberately chose not too. Hopefully Episode VIII (2017) follow in the same vein, finally repairing some of the issues which Lucas' much derided prequels, which at their heart, may have had much more to offer than Lucas' poor direction let us see the first time around.