
Mothergamer (1574 KP) rated the PC version of Kingdoms of Amalur: Reckoning in Video Games
Apr 3, 2019
The story begins with your character finding himself or herself revived from death by a creation known as the Well Of Souls. This event has disrupted the threads of fate that affect the people and events of Amalur leaving you with no determined fate. This opens you up to many possibilities and of course there are those who would exploit it for their own personal gain.
With an opening like this, Kingdoms Of Amalur's story has a lot of depth and there are many possibilities that one can take as it progresses. There is so much to explore on the map and there is a freedom to it as you can explore as much as you like. The story line itself leads to you exploring the kingdom of Amalur even further opening up new areas and you are not isolated to just one location.
All the areas are beautifully done and are different from each other. No similarities or one map used repeatedly here. There is even a dangerous beauty and creativity to all the fantasy monsters that are a threat to you such as mountain trolls. Although you will see some of the same monsters in different areas as well as types of NPCs and other characters, it mixes together so well it doesn't hinder the game play or the story. The dialogue with characters is well written and even more refreshing, well acted. It's never boring and in some dialogues it even adds more to the tale.
One flaw Kingdoms Of Amalur has is a couple of the quests had a few bugs, such as the Shine And Shadow quest. The quest couldn't be finished because of the quest items not being in the inventory or the Boss for this particular quest just didn't show up. It wasn't a terribly trying ordeal, but it was something that was noticed and something that could and should be fixed. Other than that, there was no other technical issues with the game for me. The game didn't freeze once during all the hours of game play and the frame rate didn't drop, and because of how much fun I had with the game, a couple of quest bugs didn't bother me at all. But, let's move on to the rest of the good.
The core of Kingdoms Of Amalur is the combat throughout the game along with the ability to fully customize your character and play to your character's strengths due to your fate or lack of one. The possibilities are endless and you can even open up new job classes as your character levels up as the game progresses. Award points earned after leveling up can be put into three categories: Might, Finesse, and Sorcery giving you added abilities and status boosts associated with whichever job class you have chosen. Combine this with all the questing and yes, that includes all the side quests, five guild story arcs, and the downloadable content of The Legend Of Dead Kel, that could easily give you 100 hours or more of game time. To sum up, Kingdoms Of Amalur isn't just a run of the mill RPG. It's something more. It has a great mix of excellent story telling, amazing game play, and an exciting world to explore that promises tons of great adventure. Overall, it is a game worth having in a gamer's collection.

Kristy H (1252 KP) rated The Pants Project in Books
Feb 13, 2018
This is an excellent YA novel that draws you in immediately. I found the storyline to be interesting from the very beginning, and it never wavered. Liv is a wonderful, amazing, resilient young man, and I loved him from the moment I met him. Liv's story is heartbreaking at times, but also very poignant. I see this tale as a must-read for transgender kids, but also all middle school kids, as it offers a wonderful chance to teach empathy. But, seriously, just having this story, and the way Liv expresses his thoughts on being transgender is so key. Yes, a lot of the story is probably a tad simplified, but still. It's just so refreshing to see this in book form.
Liv also has same-sex parents (two mothers) for which he is teased at school, which breaks my heart (being part of a same-sex marriage and having two young daughters). So much of the story hurts your heart at times and makes you just despair how much young kids have to go through at school. Liv meets a new friend in middle school, Jacob, and in reading this book, I just hope that the world continues to be filled with more Liv and Jacobs: it will make it a better place for sure. (I also enjoyed that Clarke seemed to insert an inside joke about how awful and cliche lesbian films can be!)
Overall, I loved this book, and I wish it was on the shelves of every middle school (and high school) -heck all libraries and bookstores-- everywhere! Huge portions of it make you smile, and you will find yourself just rooting for plucky, wonderful Liv and his spirit. There's a great sappy message in this book that I wish everyone could read in these troubled times. Liv has a wonderful sense of humor, and Clarke's writing is perfect for the targeted age group. I do think a great deal is this book is probably a little simplified (not all parents may be as supportive of Liv, for instance), but the bullying aspects at school are spot-on. Just seeing a transgender "tween" in print is great. I would like to see a list of support resources at the end of the book (and I just read an ARC, so it's not the final version) for those who do not have the same support system as Liv. Yes, this book goes a long way toward showing acceptance, but it's not as easy for everyone. I certainly hope it inspires kids to treat everyone equally: it's an important message. I definitely recommend this wonderful novel for kids and adults alike.
I received a copy of this novel from the publisher and Netgalley (thank you!); it is available everywhere as of 03/01/2017.

Gareth von Kallenbach (980 KP) rated The Wolfman (2010) in Movies
Aug 8, 2019
Over the years there have been countless updates to the tale which ranged from Michael Landon in “I Was a Teenage Werewolf, to the more contemporary “An American Werewolf in London” and “Dog Soldiers”.
With remakes being all the rage in Hollywood, Universal has returned to the original source material to offer an updated version of the original classic.
Set in England near the start of the twentieth century, the film stars Benicio Del Toro as an actor named Lawrence who is summoned home when his brother goes missing. Upon returning to the lavish familial estate, he is greeted by his estranged father, (Sir Anthony Hopkins), who informs him that his brother mutilated body was discovered earlier.
Dismayed by the condition of his brother’s remains, Lawrence decides to stay and get to the bottom of the mystery. When a clue provided by his brother’s fiancé leads him to a Gypsy encampment, Lawrence learns of a curse, but before he can obtain the information he desires, the camp is attacked by a mysterious creature that leaves a horrific path of carnage in its wake and leaves Lawrence badly wounded from a bite.
Lawrence makes an amazing recovery from his wounds and in doing so raises the suspicions of the locals who now see Lawrence as cursed and a threat to their society.
Lawrence has also raised the suspicions of Scotland Yard Inspector, (Hugo Weaving) who is convinced that Lawrence may be a key player in the local horror, as he was confined to an asylum in his childhood following the death of his mother.
At first Lawrence is outraged at the accusations, but when he transforms into a deadly creature and embarks on a deadly killing spree during a full moon, he soon learns a dangerous secret that places not only his life in danger, but endangers all those around him.
In a desperate race against time, Lawrence attempts to get to the root of his troubles and set things right before the next full moon, when his animal side will take over once again.
The film is a stylish update of the original and the cast is strong. Sadly they are given little to do with the by the numbers plot, and spend much of the time looking like they are simply going through the motions which makes it difficult for the audience to develop a deep sympathy or attachment to the characters.
Oscar winner Rick Baker has done some amazing makeup work and the effects of the film are solid. It was reported that the film was delayed so Universal could punch the film up by adding some new fx and sequences.
The final result is a mixed bag as while the film is a nice update on the original, audiences have seen more so many variations of the story over the years it is hard to be surprised by anything in the picture. Despite the best efforts of the creative talent, there is little tension or drama in the film and by the time the finale plays out, many may think they have seen it all before.
Universal has released the 1941 original Lon Cheney version of the film on DVD and for those who like film history; they may gain a new insight into the film by watching the original version prior.
In the end, “The Wolfman” works as a matinee or a DVD rental, but I would not suggest it as a full priced theatrical experience for anyone other than those looking for a piece of nostalgia.

A Bibliophagist (113 KP) rated The Toll (Arc of a Scythe, #3) in Books
Feb 5, 2020
The Toll picks up immediately after Thunderhead. Goddard has returned the MidMerica, no one knows that he was demoted to apprentice and with the death of Scythe Curie he stands uncontested for replacing Xenocrates. Anastasia and Rowan rest at the bottom of the ocean, and Goddard has made the site a site of remembrance to avoid any evidence being drudged up. The sinking of Endura is also squarely blamed on Rowan, and the world suffers as the Thunderhead punishes everyone, marking them unsavory. Cutting off communication with all but one, our former unsavory, Greyson.
With the rise of Goddard, the Schism amongst the Scythedom widens. He seizes more power, overturns rules and makes new ones and slowly starts taking control of other nations. Dubbing himself the Overblade. The story arches over 3 years post Thunderhead, and we jump around a little bit. During the three years Goddard continues to take a chokehold on the world, Greyson suddenly finds himself a living god amongst the tonists and humanity, as the only one able to speak to the thunderhead, he takes on the role of the Tonist's mythological figure, The Toll. Acting as a go-between, and manipulating those around him to fulfill the Thunderhead's goals.
Meanwhile, Faraday continues his search for the land of nod, making serious headway and discovering something that makes the Thunderhead uncertain. So the Thunderhead starts making plans. Faraday finds himself stranded with his helper, far away from the Scythedom, the Thunderhead and the horrible things that have been happening far away. He knows nothing of the fate of Marie, Goddard, Citra, Rowan, or the world. Finally, in the third year since the sinking of Endura, Rowan and Citra are raised from the depths, squirreled away by the Amazonian Scythes before Goddard knows they aren't dead. Being raised from the dead did wonders for Goddard's cause, so can Anastaisa's return do wonders for the plight of the old guard? But first Anastasia must plan and play her cards right, digging deep in the Thunderheads back brain to piece together mysteries long since written off and uncover the secrets of the Scythedom.
This book was really good, and a very satisfying finale to the series. The already rich worldbuilding is made richer by his choice to cut the world off from the Thunderhead, showing us what happens when people lose their connection to the world. He believably shows the influence one charismatic politician can have, and how easy it is for things to fall into disarray. You can tell he had a gameplan when he wrote these books, because everything comes together just right, not loose ends, everything had a purpose. Characters are tested, grow and develop. New parts of the world are further explored, completing the picture he begun in the other two books. I thoroughly enjoyed his take on the age-old sci-fi trope of "How does the benevolent computer protect humans from themselves". Well written, and elevated, especially in terms of other YA fiction. Shusterman really wrote a fantastic series. Once again, the romance is understated, but the emotions run deep enough at this point to pull at your heartstrings and make you believe in their love, even if it came from somewhat unbelievable beginnings.
This series is well worth the read, and a breath of fresh air in an otherwise stale and formulaic YA world.

Mini Monet - Creative Studio and Art Club for Kids
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Disposable Futures: The Seduction of Violence in the Age of Spectacle
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Purple Phoenix Games (2266 KP) rated GPS in Tabletop Games
Mar 23, 2021
GPS is a racing game in which players are launching satellites into orbit, and attempting to be the first to organize their satellite chain in numerical order. To setup the game, assemble the planet pieces and spinner, and give each player their 12 numbered satellites. Players shuffle their satellites face-down, and then flip 3 of them face-up. The game is now ready to begin!
Each turn, a player will spin the spinner. Once the spinner has stopped, every player will place one of their 3 face-up satellites in the pointed space. Players then each reveal a new face-down satellite, and turns continue in this fashion. After 12 turns, all players will have all of their satellites in play around the board. Now, instead of placing a new satellite when the spinner stops, players will move an already placed satellite to the pointed space. If the spinner ever stops on a space where you already have a satellite, you just move one of your satellites to the nearest space in either direction that doesn’t already have one of your satellites. The goal of the game is to arrange your satellites in ascending numerical order, starting from the start line on the board. At the start of a turn, if a player has completed that goal, then they win!
Seems simple enough, right? That’s the point! GPS is supposed to be a game that is easy to teach and fast to play. There is a small amount of strategy involved in decided which satellites to place where, to help set yourself up to be the fastest to organize them numerically. More often than not, though, the ‘right’ move is the obvious one to take, so don’t be expecting a brain burner with this one. All in all, simple gameplay and mechanics that are easy for pretty much any age to grasp.
The biggest issues I have with GPS actually are the components. Don’t get me wrong – the quality of the components is great! It’s just how they affect the gameplay that is disappointing. For starters, the satellites for each player are nice and sturdy cardboard. But the size of the spaces around the game board are a little smaller than the satellites, making it difficult to fit them properly and clearly in a specific space. The next issue is with the spinner/game board itself. The spinner has a small rubber bottom to help avoid unwanted movement, but unfortunately it does little to stop that problem. Almost every time the spinner is spun, the game board moves on the table. The movement of the board knocks any satellites that are in play out of alignment. With the oversized satellites and the small board spaces, it’s sometimes hard to tell in which space a satellite was originally placed. These issues just take a fast, light-hearted game and turn it into a frustrating filler for me.
Overall, I would say that GPS is a good game in theory, but it was just not necessarily executed well. Perhaps if the components were more conducive to the gameplay, I would have different thoughts, but those problems just leave a sour taste that makes me want to skip over it when looking for a filler. This is a game I might pull out for younger gamers, but not one that I see getting a lot of table time with my regular group. Purple Phoenix Games gives this one a sputtering 6 / 12.