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Sean Astin recommended Patton (1970) in Movies (curated)

 
Patton (1970)
Patton (1970)
1970 | Classics, Drama, War

"With Patton, understanding the second World War is required spiritual learning for anyone born in the later 20th century going forward. You know, I could list 50 films, but that one… There’s something about the mantle of celebrity, mixed with a really good rendering of military tactics, and finally, George C. Scott’s performance… I mean, really, if you look at them, it’s Ben Kingsley and George C. Scott that have me put them on the list, because they make those portraits feel so authentic. This idea that, “I’ve been here in countless guises before,” this hint at reincarnation, if you will, and destiny. This questing for destiny is something I feel in my life. I’m put here at this moment, in this time, when social media is doing what it’s doing, and filmmaking has reached this kind of new zenith, and I feel like everything I’ve been born and raised and taught and experienced has put me here for a particular reason, and I just know it’s gotta be something. The fact that Patton feels that, this quest for destiny, that he’s supposed to be doing something… You know, the actual morality of war… Karl Malden’s character, who’s nowhere near the forceful personality and couldn’t probably whip a battalion into shape in the way that Patton does — you need both guys. But ultimately when it goes on, Patton doesn’t know when to stop, and I love that they dramatize that. He’s being interviewed and he talks about the Russians, that he should just keep going and fight the Russians — “We’re going to have to fight that war sooner or later” — and oh, guess what? In the news today is this Crimea issue, and you sort of go, “Boy, what does that mean? How are we going to relearn that lesson?” So there’s just so much stuff wrapped around it that’s relevant and interesting, and it’s a story well-told. Just the way they set up the conflict and everything, I love it, love it, love it."

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The worst I thought would happen to The Last Changeling is an exact replica of The Iron Fey, only a much darker version.

Thankfully, that isn't the case.

In actuality, The Last Changeling is a talking book. Chelsea Pitcher's latest work certainly didn't sprout a mouth and start speaking to me. Although it would be really cool to have a talking book. "Morning, Last Changeling! Please summarize what I read three weeks ago. Thank you!"

(Should that actually happen, I would probably use it a lot. For the books whose sequels I read years later. *cough* Matched *cough*)

See, one of our main characters, Elora, is a Dark Faery Princess on a quest for the Bright/Seelie Queen. Our other main character is a dude by the name of Taylor who is a soccer player and has great morality, but the guy honestly puts himself down far too much. They meet... at a swing set, and because "Lora" doesn't seem to have a place to go, Taylor offers to let her stay at his house.

Thus begins the talking. And more talking. About faery history, which essentially leads to well... Elora's history (always a great idea for us to know the characters of course, especially the main ones). By the end of the book, you'll know Elora pretty well, and meanwhile... it's pretty much expected Taylor and Elora will fall heads over heels in love from their first meeting. The characters just don't admit it (not that any pair of fictional characters ever do).

Plus, Taylor and I are distant buddies. Quite distant, because it seems as though Pitcher focuses a little too much on Elora and the reader knowing Elora yet neglecting Taylor.

So basically my biggest question is this: Is Elora's quest just talking, trying to acclimate to the mortal world, while trying to figure out the answer to the Bright Queen's riddle which was off the charts wrong? I was sort of expecting adventure. Fireballs! Or... shadowballs in this case...

But I most certainly did not expect talking. Lots and lots of talking.

I guess I'm the reader who prefers the blood and gore. Occasionally, the fluffy, bunny book (NOT like eating bunny tails, as Ella likes to say. Though I suppose that's accurate as well.) is enjoyable.

On the bright side, I do think Elora and Taylor go well together. By the end of the story, Taylor seems much more confident and seems to stand up for himself rather than letting others push him around. And Elora, despite the fact her lack of knowledge of the mortal world is hilarious, makes a great impact to those who would rather be a doormat and not stand up for themselves. I personally think Chelsea Pitcher's latest novel sends a strong message across to readers, even though there's far too much talking than "questing."
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Advanced copy provided by Flux for review (and the blog tour)
Original Rating: 3.5 out of 5
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/11/blog-tour-the-last-changeling-by-chelsea-pitcher-arc-review-and-giveaway.html">Bookwyrming Thoughts</a>
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Kingdoms of Amalur: Reckoning
Kingdoms of Amalur: Reckoning
Role-Playing
Say Fable, Skyrim, and Dragon Age have a baby and Kingdoms of Amalur: Reckoning is the result and what a brilliant result it is. Not only is there a fantastic in depth story created by R.A. Salvatore, there is amazing art work done by Todd McFarlane and an incredible musical score by Grant Kirkhope. Last but not least, there is of course the game's executive designer, Ken Rolston. Together, these individuals made one hell of a RPG video game, that was not only fun to play, it's worth playing through again and again.




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.