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Once Upon a Time in Hollywood (2019)
Once Upon a Time in Hollywood (2019)
2019 | Crime, Drama, Thriller
Leonardo DiCaprio (1 more)
Brad Pitt
It's 2 hours and 41 minutes and feels long. (2 more)
Story elements don't seem to go together.
Charles Manson stuff feels forced.
With Once Upon a Time…in Hollywood being his ninth feature film as writer and director and a career just shy of the three decade mark, you should probably know what to expect from a Quentin Tarantino film. Amongst all of the usual Tarantino trademarks of memorable performances, long strings of dialogue, a questionable amount of dancing, the inclusion of several shots of barefoot women, interior car sequences, and a relentless tidal wave of vulgarity that drowns the audience in a sea of sharp expletives, Once Upon a Time...in Hollywood lacks the one element that truly makes a Tarantino film worthwhile; coherent storytelling.

Once Upon a Time…in Hollywood should be great based on its cast alone. Leonardo DiCaprio delivers one of his more complex performances as television star turned infrequent movie star Rick Dalton. Dalton made a name for himself in a western TV series called Bounty Law. Rick burned that bridge when he tried to make the jump to movies and failed. Now he only seems to get work as the TV villain. Rick gets an opportunity in Rome to star in Italian spaghetti westerns and reluctantly accepts. Rick is an alcoholic that struggles with a stutter when he speaks. He has low self-esteem and questions every decision he makes. The scene where he flubs his lines followed by his angry outburst in his trailer is extraordinary. He’s also the one person on the planet who seems to hate hippies more than Eric Cartman.

Brad Pitt portrays Rick’s stunt double Cliff Booth. Cliff is a Vietnam War veteran who may or may not have (but probably did) kill his wife without any repercussions. Cliff hardly works as a stunt double anymore and mostly makes his living driving Rick around and doing various odd jobs for him. Cliff is the exact opposite of Rick. Rick lives in the Hollywood Hills in a roomy luxurious house with a pool and an extravagant view. Cliff lives in a trailer by a drive-in theater, eats macaroni and cheese for dinner, and has amazing chemistry with his pitbull Brandy. Cliff seems like a handy and capable guy, but he’s also extremely blunt. His to-the-point demeanor keeps Rick’s wilder antics in check the majority of the time. Cliff doesn’t exactly babysit Rick and allows him to live his own life, but he’s the one to give Rick the “you’re better than that,” kind of pep talk after it’s over.

One of the things mentioned in the film by Kurt Russell (he plays Randy and does the voiceover as the narrator) is that Rick and Cliff share this bond that is practically as deep as a brotherhood yet lacks the commitment of a marriage. Their bond is the backbone of the film and it’s interesting because they both seem like half decent people. Cliff may have killed someone and Rick beats himself up harder than anyone else could, but they’re both hard working individuals who put everything into their work and they have each other’s backs through thick and thin. Their bond is almost wholesome to the minuscule extent Tarantino will allow.

Brad Pitt’s chemistry with Brandy is also quite entertaining. There’s something comical about seeing Cliff rummage through his pantry filled with nothing but cans of dog food only to pull out two specific cans; one rat flavored and one raccoon flavored. He opens the cans with a manual can opener, tips them over in mid-air after removing their lids, and lets gravity guide that slop into whatever is designated as a food bowl that particular evening in a sickening PLOP! And a meaty splash that overflows onto the kitchen floor tiles. Cliff and Brandy seem almost as close as Cliff and Rick. They have this partnership that is easy to detect as soon as they’re on-screen together.

Mike Moh’s Bruce Lee impression isn’t totally flawless, but it is fairly excellent regardless. Moh is Korean and Bruce Lee was Chinese-American, so it’s an intriguing fit that works way better than you expect. The scene Moh has with Pitt as Bruce Lee and Cliff Booth have a physical encounter is an entertaining highlight of the film. The outrageous violence you’ve come to expect in a Tarantino film isn’t present in Once Upon a Time…in Hollywood until the final scene and it is a glorious display of dog biting, face pummeling, and flame throwing mayhem. If Cliff Booth hasn’t already established himself as a certified badass through the first two and a half hours, those last ten minutes certainly allow him to obtain that title with ease.

The unfortunate aspect of Once Upon a Time…in Hollywood is that everything doesn’t really come together in a satisfying way. You’ve got a washed up actor trying to regain the spotlight, a stunt double struggling to find work and make a living despite his troublesome reputation, and the Charles Manson stuff with Roman Polanski (Rafal Zawierucha) and Sharon Tate (Margot Robbie) living next door to Rick and Cliff’s time at the Spahn Movie Ranch with the Manson Family. In 1968, Tate and four others were murdered in the home she shared with Polanski by members of the Manson Family while being eight-and-a-half months pregnant. It’s a horrendous statistic that puts a different perspective on the ending if you didn’t know beforehand. The Manson inclusion mostly feels like an afterthought that isn’t ever taken seriously.

So many recognizable names are a part of the cast and everyone outside of Brad Pitt and Leonardo DiCaprio are basically a waste. Margot Robbie has a few moments that mostly reside in her reacting to films starring Sharon Tate in a movie theater. Tate seems to represent this pure and positive light in the film while Rick and Cliff experience the uglier aspects of the Tarantino-skewed late 1960s. Robbie downright glows during that movie theater sequence with a bubbly and contagious attitude, but doesn’t do much else over the course of the film.

Once Upon a Time…in Hollywood feels longer than its 141-minute duration. It drags so often in between its enjoyable moments and seems to purposely lag during every dialogue heavy sequence that is just talking without any sort of payoff. Tarantino’s attention to the music of whatever era he’s depicting has always been a staple in his films, but it is on the verge of annoyance here. The dancing in the film feels like an excuse to stretch out the story that much longer for no other reason other than to blatantly rub the audience’s nose in the time period.

There are some masterful elements to Once Upon a Time…in Hollywood that shouldn’t be overlooked. Leonardo DiCaprio’s Rick F’ing Dalton sequence is explosively brilliant and Brad Pitt has this abrasive charm as Cliff Booth. It’s difficult to make the argument that Quentin Tarantino has original stories still worth telling at this point in his career though since this suffers from incoherent progression and a reasonable purpose for why we should care about these characters. At one point in the film, Rick tells Cliff with tears streaming down his face and this unhealthy cough full of cancerous phlegm, “It’s official old buddy. I’m a has-been.” Maybe this is how Tarantino feels about himself now that he’s nearing the end of his filmmaking career. That struggle to find meaning and a welcome audience for something he used to care deeply about but may have lost the passion for in recent years. He had a good run, but as it stands Once Upon a Time…in Hollywood is overstuffed yet bland despite its two zesty leads.
  
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Mothergamer (1536 KP) rated the PC version of Assassin's Creed: Odyssey in Video Games

Apr 3, 2019  
Assassin's Creed: Odyssey
Assassin's Creed: Odyssey
2018 | Action/Adventure, Role-Playing
I love the Assassin's Creed series as past Mother Gamer blogs have shown. While there were a couple I wasn't so thrilled with, I have always enjoyed the stories and exploration the games have offered. The recent Origins definitely captured my heart with all the incredible ancient Egypt history and lore. When Odyssey was announced I was pretty excited because it was going to be set in ancient Greece and I could not wait to play it.

Odyssey is a bit different from its predecessors. The story is set at the beginning of the Peloponnesian war; an ongoing struggle between Sparta and Athens for dominion over Greece. This opens up a lot of interesting places to explore and dialogue options. At the beginning of the game you can choose which Misthios (mercenary) you want to play as; Alexios or his sister Kassandra. It really doesn't matter who you choose because the story is essentially the same for both so it's just a matter of whether or not you prefer to play as a man or a woman. For my first playthrough I went with Kassandra.



Kassandra starts her adventure.


Right from the start, Odyssey hooks you in with an action filled introduction and sets the scene for the story. After that you meet the character you chose; in my case Kassandra and you get a brief tutorial on how the gaming controls work. You also get a mount with this and those controls are pretty easy to navigate. Once you have the hang of it, you can get started on your journey with the main story and the vast amount of side quests.

This is where Odyssey differs a bit. There is more of a role playing aspect to the game with you being able to select different dialogue options while talking to people. You can choose to be cutthroat, a mercenary with a conscience, or ridiculously flirty. Yes, with some of the NPC characters be they men or women Kassandra could have flings with them. Don't worry, nothing overly graphic is shown, but it is definitely heavily implied. Your weapons are different as well. There is no assassin's blade here. You have a precursor artifact weapon in the form of a spear and the options of daggers and swords. You also have a bow and arrows which are quite useful for fighting at a distance.



Have a horse for your travels!


As you level up, you gain ability points which you can use to unlock certain skills to enhance your fighting and stealth from the following three categories in the skills menu: Hunter, Warrior, and Assassin. It is beneficial to unlock these because they are incredibly useful in battles against your enemies. There are also ship battles which bring back memories of Black Flag. The ship battles are challenging, but they are so much fun. You can upgrade your ship to make it a force to be reckoned with. Upgrading the hull is definitely a must so you can ram the heck out of other ships and take little to no damage. You need a crew also of course and Odyssey has an ability where rather than assassinating targets, you can knock them out and recruit them to join your crew.



Unlock abilities in the skills menu.

The running theme for your protagonist is all about family. This is where you are introduced to the mysterious villains, The Cult Of Kosmos who have a hand in much of the conflict in Greece all for power. You have to travel all over the world map to find clues about each cult member in order to reveal their true identity and the location of their main hideout. Once you have those, you can find them and take them out. Be wary however, some cult members are heavily guarded and quite the challenge to fight. This is where Odyssey's notoriety system comes in. The more crimes you commit i.e. murder (come on, you know that's what assassination is), the more likely it is that someone will put a bounty on your head. Then you find yourself relentlessly hunted by bounty hunters with very colorful names. The bounty hunters are no joke and if you do not plan out your strategy and tactics, they will end you. There were some who had lions and they would tag team the crap out of me which could be more than a little frustrating, but that's part of the challenge. Two ways around this are offing the person who put the bounty on your head or paying off the bounty. If you have the coin, you can pay the money and the bounty will go away.

Besides the main story, there are a ton of side quests and conquest missions to do. Sneaking around and taking out guards in a fort can be difficult, but rewarding as you take everyone out and diminish that nation's power. Looting the treasures, burning the supplies, and taking out the captains completes that area and will show you a meter with their power depleting. Once you have completely drained their influence, you get a conquest battle option. You get an epic battle between Spartans and Athenians and you have to take out all the captains during this battle in order to win the conquest. There were times where I totally screwed up and a guard saw me and then I had to brawl my way out among five or six of them. That was a whole other adventure in itself. It definitely raises the stakes when that happens and makes Odyssey feel like a whole new game.



Getting caught by guards sucks. Time to brawl my way out!


My favorite thing to do in Odyssey was exploring. I loved discovering new areas and hanging out in ancient Greece. Climbing up to the tops of high buildings, cliffs, and statues just to synchronize the map and see the view from a high vantage point was pretty fantastic. No two areas were alike and there was always something new to see. Some of the small side quests were hit or miss at times, but I was never bored at all. There was always something to see or do.



An eagle's eye view of ancient Greece.

There are a variety of armor and weapons choices in Odyssey. As you progress, you can upgrade to better armor, weapons, and crafting materials. If you have a favorite armor set, when you upgrade you can glamour the armor to look like the favorite set. Again, this adds a role playing aspect where you can actually gather materials and craft weapons and armor in the game. This is also true for your ship. You can choose a variety of sails, ship designs, and even tailor your crew with characters from past Assassin's Creed games as your lieutenants.

If you're looking for more challenge with your challenge, there are legendary beast and mythological monster fights you can do. The locations of each legendary beast is marked on your world map. With the monsters, you happen upon some of them doing certain quests. This was how I accidentally discovered the fight with Medusa. These fights are insanely hard and Medusa seemed to be the hardest one of all. I got my ass handed to me quite a few times before I finally won. It is vindicating when you do win because they are so difficult and you have to be constantly thinking about your tactics and theirs. The fights absolutely keep you on your toes, but man what a thrill!



Medusa fight is crazy!


When you see the world map, it can be a little overwhelming with how vast it is. Areas you have already explored will be highlighted and areas that are not unlocked are grayed out. The map will also show you what level each area is so you can level grind and plan accordingly. I had fun unlocking the areas and receiving contract quests and bounties which offered lots of drachmae and sometimes item rewards such as armor.



The world map is huge. Get out there and explore!


While I loved Odyssey, there were issues with the game. One of the big things was I was one of the unlucky people who got the game breaking bug of the game dropping frames and freezing completely in enemy fort areas. I had wondered if it was just me so I looked up the issue and found that many others had this issue with the game also. The solution Ubisoft offered was to close the game completely and restart the game. That's more than a little irritating. While the voice acting is good, there were strange audio issues with the voices being off sync and delaying at times. In spite of those issues, I still had fun with Odyssey and loved the game. Even after the main crux of the story is finished, there's still so much left to do with legendary hunts and searching for precursor relics and the upcoming DLC. Odyssey is slightly different from the games before it, but it is lots of fun. Now, I'm going to get out there and do more exploring. See you at the next adventure!
  
Wonder Woman (2017)
Wonder Woman (2017)
2017 | Action, Fantasy, War
Gal Gadot as Wonder Woman Chris Pine as Steve Trevor No Man's land sequence The score Girl Power F YEAH Steve and Diana's relationship (0 more)
Third act is a little generic Villians aren't as memorable as other DCEU villians (0 more)
"I can save today, you can save the world"
Remember when some trickster claiming to be a former worker from Warner Bros. wrote an open letter saying that Wonder Woman was just another mess of a DC movie, et cetera? I remember how Patty Jenkins responded to that. She tweeted: "Just wait and you'll see".

Honestly, I don't know how anyone could even consider that there was the slightest chance of this movie not being good, and I'm gonna tell you why: this is the very first big female-led superhero movie, in which the title character also happens to be the greatest female superhero in history. If you really think that Patty Jenkins, also the first woman to ever direct a superhero movie of this caliber in a industry where women barely stand any chances to get to direct major blockbusters, would let this movie be anything less than great... You've got another thing coming, mate.

Wonder Woman is a traditional, oldschool superhero movie, but the first essentially feminist one at it, and they couldn't have chosen a better setting to tell this story, or a better character to star in it. The movie's social comments are strong and constantly present, but never forced, because it is only natural: by placing Diana, a princess raised in an island of warrior women, in the middle of the reality of World War I, the absurdities of the feminine role in the world - and so many other human corruptions - automatically come to light. The way Diana reacts to this world raises a great sense of awareness, with a touch of poignant humor to it. There is a very funny subtle arc of her wanting to take out her cloak, but not being able to because her armor is "barely any clothes", hinting not only at society's sexist feminine dressing code - which is still a thing today -, but also gradually adding power to the iconography of Wonder Woman in full costume; this is Wonder Woman's much awaited debut on the big screen in a solo movie, and like Superman and Batman before her, her first appearance needed to be something incredibly striking. Patty knew that, Gal knew that, and they made it happen. Even if we already saw her in BVS, the very first time Wonder Woman walks up in full costume here is undoubtedly one of the most iconic moments in superhero cinema.


Jenkins is extremely devoted to giving Wonder Woman the iconic debut film she deserves, and she nails it - there's quite a bit of remarkable shots and set pieces that let out the same imagetic power as in Donner's Superman, Burton's Batman or even Raimi's Spider-Man, and I must highlight the No Man's Land sequence. It's my favorite part of the movie; Jenkins and Heinberg carefully work on Diana's mindset as she first witness the horrors of human war, not being able to help everyone, horses being hurt so they can move faster, a mother and a child begging for help, and it all leads up to the powerful moment of a woman crossing the land no man could cross - and Heinberg's dialogue doesn't rely on obvious statements such as "fortunately I'm a woman" (I'm looking at you, Batwoman trailer), it simply lets the image strike us, because it is powerful enough by itself, and boy did that cause some serious goosebumps.

Speaking of dialogue... It's so terrific, so well written. The exchanges between Diana and Steve Trevor are very clever and funny, but most of all natural. All the characters are also extremely likable; Allan Heinberg's writing knows that not all of them can be given deep development, but nonetheless he gives them stories, personalities and purposes, and that - plus the charismatic performances - makes them very empathetic. The villains are not as remarkable as in some of the other DCEU films, but they didn't need to be; the movie doesn't require in-depth arcs from its villains. They have a strong presence when they're in scene and a well elaborated lore, and that's everything they need.

Contrary to the Nordic mythology depicted in the MCU, here we are talking about real gods, true deities, not superpowerful aliens that only strike a similar image - and that also brings a few narrative dangers along with it, after all, it was in greek mythological stories that the concept of Deus Ex Machina first appeared. Heinberg's screenplay, though, makes a few clever twists in that mythology to avoid easy solutions, which adds to the storytelling, the world building and the developing of the themes as well. The lore surrounding the God of War Ares, for example, is not a simple Diabolus Ex Machina as "he influences men to war and if you kill him every man goes back to being good and everything's alright", no, it's more narratively complicated and socially engaging than that.

And Gal Gadot... I'm at a loss for words. I'll confess right here that when she was first announced as Wonder Woman, I was one of the few who were very opposed to that casting. I've never been so wrong in my life, and I've never been so happy about it. She really is Wonder Woman. She's so graceful and adorable, but a major badass when she needs to be. The way she moves, the way she curiously looks at things, the way she speaks, and the way she incarnates Diana's evolving from her naive beginnings to the wise warrior... She's not only an icon, she's a true hero. Comparisons to Christopher Reeve's Superman were made for good reasons.

Chris Pine is also great, he walks perfectly in the line between funny and serious, Steve Trevor is a darling character and his chemistry with Gal is on point. Their relationship is very well constructed and becomes highly emotional by the end - there are scenes that filled my heart with joy, and others that made it ache.

The action is exciting and full of originality, and I like how Jenkins uses slow-motion differently than Zack Snyder. I know that Snyder helped her direct some of the action sequences, which is understandable since Jenkins had no experience with this type of movie, but you can tell it's not the same. In the fights themselves, there's this feel of sensibility to how these people react to Diana, and it's slightly different from the typical "regular people react to superhumans among them" trope. The cinematography is very keen on portraying the difference between Themyscira - an island of colors and natural beauty - and "jolly ol' London" - desaturated and smoggy, a scenario in which Diana's colorful armor shines in a most beautiful contrast.

And the soundtrack. Rupert Gregson-Williams made a beautiful score that brings out the best in every scene. It's heroic, very heartfelt, and loyal to the foundations of what makes superhero music so memorable. Gregson-Williams adds new themes to compose Wonder Woman's musical identity, but Hans Zimmer's main theme from BVS still lives, and it plays in some heart-pounding scenes. I love that they're dedicating that much attention to the musical continuity, because amongst Marvel's many qualities, they're doing a lousy job in that area. Wonder Woman's theme is the most catchy superhero theme in a long time, it quickly gained a lot of appreciation and by continuing on using it, Gregson-Williams collaborates to making Wonder Woman the strong cinematic icon she's setting out to be.

The irregular reception of previous DCEU movies also extols the impact of Wonder Woman, as do the distinct styles between the films. One of the DCEU's biggest virtues is that singularity of each film; be it a near disaster movie epic such as Man Of Steel, a complex deconstruction of heroic values such as Batman v Superman, an stylish chaos such as Suicide Squad or a traditional, graceful superhero film such as Wonder Woman, these movies are all in the same universe, and that very fact is an example of its richness. A lot of people will think Wonder Woman is the best DCEU movie of the lot, some will stick to BVS, others to MOS, maybe for some it's Shazam, but that's the fun of it: we can discuss this forever. Each of these movies mean different things to different people, we're way past simply labelling one as "better" and the other as "worse".

Wonder Woman, however, is not simply a movie about a very strong woman. It's an achievement for every woman. There were tons of girls dressed up as Wonder Woman in the theater, and just seeing how ecstatic they were after the movie brought me joy. There were tons of applause. It's a mark. Be that as it may, Wonder Woman will be remembered as the most impactful superhero film of its time. In 1978, Superman showed to the world how a man could fly; in 2017, Wonder Woman showed to the world how a woman can fight.
  
Scythe (Arc of a Scythe #1)
Scythe (Arc of a Scythe #1)
Neal Shusterman | 2016 | Science Fiction/Fantasy, Young Adult (YA)
8
9.0 (22 Ratings)
Book Rating
Well written (3 more)
Unique plot
Less YA tropes
No teen angst and romance
Varying character development (0 more)
Not your typical YA
I approached this book with little expectation. I saw it cluttering up my feed on Instagram and being posted by everyone. I liked the cover (I'm a sucker for good covers and any YA without a photo manipulated monstrosity catches my eye). However every time I picked it up in the store and read the back and I just wasn't interested.
   
       So in a New year new me moment, I forced myself to pick up two popular books that I was not interested in. Since they were both YA, they'd be quick reads and my expectations could below. I also forced my picks to not be hard SciFi, as I need to step out of my comfort zone. I picked this up, and developed more concern when I noticed how divided the reviews were, I noticed people were either firmly in the "this is my most favorite book ever" or in the "this is the most boring book ever I hated it" camps. I rarely rate books 1 or 5, so I wanted to see how I felt.
      
             Honestly, I was very pleasantly surprised. This book is YA, and obviously has some YA aspects, but it doesn't follow the tropes unless stripped down to bullet points and is surprisingly well written. This well written aspect, with no intentions of making people mad, I think is why so many found it boring. If you primarily read YA, and are used to it's over the top writing, it's over the top dialogue and relationships and emotions, then yes, this book was probably horribly boring.
      
           We do open with the standard tropes of uninteresting, normal girl and boy get thrown into something extraordinary. But that's where the stereotypes ended for me. The author quickly throws us into the world and the events of the story. We're in the future, who knows how far past the present, where society has overcome death. AI has evolved and "The Cloud" is now "The Thunderhead" a massive AI database that has solved most of the world's problems, eliminated poverty, war, government, created jobs for everyone, and even defeated death. We all have healing nanites that prevent illness and repair injury, and even in the case of death, we can be revived at a revival center and be greeted with some tasty ice cream. If we start feeling our age, we can just "turn a corner" resetting ourselves to a younger version of ourselves while retaining our memories.
    
        Now, in a world without death, but babies are still being born, some form of population control is in order, the balance must be restored. So the world created the Scythedom. An organization outside the authority of "The Thunderhead" because death has and always should be a responsibility of the living. Those who become Scythes, must "Glean" (permanently kill) a quota of people every year to maintain population control. How they do so is up to them, but there are rules, a Scythe cannot show bias or malice in their choices, they cannot marry or have a family, they cannot kill another Scythe (but they can glean themselves) or someone with immunity, They may grant immunity to those they feel worthy, they must kill the families of those who resist, and they are above all other laws. The vagueness of these laws worked when the Scythedom was first created, but the world has become complicated, and some people have decided to find joy in what they do, even if it's killing.
  
         Our story follows two teenagers who recently encountered the Honorable Scythe Faraday, Citra, and Rowan. Citra showed gumption and sass and moral balance, and Rowan held the hand of a boy that was not his friend as he was gleaned. Faraday is considered old school and chooses all that is gleaned by old school, age of mortality statistics. If a percentage of teenagers died in alcohol-related car accidents, he found a teenager with a penchant for drinking, who just got a car, and gleaned them. He believes the job is necessary, but should never be enjoyed, you need to be moral and compassionate and hurt every time. He is granted permission to take on an apprentice, and he takes on two, Rowan and Citra. Neither want it, nor should they, but should they become a Scythe, their families will receive immunity as long as they shall live, which in this day in age could be forever. So, reluctantly they both take it. There is a glamour to Scythedom as well, they'll wat for nothing, people will bend over backward to provide them with their desires in the hopes of immunity. If these two follow the teachings of Faraday, they won't be tempted by this, they won't abuse it, but not everyone feels the same way.
    
    Citra and Rowan begin training (it gets a bit YAish here) studying history, poisons, combat, weapons. The goal to make them perfect, moral, compassionate, killing machines. Everything is going as well as it can, and luckily the book doesn't do what every other YA author would do and give us pages upon pages of the two falling in love, awkward encounters, stolen kisses. We have none of that thankfully. The dialogue is all purposeful and helps propel the plot, not flowery passages talking about teenage angst and feelings. But, it is a book, after all, so everything starts falling apart when a group of "New Age" Scythes, Scythes that believe they should enjoy their jobs, who take pleasure in mass killings (entire flights, festivals, food courts) stir things up at a Scythe Conclave meeting. They question if having two apprentices hurts whether or not the Conclave can judge the worthiness of either, or if them being friends will result in them always helping each other. How can they truly judge their ability if they always have each other's support? So they propose, since no law prevents it, that whichever apprentice should be chosen (remember Faraday was given permission to have ONE apprentice) will have to Glean the other. The Lead Scythe allows it, and honestly, this is one aspect of the book I struggled with, but I think was supposed to express the corruption of the Scythedom, at times when things aren't in writing they say "welp can't do it" and other times they say "welp nothing says we can't do it". Faraday attempts to free our two protagonists from their apprenticeships, but instead, they are separated, one going to a respected Old School Scythe, one going to the very modern group that started this whole problem, thrusting them into a world excess, deprivation, and honestly psychotic murdering. They now train, separately, knowing that one will die unless they can figure out a way to change things.
     
        Even writing that sounds so Yaish, but it doesn't feel that way because it's so well written. The author doesn't give us Romeo and Juliet, no pining, no romance, just two kids trying to be that, good. Even when surrounded by something very bad. So, if you want to star crossed lovers, you won't like this book. If you like character development and struggle, you might like this book. We arguably see more of Rowan's development, Citra for me felt less focused on or given fewer opportunities for growth, and she had a bit of an attitude that made me no like her much, but given her circumstances, I UNDERSTOOD why she was the way she is, and I can't say I wouldn't be just as grumpy. If anything her response to the corruption and the situation felt very real, even if it sacrificed having a manic pixie daydream mary sue to project myself into. While appearances weren't really given for the two, setting them up to be good old fashioned Mary Sue and Gary Stu, they were very much their own people, with little room for the reader to pretend to be them. So another star in the breaking the YA mold category. We watch them struggle with where they are, and how to come to terms with their inevitable future, either being takers of life or having their life taken.
  
       Overall this was refreshing, while it was an easy read and was a good "palette cleanser" and m boyfriend calls my YA marathons in between books that actually linger in my soul. It felt elevated, sure it was still very much YA, but it was more thought out than the standard, it focused on the story and not the romance, it focused on important things, and it never lost sight of its story. I started at 11am on a Sunday and Finished by noon on Monday, eager for the next. It was an unexpected, refreshing read, with a unique concept that has room for more. The sequel doesn't feel forced, and if I never got it, this story is finished, but the world and situation created to allow for more, without feeling like a forced trilogy. I wanted to know how this story was going to play out, and now that it has, I want to know how the next story in this set up plays out.
  
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Hadley (567 KP) rated Pet Sematary in Books

Jul 31, 2019  
Pet Sematary
Pet Sematary
Stephen King | 2011 | Fiction & Poetry, Horror
8
8.4 (53 Ratings)
Book Rating
Realistic horror scenes (1 more)
Great writing
Overuse of some words (1 more)
Some contradictions
Louis Creed, the main character of Stephen King's 'Pet Sematary,' wants a good life for his family. He's starting his first term as a newly appointed doctor for the University of Maine. Louis' family moved from Chicago to Maine for this very job, which consists of his young daughter, Ellie, his wife, Rachel, his infant son, Gage, and Ellie's black cat, Church (which is short for Winston Churchill). This cat quickly becomes the topic of conversation when the Creeds' new neighbor, Jud Crandall, warns them about the road in front of their house: " 'I'd get him fixed, ' Crandall said, crushing his smoke between his thumb and forefinger. 'A fixed cat don't tend to wander as much. But if it's all the time crossing back and forth, its luck will run out, and it'll end up there with the Ryder kids' coon and little Timmy Dessler's cocker spaniel and Missus Bradleigh's parakeet. Not that the parakeet got run over in the road, you understand. It just went feet up one day.' "

When Louis becomes curious about a trail behind his new home that leads into the woods, Jud gladly introduces the Creed family to the infamous 'Pet Sematary.' A place where children, for years, have buried their pets when they die. This place, and the death of Church, form the starting basis of King's amazing novel.

Louis' life suddenly changes after the death of a University student named Victor Pascow, and gets even worse when Louis starts to have dreams about him. One night, even the ghost of Pascow shows up at Louis' house: " He stood there with his head bashed in behind the left temple. The blood had dried on his face in maroon stripes like Indian warpaint. His collarbone jutted whitely. He was grinning. 'Come on, Doctor,' Pascow said. 'We got places to go.' " Louis ends up following Pascow to the pet sematary where he tells him: " 'I come as a friend,' Pascow said--- but was friend actually the word Pascow had used? Louis thought not. It was as if Pascow had spoken in a foreign language which Louis could understand through some dream magic... and friend was as close as to whatever word Pascow had actually used that Louis's struggling mind could come. ' Your destruction and the destruction of all you love is very near, Doctor.' He was close enough for Louis to be able to smell death on him. "

Later on, Louis feels Pascow's premonition might be coming true when he finds that Church has been killed by a passing vehicle. Jud, who happened to find Church, tells him to follow him so that they can bury the cat, but Jud doesn't stop at the pet sematary as expected, instead he goes past a deadfall barrier and continues on to a place he calls the Micmac Burial Ground, a burial ground that was made by the Micmac Indians. Through this entire scene, Louis experiences paranormal-type things, including the maniacal laughter of a disembodied voice. Jud warns Louis to not pay any attention to anything he experiences here: " 'You might see St. Elmo's fire- - - what the sailors call foo-lights. It makes funny shapes, but it's nothing. If you should see some of those shapes and they bother you, just look the other way. You may hear sounds like voices, but they are the loons down south toward Prospect. The sound carries. It's funny.' "

Now, the real story begins when Church returns to the house after his burial, where Louis finds dried blood on the cat's face and small pieces of plastic from the garbage bag his body had been in. Breathing and eating, the cat has certainly come back to life, but Louis notices that Church isn't the same as he was before; while Louis is in a hot bath, Church takes a seat on the toilet, where we witness him swaying back and forth, from this point on, Louis starts to regret following Jud to the Micmac burial ground.

Ellie, Louis' daughter, begins to suspect that something is different about Church, but she shrugs it off and doesn't necessarily question it:

" 'Daddy?' Ellie said in a low, subdued voice.

'What, Ellie? '

'Church smells funny.'

'Does he?' Louis asked, his voice carefully neutral.

'Yes!' Ellie said, distressed. 'Yes, he does! He never smelled funny before! He smells like... he smells like ka-ka!'

'Well, maybe he rolled in something bad, honey,' Louis said. 'Whatever that bad smell is, he'll lost it.'

'I certainly hope so,' Ellie said in a comical dowager's voice. She walked off. " King spends a majority of 'Pet Sematary' addressing everyone's fear of death; he discusses parents' fear of explaining death to their children for the first time, and even makes readers face the real nightmare of losing a child.

And the realism that King writes about is what makes him the great writer that he is today. King writes about the death of a child, but also makes Louis into a very real character that any parent could relate to. While many books touch on this subject, none can touch on grief like King does: " It was well for Louis- - - well for all three of the remaining family members--- that Steve had shown up as promptly as he had, because Louis was at least temporarily unable to make any kind of decision, even one so minor as giving his wife a shot to mute her deep grief. Louis hadn't even noticed that Rachel had apparently meant to go to the morning viewing in her housecoat, which she had misbuttoned. Her hair was uncombed, unwashed, tangled. Her eyes, blank brown orbits, bulged from sockets so sunken that they had almost become the eyes of a living skull. Her flesh was doughy. It hung from her face. She sat at the breakfast table that morning, munching unbuttered toast and talking in disjointed phrases that made no sense at all. At one point she had said abruptly, 'About that Winnebago you want to buy, Lou---' Louis had last spoken about buying a Winnebago in 1981. "

Yet, this isn't a book about grief, but a horror book about grief, which King masterfully put together. He molds the darkness of losing a child with the horror of making zombies, but King makes the story seem so realistic that any parent would go to the lengths that Louis did - - -and Jud, for that matter - - - even with the dire consequences at stake: " You're slanting all the evidence in favor of the conclusion you want to produce, his [Louis] mind protested. At least tell yourself the goddamned truth about the change in Church. Even if you want to disqualify the animals--- the mice and the birds--- what about the way he is? Muddled... that's the best word of all, that sums it up. The day we were out with the kite. You remember how Gage was that day? How vibrant and alive he was, reacting to everything? Wouldn't it be better to remember him that way? Do you want to resurrect a zombie from a grade-B horror picture? Or even something so prosaic as a retarded little boy? A boy who eats with his fingers and stares blankly at images on the TV screen and who will never learn to write his own name? What did Jud say about his dog? 'It was like washing a piece of meat.' Is that what you want? A piece of breathing meat? And even if you're able to be satisfied with that, how do you explain the return of your son from the dead to your wife? To your daughter? To Steve Masterton? To the world? What happens the first time Missy Dandridge pulls into the driveway and sees Gage riding his trike in the yard? Can't you hear her screams, Louis? Can't you see her harrowing her face with her fingernails? What do you say to the reporters? What do you say when a film crew from 'Real People' turns up on your doorstep, wanting to shoot film of your resurrected son? "

Pet Sematary is an emotional thrill ride, with Louis as a very relatable character, and the writing makes this a must-read book for all readers. With one of my favorite descriptive parts taking place in the 'Little God Swamp' that exists just outside of the Micmac Burial Ground when King describes the legendary Wendigo:

" The mist stained to a dull slate- gray for a moment, but this diffuse, ill-defined watermark was better than sixty feet high. It was no shade, no insubstantial ghost; he could feel the displaced air of its passage, could hear the mammoth thud of its feet coming down, the suck of mud as it moved on. For a moment he believed he saw twin yellow- orange sparks high above him. Sparks like eyes. "

The novel is so well-written that it reads easily, and King's descriptions put the reader right inside of the book.

With a few inconsistencies here and there, and overuse of some words, Pet Sematary is a very enjoyable book for lovers of the horror genre. I highly recommend this book!
  
Stranger Things: Runaway Max
Stranger Things: Runaway Max
Brenna Yovanoff | 2019 | Horror, Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
More of Max & Billy's relationship (1 more)
Max's life in California
Season Two in writing (0 more)
Brenna Yovanoff wrote this novel after season two of Stranger Things debuted on Netflix. And it reads exactly like season two, but from Max's point-of-view with some flashbacks of her life before Hawkins mixed in to make a pleasurable meal for the eyes.

Max Mayfield is a pre-teen that just moved to Hawkins, Indiana after her mother remarried and added an abusive step-father and step-brother to the family equation. She spends most of her time trying to not want to fit in with the kids at her new school, riding her trusty skateboard behind the building during recess and telling a group of boys who can't stop staring at her to leave her alone. Max's home life has become unbearable to the point that she debates running back to her real father in California. Fortunately, two of those boys that couldn't stop staring try to be friends with her, but when she begins to hang around them, she learns that things are not what they seem in Hawkins, Indiana. Merging with this group of boys, Max's life is forever changed, and probably for the better.

Runaway Max doesn't focus on the supernatural aspect that Stranger Things is known for. Instead, the focus is on a girl's life that gets turned upside down [pun intended] by the introduction of two abusive people that enter it with the intent of either destroying her or making her compliant, the struggle with who she is and who everyone else says she should be, to the desperation for just one real friend. Personally, I believe Yovanoff did an amazing job at telling Stranger Things fans the backstory of our Mad Max. As a result, I have no complaints about this novel whatsoever.

Yovanoff starts readers off with Max riding her skateboard through downtown Hawkins, with Max telling us how she was happy there was an arcade in this small town. Max wipes out on her skateboard, where a woman who will be very familiar to fans, runs out of a store to help her to her feet until the loud sound of engine comes pulling up; enter Billy and his Camaro. All throughout the story, readers get to see more of what was going on inside the Mayfield/Hargrove's household, which viewers of the series were only witness to one of the abuses happening to Billy by his father.

Runaway Max picks up the pace when a familiar scene happens with Max joining Stranger Things regulars: Lucas and Dustin, for Halloween around Hawkins. But with this story, we follow Max home after Will's encounter with a creature from the Upside Down. We learn that Billy never picked Max up, as he was suppose to, and that his father, Neil, is beyond angry when Billy comes home drunk and high:

" When Billy came slamming into the house, the smell came with him, rolling like the clouds of smoke and alcohol wafting out of a dive bar. Like bad weather. He was stumbling a little. His eyes were red-rimmed and heavier than ever, and he still had the leather jacket on, but he wasn't wearing a shirt. The light from the stained-glass lamp on the end table made him look deranged.
Neil breathed in through his nose and heaved himself out of his chair. 'And where the hell have you been?'
'Nowhere,' Billy muttered, and tried to brush past him, but Neil stepped in front of him and stopped him with a hand on his chest.
'What was that?'
Billy ducked his head and mumbled something about a flat tire. I couldn't tell if he was being honest or not - - - probably not - - - but as soon as he said it, it was pretty obvious that I had been lying. Whatever he'd been doing, it definitely hadn't been giving a school friend a ride home.
Neil had stayed ominously quiet, but now he drew himself up and took a step forward so he had Billy trapped against the wall. 'I'm curious to know where you learned to be so disobedient.'
Billy stared back at him. He was standing with his chin down and his jacket open, looking mutinous. He smelled like beer and the dry-skunk smell of Nate's brother, Silas, and all the other eighth-grade boys who got stoned behind the baseball diamond back home. It was the smell of not caring. 'Bite me, Neil. I'm not in the mood.'
For a second, they just stood looking at each other.
Then Neil spoke in a low, dangerous voice. The air was heavy and metallic, like right before a thunderstorm. 'I don't know where you've been or what you've been up to, but you will show me some respect!'
He shouted the last part. His voice sounded much too big in the smallness of the living room, and I winced, even though I was willing myself not to."

After Max quickly heads to her room to count her Halloween candy...

"Out in the living room, Neil was tuning up. For a while, it was just a rumble of voices, softer sometimes, then louder. There was a short, sharp cry and then a flat, meaty sound, like punching the pocket of a baseball glove. "

Runaway Max does a superb job of detailing abuse and the psychology that plays a role in it. Readers, also, get to see more of Billy's abuse towards Max. Focusing on the shift of personality Billy goes through (those who have watched season three of Stranger Things will have more of an understanding behind Billy, I recommend that if you haven't watched that season yet, that you do after reading this book). While all of this is going on, Yovanoff also retells season two, winding it within Max's story effortlessly and concisely:

"Dustin bent over the table, gazing at the creature in his hands like it was the sweetest, most adorable thing. He kept calling it a he, even though it was so weird and shapeless that how could you tell?
When he saw me staring, he asked if I wanted to hold it, and I shook my head, but he turned and tipped it out of his cupped palms and into mine.
It felt cool and squishy, heavier than it looked, and I passed it to Lucas fast. Lucas handed it off to Will, and it made its way around the circle. I was a little relieved to see that I wasn't the only one shrinking back from it. Will was looking at it like it had some kind of disease, and even Mike didn't exactly seem thrilled to touch it. He was the bravest, though, and held it up for a closer look. "

All-in-all, Runaway Max is season two of Stranger Things to-a-tee. But with Max's relationship with Billy being molded more by this novel, it can make even the most die-hard fans look at the two in a different way. There are even small splotches of scenes where Billy seems to want Max as a little sister, one such, when Max catches him in the garage of their California home, working on his car and smoking a cigarette:

" I leaned forward with my knees on my elbows and cupped my chin in my hands. 'At the health assembly in school, they told us that we're not supposed to smoke.'
Billy straightened and closed the hood, wiping his hands with a rag. 'And do you always do everything your teachers tell you?'
That idea was so wrong it was hilarious. My grades were usually okay, but my conduct cards were a mess. I was always in trouble for something- - - talking back, or drawing cartoon hot rods on my desk with a felt pen. I laughed and shook my head.
That seemed to make him happy. He smiled in a slow, lazy way, then pulled the pack of Parliaments out of his shirt pocket. He held it out to me and waited, watching my face until I took one." When readers get to see the small moments between the two, it hurts more to know that Billy is just an abused young man that is reflecting his father's behavior.

Overall, I really enjoyed Max's story, but was it needed? Before season three, I would have said yes, but with what we learned of Billy in season three, I don't think it was completely necessary. I think only die-hard fans of the show will enjoy this book, otherwise watching the series is the majority of the novel.
  
Jurassic Parts
Jurassic Parts
2020 | Animals
Is it just me or are we experiencing a surge in dinosaur-themed board games lately? I certainly am NOT complaining, as I was one of those dinosaur-obsessed kids growing up (shout out to the dino sheet set I rocked as a kid in the 80s). We have had dino theme parks, and digging for dinos, but we haven’t really gotten this particular spin on paleontology. Yeah, you can find individual bones and dig them up, but what if you found a gigantic slab of rock that encased many different species’ bones? How would you split it up? And what happens when you aren’t the only team to make the discovery?

Jurassic Parts is an interesting mix and spins of area control, enclosure, and set collection for two to five players. In it, players are all paleontologists bent on claiming the biggest and best bones from a giant slab of rock containing dozens of dino species. The catch? Each paleontologist is trying to claim the bones for themselves. Sharp wit, good luck, and a bevvy of sharpened chisels spells success and fame for the paleontologist who wins at collecting Jurassic Parts.

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, set aside one of the Pile of Bones (a wild card, of which there are several in the game) and shuffle the rest of the tiles. Split them into two stacks, flip one stack face-down, and build a slab around the Pile of Bones set aside earlier. This creates the slab of rock the players will be splitting. Each player receives their choice of paleontologist character sheet, chisels in their chosen color, and any pre-start resources per the rulebook. The slab is now ready for splitting!
On a turn, the active player will have several options. Firstly, however, the player must sharpen three chisels by moving them from the Dull Chisels are on the right of their sheet to the Sharp Chisels area on the left. Now the player may place their chisels anywhere on the slab, as long as it is on the gap between two tiles. The purpose of this is to create a wonky line of chisels that will break off sections of the slab from the larger chunk. Players will need to beware of rock piles on either side of their preferred placement, as each rock icon on either side of the placement will require an extra chisel to be dulled and discarded. If a chisel placement would cause a line to be completed, a hunk of the slab is separated from the master slab. Players consult with the line of chisels (as shown below) to determine which player has contributed more to the split than the others. This will rank out all contributing players. The player with the most chisels contributed will be able to claim their choice of HALF of the tiles split off, rounded UP (so a player would receive five tiles from a nine-tile split). The next player in contribution order will then have their choice of HALF of the remaining tiles, rounded UP (so the second player would receive two tiles from the previous example, as there would be four left). Subsequent players would then receive HALF of what is left until all tiles have been claimed, or there remains just one tile. This final tile is then given to the Field Leader for his collection.

In addition to this splitting and claiming on a turn, the active player may also make transactions with the Field Leader at any point during their turn. Actions that can be taken while transacting with the Field Leader are selling one tile to him in exchange for an Amber piece, spending Amber to: ignore rocks on the subsequent two chisel placements, sharpen two additional chisels this turn, take any of the leftover fossil tiles from the Field Leader, or take any fossil tile from the slab (as long as it doesn’t create a split). The first action from the Field Leader will cost the player one Amber. Should they wish to enact another action, its cost is two Amber. Subsequent actions on the same turn cost three Amber each.

As you will notice, fossil tiles from the slab will show plant fossils, Pile of Bones (wild), or actual bones belonging to specific dinosaurs. These specific bones will show an alphabetic letter pair icon to denote to which dinosaur it belongs. If, at the end of the game, players are able to assemble the correct type of fossil tiles belonging to specific dinosaurs, they will score many more points than if the dino skeleton were incomplete. For example, at the end of the game, each fossil tile is worth 1VP if from an incomplete skeleton. However, should a player have completed a Velociraptor skeleton, they will receive 4VP for those two tiles. A completed Triceratops scores 7VP, a T-Rex scores 10VP, a Brachiosaurus scores 15VP, and a tiny Pterodactyl scores 1VP for a complete skeleton because it spans only one tile. The Pile of Bones tiles in the game can be used in place of any other fossil tile to complete a skeleton, and Plant tiles score increasingly more points for a larger collection of them.


Play continues in this fashion of sharpening and placing chisels, breaking off sections of the slab and claiming fossil tiles, and utilizing actions at the Field Leader until all slab tiles have been assigned. The player with the most points from complete and incomplete skeletons and plants will be crowned the winner and the greatest paleontologist in the land… until the next playthrough.
Components. You know how you come to expect certain things from publishers, and can just imagine the quality of the game you are about to receive before seeing it? Such is the case with 25th Century Games. I KNOW that I will be receiving a quality product every time, and this certainly is no exception. The fossil tiles are great and sturdy. The chisels are neatly-designed and multifaceted (which I appreciate, as it would be easy to include tubular chisels and have them rolling around the table everywhere). The amber bits are the typical gemstones you find in Century: Golem Edition, but are the absolute PERFECT color and usage for this game. And did you see that first player marker? It’s a mosquito inside a polished amber stone. I mean, COME ON! How perfect is that? I’m excited just TALKING about the components. I haven’t even touched on art yet, and this is longer than most of my components paragraphs. The art is fabulous. It fits the game and the theme so perfectly – I could not have chosen a better fit myself. Has 25th Century Games set the bar too high for themselves, or will they continue to offer high quality games from here on out? I cannot wait to find out!

So sure, it looks great, but what about the gameplay? Do the art and components merely shield a mediocre game? No. Not at all. Being able to place chisels anywhere you like on the board offers players a freedom that is refreshing, but weighing that against the pressure to contribute to an existing or emerging line of chisels so that you are included in the split is just wonderful. Contemplating turns to sell off fossil tiles in order to earn enough amber to gain more chisels, or bypass rocks, or simply take the perfect tile for your collection offers just enough tacticization (why isn’t that a word…) to warm up the brain without indulging the AP in some players.

This is not at all a heavy game, and it certainly doesn’t need to be. It is just a fun time with friends and family that utilizes interesting twists of mechanics that I enjoy. It feels reminiscent of several games (hints of Through the Desert and a twist on I Split You Choose), but it entirely its own design. Purple Phoenix Games gives this one very rewarding 10 / 12. I generally enjoy most dinosaur-themed games, I understand, but this one sits among the best I have played. If you are looking for something that feels both familiar and fresh, with incredible art and components, you need to grab a copy of Jurassic Parts. There are just so many interesting choices to be made and strategies to attempt. I think I will setup a game right now. Want to come play?
  
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A Bibliophagist (113 KP) rated Space Opera in Books

Jan 25, 2020 (Updated Jan 25, 2020)  
Space Opera
Space Opera
Catherynne M. Valente | 2018 | Science Fiction/Fantasy
4
7.0 (2 Ratings)
Book Rating
Fun writing (2 more)
Creative
Witty
Overwritten (3 more)
Lacking plot
Disjointed and distracted
Boring
Technicolor Encyclopedia entry
Space Opera seems to be a book, that based on other reviews, you either love or hate. The love reviewers can't seem to tell me why they love it, most attempting to replicate the style of the author and relying on a menagerie of adjectives to express themselves. "A glitter punk, Eurovision romp!" "Technicolor whirlwind!" but not actually saying WHY they liked it, or just saying "well you didn't get the humor". The ones who disliked it are pretty clear, and as I struggled with this book I found I agreed with their complaints. However, I have to thank the sheer number of DNFs from the disliked group for causing me to, ironically, finish it. I hate DNFing books, to begin with, but when I saw just how many bad reviews didn't make it through, it felt as bad as the good reviews not actually reviewing anything. So I powered through, and honestly, it was worth finishing. The author really got back on track and it was a great ending.

    Valente has in fact given us a Eurovision, glitter punk, electric baby with Douglas Adams, her writing fantastical and humorous, her characters vapid but in a washed-out musician kind of way. She really thought about this book, creating droves of aliens and probably destroying a number of thesauri to bring them to life. We follow Decibel Jones of the "oh you haven't heard of it, well we used to be a thing" Decibel Jones and the Absolute Zeros. A washed-up, no longer active glitter punk band who is an amalgam of every band you probably are thinking of when trying to grasp what that description means.
      The book opens with a wonderfully witty description of how there is in fact other life out there in the universe, life is easy to come by, they've just been off doing a galactic war and while they were gone we kind of popped up. Life is stupid. This part is the best part of the book. The humor is on point, the prose magnificant. She is spot on and very pointed in her argument for why war happens. It's people vs meat, and how does one determine something isn't meat, but in fact sentient? Well, no one really figured that out, hence the galactic war, but NOW post-war they think they've figured it out. Intergalactic Music competition. Makes sense, only something sentient could create music right?
    Well, this year is a special year because Earth is invited, we've been deemed "may be sentient", but questionable enough that they'd rather not let us just hang out and become annoying someday. So we have to present a band and performance for consideration. We just have to not place last. If we don't place last, we're part of the club and we'll be a-ok. If we place last, we'll be destroyed, because they already think we're annoying and that will mean we're meat. People vs meat remember?
     So, one day everyone on the planet earth, everyone, awake or sleeping is visited by the blue birdlike projection of our assigned guides, the Esca, and alien species that are new to the whole being accepted as a sentient thing, and will guide us through the competition. Which it is now telling us about, Suprise! They've chosen a list of musicians they think will do well, however it's outdated and only one band is really able to do it, the has-beens, who are they, Decibel Jones and the Absolute Zeros. Time was rough on our glam-punk friends as it tends to be on musicians, they lost the third member about a decade ago, the two remaining no longer talk. Decibel is a trainwreck, and Oort St Ultraviolet is now just a dad who very much wants to be a regular dude. But now they're being whisked off into space to sing for the world's salvation.
     Sounds pretty fun right? This plus Douglas Adams type prose and humor? A real knock out. Unfortunately, that story I just described takes up... maybe a quarter of the book, MAYBE. You can pull the main story out and put it into a book that might be too small to be a novella. Because of this, the backstory, development, and exploration of these characters are slim to nothing. There is some mind you, but very little. It isn't until the 180pg mark or so that Valente actually decides to focus on the plot, giving very little time to do the entire Grand Prix, the actual competition takes up a page. A 288-page book about a singing competition and only 1-2 pages is actually the singing competition. Tack on another 10 maybe for the weird cocktail death party right before, that didn't have enough attempted death to make any real point of it, plus maybe another 5-10 scattered throughout the book on the back story and leading up to the story, and we've got MAYBE 25 pages of the actual plot. My math is wrong, I know, but it sure FEELS like this.
   So, in a 288-page book, with 25 pages being the actual story, what are the other 263 pages? It was the author being somewhat... I don't mean to sound mean, but full of herself? She tried WAY too hard on this style she was going for. It felt like an "oh, you liked that opening chapter, didn't you? You totally read it out loud to your boyfriend, well here let me give it to you again, and again, and ... again". This book suffers from a severe case of needing to be edited. Of someone saying "that's enough now dear, but what about the story". Every few pages of the backstory of the plot we got were met with full chapters, sometimes multiple of Valente describing yet another alien species she's created, in yet another chain of witty simile and metaphor. To the point where sometimes I no longer knew what was happening, they were all interchangeable, which alien are we talking about now? It went on and on and on, and I never knew how such humorous writing could be just so soul suckingly boring. When she ran out of aliens it was describing previous grand prix's and how the aliens sang. In the exact same, formulaic, witty simile, witty simile, witty simile. Don't get me wrong, there were some absolute gems in here. Some that made me laugh out loud. But it's all about the ratio. I would trade in a heartbeat the ratio in this book. 263 pages of plot, and 25 pages of aliens described in witty simile. It took everything in my power after the third alien chapter to not skim. But she fit so much into a sentence that I was scared somewhere hiding would be a plot point (spoiler alert, there wasn't, skim away).
   Then around the 180 page mark, a flip was switched, it was almost as if she went "crap, a story!" the adjective use was slimmed down dramatically and we actually got more than one chapter in a row with a plot point. But at this point, it was too late, the end of the book was hurdling at us and very little had happened and the book pretty much fizzled out with an "oh yeah, the Grand Prix happened". Mind you, the finale was very heartwarming and I liked it a lot. I just wish I hadn't had to read a full chapter about hairbrush interspecies sex to get there, and instead had more of it. But ironically, the hairbrush sex had more plot advancement that the majority of the book.
    The ending did, however, for one moment, make me forget that I had just read an encyclopedia of descriptors and was happy for a few minutes. So good on her for that. That proves to me that she can write more than glittery descriptions, which then made me sad I didn't have more of that writing. With just a spattering of the gold of her opening chapters. I am glad I finished the book, the story, what little there was, was worth the read. However, I have no desire to read any other of Valente's writing now, and if there was a sequel, I just don't think I have it in me to read another 263 pages of description. Cool idea, good ability, just terribly executed. She could easily have released a separate book, expanding on a handful of species she established in the book, like an alien compendium, and I would have read it, and laughed, and been okay because I went into it expecting it. But I went into this wanting a story, not a neon throwup encyclopedia of just how "oh so creative" Valente is. That came off harsh, I know, but they blew past the fine line of interesting and well into the self-serving, look what I can do, territory. What suffered for it wasn't just a large number of DNFs, and my sanity for a few days, but an actually interesting, fun, Eurovision, glitter punk, heartwarming story about loss, life, how stupid it is, how beautiful it is, and why we should fight for it. It's in there, hiding beneath the layers and layers of word vomit. I want that story. Please release a second edition that is just that, the opening, and say... 3-5 of your favorite aliens Valente, I promise I'll give it another try if you do.
  
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Daniel Boyd (1066 KP) rated The Last of Us Part II in Video Games

Jun 30, 2020 (Updated Jul 1, 2020)  
The Last of Us Part II
The Last of Us Part II
2020 | Action/Adventure
Gameplay (2 more)
Graphics
Sound
Story (0 more)
I'm Not Mad, I'm Just Disappointed
Contains spoilers, click to show
It's been a while since I've written anything, but I couldn't let this one go by without saying anything about it.

The Last Of Us Part 2 is the biggest disappointment of 2020.

I finished the game a few days ago and have been letting it process in my mind in the hopes that it will somehow make more sense to me. So far that hasn't been the case.

Let me provide you with some context, I wanted to like this game more than anyone. The first Last Of Us is one of my favourite games of all time and because of the spectacular writing and performances in that first game, I was really excited to see what would happen to these characters. This was definitely one of my most anticipated releases in recent years and I'm genuinely in awe at how much of a let down it was, especially after the 10/10 reviews I had been reading leading up to the game's release.

Spoilers will follow from this point on as it's pretty difficult to discuss my reasoning for being let down by the game without getting in depth, so please tread carefully if you have yet to play through the game.

First off, I don't normally like to bring up my personal politics when discussing fictional media, but I do feel that it's necessary to mention that I am pro LGBTQ+ and none of my issues with this game stem from any sort of political bias that I may have.

The game opens slowly, juxtaposing the intense opening of the first game. However these slow opening few hours really allow you to drink in the breathtaking visuals and fantastic sound design. These elements really help to sell the cinematic nature of the game, along with consistently stellar performances.

Then we are shown the main conflict that will propel the story for the sequel. Joel is unceremoniosly murdered by Abby, a new character that we know nothing about at this point.

Now I don't have a problem with main characters being killed off in a story, in fact as a Tarantino fan, I relish it when it's done properly. The problem with Joel's death is the way that it was executed. First off, Joel and Tommy would never in a million years have blindly trusted this random faction that they've just bumped into enough to give them their names so quickly. They've both survived 25 years in the apocalypse and yet the writers still expect you to believe that they would be this naïve and stupid. Then, there's the fact that this is how they choose to introduce this new group that you are later expected to sympathize with and this character that they will later force you to play as for half the game. Why would anyone who is a fan of this world and these characters want to play and learn about this random ruthless killer?

Now, what you might be asking is "aren't Joel and Ellie ruthless killers at this point?" And you would be right, they are. However the point is that we were already invested in these characters before we seen them ruthlessly murdering infected and humans alike and therefore are able to put it down to them having to do what they had to in order to survive. With Abby you are introduced to her killing a beloved character from the first game for the sake of pure shock value.

The first game came out during an oversaturation period of zombie stories across media and yet because of it's stellar writing, it managed to stand out from the crowd and actually become one of the most unique games of the last generation in terms of the story it told. The story in this game feels so generic by comparison. I remember watching interviews with Neil Druckman in the lead up to the game's release where he would talk about how the main hurdle of writing this game was justifying it's existence after the first one ended so well. Really? You had seven years and another generic revenge plot was the best thing that you could come up with?

Another highlight from the first game was the fleshed out side characters that all felt deep and like they really existed in the world. Characters like Tess, Bill and Marlene all naturally fitted into the plot and felt necessary to the overall story being told. The same cannot be said for the side characters in this game. I have already mentioned how it is made impossible to sympathize with Abby and her crew after seeing what they did to Joel. There are two other new characters introduced called Yara and Lev. They are siblings, which put me in mind of Henry and Sam from the first game, but where Henry and Sam felt layered and genuine, Yara and Lev feel shallow and shoehorned in to give Abby's plotline some narrative weight.

Then there is the strange pacing of the story. I feel like I must reiterate, they introduce a character that murders the beloved protagonist from the first game and later expect you to sympathize with her. Then there is the fact that you play as Ellie for the next 8 hours or so before they present you with a shocking cliffhanger, only to then force you to play as Abby for the next 10 hours. Not only are they making you play as the character that murdered Joel and Jessie in cold blood, but every extra hour that they unsuccessfully attempt to make you feel sorry for Abby is another hour before you can get back to see how the cliffhanger, (that was introduced 10 hours ago,) is resolved. And then, they bafflingly make you fight Ellie while playing as Abby. Why would the game expect me to want to hurt this character that I care about as this brand new random stranger?

You are then eventually given control back as Ellie and the game lulls you into a false sense of thinking that you are finally done playing as Abby. Then Ellie makes the totally nonsensical decision to abandon a nice, cushty, quiet farm life that she's carved out for herself, to go after Abby yet again.

After that, you guessed it! You are forced to play as Abby yet again. Thankfully it's only briefly as we then at long last get to properly play as Ellie again. Not sure if you remember her at this point, she's the one that's in all of the trailers and posters and on the cover of the damn game?

Then we get what is probably the most anticlimactic ending in the history of gaming. Ellie lets Abby go. After Abby killed Joel and Jessie and crippled Tommy and after Ellie murdered all of Abby's friends and after Ellie abandoned her girlfriend and step-son and had her fingers bitten off, she's just like, "nah fam, I'm good."

I'm sorry, what?

You are going to break your promise to Tommy and let the person that murdered your father figure get away? Why?

If getting your revenge wasn't worth it, you should have really realized that back on the farm when you were surrounded by people you love and a chance at a family life. If you chose to leave that behind you must be committed enough to see it through, otherwise it is all for nothing. There is subverting audience expectations and then there is having your characters make nonsensical decisions and I feel like TLOU2 was full of the latter.

On a positive note, the gameplay is extremely fun and satisfying. Every blow lands with more force and every bullet seems to strike even harder than in the first game. It does get a bit repetitive after a while and the actual function of taking out a group of enemies hasn't evolved a great deal since the first game, but I still really enjoyed it. The upgrading and crafting systems have also been fleshed out. This, along with the immaculate graphical presentation, tight, fluid animations, brilliant audio and expectedly phenomenal performances make for something with so much potential, with only the writing and direction letting it down. Unfortunately, writing and directing are both pretty essential in a story driven game.

Before I summarise, I'd like to highlight that I am not against stories that explore the moral grey area and don't have clear heroes and villains. For example, Metal Gear Solid is my favourite franchise in gaming and the whole point of that series is to show that there is no black and white, but we all do things for our own reasons. A good story should be able to make you see the things from the "villain's" point of view without being like, "look see what you did to them? That is why they are the way they are! Look see, she is a good person because she plays fetch with dogs!" In TLOU2 it all just feels so forced and unnatural. A good storyteller should show a character's motivations and then show their actions and leave it up to audience to decide if it's justified, instead of strictly saying, "this character is 100% justified in the heinous act that you just seen her commit, now you must be on her side!"

I think that's all that I've got to say and I guess at the very least, this game has got people talking. You cannot accuse it of playing it safe, but there are a ton of different ways that the plot could have went that probably would have been a lot more satisfying for fans of the series like myself. 6/10
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Red Dead Redemption 2 in Video Games

Oct 30, 2018 (Updated Nov 20, 2018)  
Red Dead Redemption 2
Red Dead Redemption 2
2018 | Action/Adventure
Slow West
I have decided to do something totally different for my Red Dead 2 review; instead of just reviewing it as a whole once I am finished with it, I am going to start my review just now and then continually add to it the further through it I progress. There are a few reasons for this, firstly because this game is huge and is probably too vast to sum up in just a few paragraphs once I have completed the story. Secondly, because we would all be waiting weeks for me to review it; I am not going to be done with this thing anytime soon. Third is because it's something new, a break from my traditional structure of writing reviews. Finally, because I feel that my opinion on this game is going to change based on the different things that I experience during my playthrough, along with my score of the game. There will also most likely be spoilers as we move on through the game, so maybe just read up to where you have also played to. Once I have completed the game, I may write a summary of my thoughts at the bottom of this review, or I might just scrap this and write a whole new review from scratch, we shall see.

So far, I think I have played between 3 - 4 hours of the game and already I have been through a range of emotions. The game opened in a very cinematic fashion and I was on-board right away. The shots used and atmosphere that was present was very reminiscent of The Hateful 8. Then you get to a small group of shacks and are forced to play through the first few story missions consecutively, which act as tutorials for a lot of the games systems. This part is pretty laborious, but thankfully just as I was starting to get bored, you progress to Chapter 2 and the game opens up.

I must admit, I didn't enjoy the first few hours I spent wandering through the game's world. Arthur moves so damn slowly and every task takes an age to complete, in fact every part of the game seems slow. Horse riding to a location takes forever, the few moments of gunplay are sparse and the aiming controls are anything but smooth. Other than that, the time is spent chopping wood or doing other chores. The word CHORE, is actually adequate to describe the gameplay up to this point.

To break up this slow pace, I decided to go exploring and do some outlaw activities. The problem is that this game's witness/bounty system is ridiculous. You can't so much as lift a finger in the Valentine town centre without the lawmen hunting you and your bounty climbing higher and higher. I'm talking anything from accidently bumping someone with your horse to walking beside another citizen for too long - it is ridiculously harsh and Rockstar seem to favour 'realism,' over fun with this mechanic. So, because I am getting so much grief from the lawmen in Valentine and racking up a bounty way higher than I can afford at this early stage, I decide to go off the beaten path and look for loners to rob. The problem here is, even if you meticulously look around the area to make sure that the coast is clear and then rob your victim, someone out of the blue will appear, halfway across the map and run toward the nearest town to report you. So, naturally you hunt down that witness and kill them, then another witness sees this occur and start running to report you and the cycle continues until someone inevitably reports or shoots you. It's as if Rockstar don't want you to have fun and play the outlaw in their game about playing as an outlaw.

Reading back on what I've read so far, I feel like I have bashed this game pretty hard. As an aspiring game developer myself, I have an idea of what goes into a project like this and what Rockstar have achieved in that sense is truly astonishing and inspiring. The lighting work along with the cinematic camera and near photo-realistic graphics make this game a visual beauty. The world also feels genuinely alive, the voice acting is brilliant and the small touches and intricate level of detail present is insane. Presentation wise, this game is flawless.

Okay, at this point I am about 5 or 6 hours into the game. I am still on chapter 2 and have only done a couple more story missions, but I have done a good bit of exploring too. So far, I have experienced 2 bugs. One was when a story mission required me to get on a horse to take and sell at the Valentine stable and the horse was invisible during the cutscene and non-existent when it switched to gameplay. A quick restart solved this, but still the bug was present during a main story mission.

The other happened during a random stranger encounter. I was riding through an open area full of lumberjacks cutting down trees and one of the trees fell on a guy's leg. I got off my horse and ran over to help, but while doing so, I saw a bunch of bounty hunter symbols appear on the mini map. I ignored them and pressed the button prompt to help lift the tree, but while doing so, the bounty hunters appeared and fired their guns in the air. The rest of the men fled and I was left standing beside the guy that was trapped under the tree, unable to move or do anything. As I stood and spammed every button trying to make Arthur move, the bounty hunters just surrounded me and pointed their guns towards me, but none of them shot. We were left in this awkward standoff for a few minutes before I eventually gave up and had to restart. This second bug is probably the more egregious of the two I've had so far, as I now have no way of knowing if I am going to be able to get that random encounter again.

This is annoying as the random encounters are by far the best part of this game so far. I don't want to spoil too many of them here, but they range from exciting to terrifying to just plain sad and all of them are brilliant.

As I settle into Arthur as a character, I realise more and more how much I prefer and miss playing as John. John was cool where Arthur is goofy. John was smooth where Arthur is wooden. Don't get me wrong, Arthur is well written and acted, but I really think he would play better as a side character rather than a protagonist. Plus the way I play him totally contradicts his whole attitude. I'm playing him as a ruthless killer who shoots entire groups of people on sight and he is still a lovable, goofy rogue in cutscenes.

I have played a few more hours over the last few nights, I must be around 10 hours in now, (although there doesn't seem to be any way of checking that for sure.) I am still on Chapter 2 in terms of the story, but I have been doing a lot of exploring and have found/bought a decent amount of better gear and weapons for Arthur. It also turns out that there is some fast travel in this game, if you upgrade Dutch's tent via the camp ledger and then upgrade your own, (costs about $500 all in,) you can fast travel from the camp to any major location that you have previously visited. Unfortunately while I was fast travelling last night to a location, I experience the first occurrence of pop-in that I have seen so far in the game. I understand that this game is extremely vast and there is a great deal to load in, but when every other aspect of the game is so polished in terms of presentation, it stuck out like a sore thumb.

In terms of exploration, I have probably spent less than half of my 10 hours in the game so far doing story missions and instead spent the majority of my time just riding/walking around and taking in the sights, or speaking to strangers, or violently robbing and killing them at gunpoint whenever the notion takes me. Strawberry is a cool little town, it is quite similar to Valentine in terms of the size and the available shops etc. St Denis is another story. Located at the south-east corner of the map, it is a huge, bustling city with an overwhelming amount to take in. Without spoiling too much, it will also open up a few more opportunities for Arthur once you get there.

I have played a lot more of the game since I last updated this, I'd guess I am closer to 20 hours playtime than 10 at this point. I have finally progressed to Chapter 3, the gang has moved camp to near another small town called Rhodes, which has lots to see and do considering it's small size. That is one thing that Rockstar have undoubtedly nailed in this game, making these towns truly feel alive and like they continue to exist even when you are not riding through them. I'd go as far as to say that this open world feels more alive than any other one that I have spent time in.

The story missions up until this point are touch and go. Some are really fun and exciting and some are monotonous and boring and feel more like busywork than progress. I much prefer the side missions up to this point. The debt collecting missions and the bounty missions are satisfying and feel worthwhile. The robbery side missions that you do with certain gang members are also a nice, more engaging change from the slower pace of the story.

In terms of the game's characters, I am just as much of as a fan of John Marston as I was in the last game and I must admit that spending more time with Arthur has made him grow on me slightly. As for the rest of the gang though, it's a mixed bag. I like Sean, Charles, Javier and Lenny, but the rest are just annoying and a chore to be around. One major disappointment regarding the characters for me, is that I thought that this game was going to make me sympathise with Dutch and see things from his perspective, the way that MGS 3 did for Big Boss, but no. Apparently he was always an unlikable dick.
  
Show all 4 comments.
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Andy K (10821 KP) Oct 30, 2018

I think the open world stuff will be better. So far kind of limiting. I'll write a review when I'm further along.

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Daniel Boyd (1066 KP) Oct 31, 2018

Looking forward to reading it.