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The Girl with the Dragon Tattoo (2011)
The Girl with the Dragon Tattoo (2011)
2011 | Drama, Mystery
9
8.5 (4 Ratings)
Movie Rating
Following the very successful adaptation of Stieg Larssons millennium trilogy into three very successful Swedish language films, it came as no surprise when Hollywood announced that it would be making an English-language version of the series. Director David Fincher was announced to craft the first book in the series, The Girl with the Dragon Tattoo. The new version follows very close to the original material with one fairly big exception which I will detail later in the review.

Daniel Craig stars as Mikael Blomkvist, who at the opening of the film has recently lost a court case for which he was being sued for libel by a prominent business figure. His career is in ruins and virtually all of his savings gone as a result of the trial and punitive damages. So when he is contacted by an attorney representing the wealthy and powerful Vanger family, he agrees to meet. Although highly reluctant to take a meeting, Mikael takes the four hour train ride north of Stockholm to a cold and remote island to meet with Henrik Vanger (Christopher Plummer). Henrik wishes Mikael to investigate the disappearance of his niece some 40 years earlier, a niece vanished under the families’ very noses and not a trace of her has been discovered since. Henrik is convinced that she has met with foul play, yet every year on his birthday, he continues to receive a gift of ornate pressed flowers in an anonymous package.

Henrik believes that the killer is haunting him by sending the gifts and that a member of his family may be to blame. Although skeptical of being able to find anything 40 years later, Mikael accepts the case and soon sets up residence in a small cabin on the island and begins his investigation by combing through police reports, conducting interviews, and examining photographs and newspaper clippings. Mikael had been warned that the other members of the Vanger family may not be too thrilled with his presence as not only is the family fractured, they all have their share of secrets.

At the same time, a very Goth punk girl named Lisabeth (Rooney Mara), is fighting her own demons. Lisabeth is an extremely gifted computer and surveillance expert who specializes in gathering background information on individuals. As such, her skills have made her in high demand with her employer. Unfortunately, Lisabeth is also a deeply antisocial person who is prone to lash out violently if provoked. Much of this stems from an extremely traumatic childhood spent in institutions which resulted in Lisabeth being placed as a ward of the state, not deemed competent to care for herself. This arrangement requires her to check in on a regular basis with a representative who, unfortunately for her, has recently suffered a stroke and places her in the care of the new guardian.

The new guardian subjects Lisabeth to horrific demands just so Lisabeth can access her money. The traumatized Lisabeth does not play victim long and in a twist of fate, is assigned by Henrik’s attorney to assist Mikael since she did the background check on him prior to Mikael being approached by Henrik for the investigation. The unlikely duo combined to form a highly efficient pair as they start to piece together the clues which indicate a brutal string of murders leading back for decades. As they work together, the relationship deepens and the reserved Lisabeth starts to come out of her shell. Tension mounts as danger surrounds them in an epic race against time to solve the case that certain members of the family do not want solved.

The film runs approximately 2 hours and 45 min and does take a little while to get started as the landscape and back story of the characters is established. The film has some very dark and brutal moments, which are hard to watch, yet were not as graphic as those in the Swedish language version. Craig and Mara work very well with one another and props to Craig for being willing to put on weight and occasionally looked disheveled to enhance his character.

Mara gives a masterful performance as the complicated Lisabeth, the anti-damsel-in-distress heroine, who subtly shows the many complicated sides to the character. Noomi Rapace first portrayed the character and has gone on to prominent success in Hollywood with a slew of upcoming high profile films. I would expect nothing less for Mara with two other sequels in this series to film. I am sure this breakout performance will not go unnoticed as it is an extremely difficult and daring role that few in Hollywood would want to tackle, much less be able to pull off as convincingly as she did.

I was extremely happy to see that the character names, settings, and situations were not changed in the new version, and it was refreshing to see the film set in Sweden and not relocated to London or New York. The biggest issue I had with the film was with the ending, which deviated from the previous versions. I will not provide spoilers, suffice it to say the resolution was a bit too tidy of a Hollywood ending and in my opinion greatly undermined one of the central characters of the film. That being said the film is a bold and dynamic vision from Fincher and is a deeply dark and disturbing story that is difficult to forget.
  
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Purple Phoenix Games (2266 KP) rated Five Tribes in Tabletop Games

Jun 21, 2019 (Updated Dec 17, 2019)  
Five Tribes
Five Tribes
2014 | Civilization, Fantasy, Mythology
The Sultan of Naqala has ruled for many years, keeping the city prosperous and living in peace. Comprised of five different tribes, all inhabitants work and live together in harmony. But now the Sultan has died, and word of his passing has traveled far and wide – a magnificent city without a ruler? Who could pass that up? You make your way to Naqala to put in a bid for the throne, but others have heard the news and shown up with your same idea! Can you use your wit and devise a strategy to manipulate the tribes to your benefit? Or will a competitor undermine your attempts and win the tribes over to their side? Only one can be victorious – to whom will the tribes show preference? Play Five Tribes to find out!

DISCLAIMER: There are several expansions for this game. Though we have them in our collection, for this review we are only using the base game. Should we decide to review the expansions in the future we will add that information here or link to the full review. -T

Five Tribes is a game of area control, auction/bidding, card drafting, and set collection with a modular board. At the beginning of each round, players bid coins to determine turn order – the higher you bid, the earlier you get to go in the round. On your turn, you will select a tile, pick up all the meeples on it, and move them around the board – dropping only one on each subsequent tile, a la Mancala mechanic. There are strict rules regarding meeple movement and placement, so strategy is key in deciding the best path to VPs each turn. When you place your final meeple on a tile, take all meeples of that same color from the tile into your hand. If that completely clears the tile, place one of your camels on it to indicate that it is under your control. Each meeple color represents a different tribe, and each tribe grants the player certain powers when collected – i.e. gathering resources, gaining gold, or invoking Djinn powers. After you use your meeple power, you also have the opportunity to use the power of your ending tile, whether it is under your control or not. The game ends when a player has placed their final camel, or if there are no more legal moves to be made. VPs are tallied, and the player with the highest score wins!

As a kid, I played Mancala A LOT. I’m not entirely sure why. I learned it at school, caught the bug, and started playing it a ton at home too. Five Tribes takes Mancala and makes it 1000x better. The pick-up-and-drop mechanic is integral to the game, but there is so much strategy required that you will never be bored playing Five Tribes. You have to follow movement/placement rules, you have to figure out what meeple power you’d like to use on a given turn, you also have to decide if there’s a certain tile power you need – all while the board is constantly changing between each player’s turn. That’s why bidding for turn order can be so important! If you see a move that will earn you tons of VP, are you willing to spend your hard-earned gold (VP) to ensure that you can make that move? Or are you content with saving your gold and capitalizing on opportunities that may be presented later in the round? The board is constantly changing, and your strategy must follow suit if you are to have any hope of winning! There is no single strategy for a guaranteed win every game, and that keeps Five Tribes refreshingly fun and engaging.

The one negative I have about Five Tribes is that there is kind of a learning curve to this game. There are so many moving elements, different iconography, and special powers that it can be overwhelming for a new player. After a couple of plays, it is easier to remember the intricacies of the game, but at first it can be kind of daunting. Not a huge negative, just something to keep in mind when pulling it out for newer players!

Overall, I love Five Tribes. The gameplay is engaging, the strategic options are diverse and seemingly limitless, and the components are awesome quality. I only just got this game for Christmas last year, but it’s making its way up the ranks in my list of favorite games! If you haven’t already, give this game a try – there’s more to it than meets the eye! Purple Phoenix Games gives Five Tribes a fantastic 21 / 24.
  
Cthulhu Realms
Cthulhu Realms
2015 | Card Game, Fantasy, Mythology
Cthulhu – a theme that is deeply rooted in the board gaming world. There are SO MANY Cthulhu-based games and spin-offs of standard games. Some people really dig the theme, and some people really don’t. So where does this particular game fall on the spectrum? Keep reading to find out!

In Cthulhu Realms, a deck-building game, you are a Cthulhu cultist that is trying to drive your rivals literally insane. By gathering followers, collecting artifacts, and discovering new locations, you will gain enough power to influence the sanity of those who would oppose you! On your turn, you will play cards from your hand to Conjure (acquire new cards from the communal pool), Draw/Discard cards, Gain/Lose Sanity, or Abjure (permanently discard cards from the game). The game ends when a player is reduced to zero sanity – and the player who has retained their sanity is the winner!

I love deck-building games. I really do. I think it’s a neat mechanic that allows you to customize your strategy with every play. So I enjoy playing Cthulhu Realms because of that element. And that’s kind of where my enjoyment ends with this game. Don’t get me wrong – it’s a decent game. I just have a couple of issues with the actual cards and abilities. The cards themselves are very reliant on iconography to communicate powers/abilities. Props to the player boards for having a quick reference for the basic actions, but I still always keep the rule sheet on hand for the in-depth explanation as I play. And even then, the rule sheet still has a bit of ambiguity on how some of the powers work. I wish they’d provided a couple of examples because sometimes I still get confused by certain combinations of icons. Just a little more detail in the rule sheet could alleviate some of the ambiguity of the icon abilities.

For card abilities, each individual card can have anywhere from 1-3 special abilities. The tricky thing is that the abilities do not all have to be used at the same time. So I could use 1 ability from a card, use an ability from a different card, and then come back to my first card and use another of it’s printed abilities. And with a hand of 5 cards every turn (not counting additional cards you may draw…), it can be hard to keep track of which abilities you’ve already used that turn. On top of that, many of the abilities have prerequisites – you can’t use that specific ability unless you’ve already played/have in play the requisite card. Some abilities only have 1 prerequisite, but some have 2, which just adds another layer of bookkeeping to your turns. Not only are you trying to remember which card abilities you’ve already used, but you’re also trying to keep track of your cards/actions that turn that could unlock other card abilities. The rule sheet suggests sliding a card to one side of your play area once you’ve used one of its powers. But again, if it has more than 1 ability on it, you’ve got to remember which ones you’ve used/haven’t used yet, regardless of where they are in your play area. This is a competitive game overall, but with all of these elements to track on your turns, it saps the tension from the game and makes it feel a little more luck-based than strategic.

To alleviate some of my grievances, I think the game could just have more cards with fewer abilities on each. That would make it much easier to execute all of your turns. And eliminate some of the ability prerequisites – having them on most of the abilities just adds another element for you to keep track of, and it feels a little unnecessary. If the turns were a little more clear and concise, I would like this game a lot more. It’s not bad, it just gets bogged down a little bit with too much action on your turns. That’s why Purple Phoenix Games gives Cthulhu Realms a 6/12.

https://purplephoenixgames.wordpress.com/2019/03/22/cthulhu-realms-review/
  
Firefly Adventures: Brigands and Browncoats
Firefly Adventures: Brigands and Browncoats
2018 | Entertainment, Miniatures, Science Fiction
Okay! Yes. Firefly, a great IP. Check! Gale Force Nine, a publisher that brought a previous Firefly game to life and was pretty darn good. Check! Solo, Cooperative, or Competitive? Check! So far so good, so how does it stack up and have I finally found my gorram Firefly love?

Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.


To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!

This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.


When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…

In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.

Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.
  
Good Boys (2019)
Good Boys (2019)
2019 | Comedy
Laugh out loud funny at times. (0 more)
Repetitive. (1 more)
Too similar to other R-rated teen comedies.
Thor Casts Anal Bead Nunchucks
“Bean Bag Boys for life!” In Good Boys, that’s the motto for three 12-year-old best friends that are finding the sixth grade way more profound and coercing than the fifth grade or any other grade before it ever was. Max (Jacob Tremblay) is at the age where girls aren’t so gross and are actually quite arousing, Thor (Brady Noon) is giving up on who he is and what he loves in a bold attempt to try to fit in with kids who he thinks are cool, and Lucas (Keith L. Williams) mostly just loves Magic: The Gathering, treating women with respect, and being honest.

Two weeks into sixth grade and the boys find themselves invited to their first party, but the catch is that it’s a kissing party and none of them know how to kiss. They use Max’s dad’s drone to spy on high school girls Hannah (Molly Gordon) and Lily (Midori Francis), but the girls end up capturing the drone and holding it for ransom. After a face-to-face meeting goes south, Thor steals Hannah’s purse which includes two capsules of Molly/ecstasy in a kid’s chewy vitamins bottle. Now in possession of illegal drugs after skipping school and using Max’s dad’s drone without permission while he’s out of town, the boys need to figure out a way to get the drone back home without his dad knowing so Max won’t get grounded all so they can still attend the kissing party and become legends of the sixth grade.

Good Boys is co-written and co-directed (only Stupnitsky received credit) by Gene Stupnitsky and Lee Eisenberg (writers of Year One and Bad Teacher). The film is produced by Seth Green’s Point Grey Pictures and Good Universe (both Neighbors films, The Disaster Artist, Long Shot). This is all worth mentioning to get an idea of what you’re diving into if you plan on seeing this film. The R-rated comedy attempts to capture what Superbad did for teenagers over a decade ago, but replaces the teenage element with tweens. Whether they’re successful or not is entirely up to you.

There are some decent laugh-out-loud moments in Good Boys, but their long-lasting effect is short-lived because Stupnitsky and Eisenberg decided to repeat those laugh out loud moments over and over again to the point of annoyance. The main laughs of the film come from the boys trying to talk about adult things they don’t fully understand (cum pronounced as koom, a sex doll being a CPR dummy, a nymphomaniac is someone who likes to have sex at sea and on land, etc), thinking sex toys are weapons, and still not being able to get past the child proof lid on a vitamin bottle. These are all funny at first, but all the gags in the film fall under the same handful of categories and essentially feel like Stupnitsky and Eisenberg didn’t have enough creativity in the script writing process to think outside a smattering of raunch.

The typo’d “porb” sequence where the boys attempt to look up how to kiss on the internet, the crossing the busy highway on the way to the mall sequence, and Lucas being so adamant about a woman’s consent are more humorous elements because they’re not as overplayed into the ground; even the opening where Max is on the verge of masturbation seems like a cheap knock off of what Not Another Teen Movie did in its opening sequence nearly 20 years ago. In comparison, Olivia Wilde’s Booksmart from earlier this year was labeled as a female version of Superbad. The Superbad influence is there, but Booksmart adds a refreshing female perspective and explores what the future means for the main characters to a more satisfying extent.

Growing up and what that means to a 12-year-old is explored in Good Boys, but it seems awkward. You’re on the verge of becoming a teenager, which shouldn’t mean all that much for you other than attending a new school. Lucas’ parents are in the middle of a divorce and Thor is trying to be something he isn’t just for his reputation. The characters learn something over the course of the film because of this, but the entire maturing angle doesn’t feel right. Part of it is meant to be ridiculous, especially after Lucas says something like, “I’ve grown up a lot in the past two hours,” and it’s cool that the film goes out of its way to tell the audience to never be ashamed of what you love, but it all feels sloppy and thrown together at the last minute.

This is the first R-rated film to ever have a rating that includes, “all involving tweens,” and this could be seen as the Superbad of this generation, but Good Boys simply doesn’t differentiate itself from the high school and college R-rated comedies that came before it to be memorable or enjoyable. It will likely be a crowd pleaser anyway since the theater I was in was full of laughs from the general public, but its charm is ruined so early on and that’s a painful thing to say when your film is only 90 minutes long. Good Boys may be outrageous and funny at times, but its generic formula destroys what little entertainment value it potentially had.
  
The Seals of Cthulhu
The Seals of Cthulhu
2020 | Bluff, Card Game, Fantasy, Horror
I don’t really know the origins/history of Cthulhu, but it has always been a theme that draws me in when I see it. Just the concept of these Elder Gods is creepy, yet exciting, and rarely will I turn down the chance to play a Cthulhu-esque game. That being said, when I stumbled upon The Seals of Cthulhu on Kickstarter, and checked out the page, I knew I had to back. Did my unfaltering fascination with the Cthulhu theme lead me astray, or did this game enhance my existing opinions?

The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!

On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.


Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?

And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.


Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!
  
Nine Perfect Strangers
Nine Perfect Strangers
Liane Moriarty | 2018 | Contemporary, Fiction & Poetry
7
6.9 (10 Ratings)
Book Rating
Funny & heart-wrenching, but marred by an unbelievable plot!
Nine disparate strangers are gathering at Tranquillum House, a gated health resort. Each is seeking a form of peace and change: through meditation, losing weight, counseling, and more. For Frances Welty, a famous romance novelist, she needs a way to start over. Her back is in intense pain, and she's hurting from both a romantic misstep and a harsh review of her work. But once at Tranquillum House, Frances isn't exactly sure what to think. The owner, Masha, is both dynamic and odd. What exactly does she have in store for Frances and her fellow resort-goers?

Well, this was an interesting one, to say the least, and not really what I was expecting! So, at first, it drew me in immediately, with a quick introduction to Masha and her associate Yao, in the past, and then fast forwarding to Tranquillum House. You then meet all the various "strangers" at the resort. It's a pretty easy read; each character has their own unique voice, though it did take me some time to sort them all out and keep track of some of them.

However, once they are at the House, things sort of slow down (which you'll find especially ironic, as the book is filled with little insider jokes about books and writing, including a particularly apropos mention of pace from Frances). Everyone is there, they have to take a vow of silence (umm, ok?), they can't read (what?! I'd be out of there!), and you're wondering what on earth is happening as your characters just sort of sit around and ponder to themselves. Oh, but don't worry, dear Reader, it's going to get much weirder.

Because the thing with this book is that so many of the characters are great--I really liked Frances, for instance, and Zoe, and Tony, and well--a lot of them--but the plot they are dropped into becomes almost too preposterous. It felt as if Moriarty was trying to see how crazy she was allowed to go, but no one was brave enough to stop her, so she just kept going. It was odd, and hard to believe, and I just couldn't rationalize that everything that went on would really occur, could really occur, etc.

And, as I said, it's a shame, because so much of the book is funny, with these great characters, and some of it is gut-wrenching, and so well-done. There's a family whose son has committed suicide, and oh my goodness; their passages are just devastating. It's been nearly 15 years since I lost my loved one to suicide, and yet these parts of the story were so real and so well-done, they were almost too hard to read: they hit me right in the gut.

Also, as mentioned, Moriarty fits in a lot of fun little asides about reading and writing books--some about romances, due to Frances' occupation, but some just writing in general, and it's very meta and very cool. Big portions of the book are really humorous, real, and fun. So it's sad that I wasn't really sure of the overall point of the book and its insane plot.

The end of the book picks up too, which complicates my rating even more. Let's recap, shall we: oft funny and heart-wrenching story with realistic characters marred by an unbelievable plot that carries over for most of the book. What to do, what to do? It's quite a book, that's for sure!
  
Dragon Quest Builders Day One Edition
Dragon Quest Builders Day One Edition
Role-Playing
I know. How could I have never played Dragon Quest Builders before? There are so many games out there to play that I miss quite a few so I play them when I can. I was intrigued by Dragon Quest Builders because it was clearly not a traditional Dragon Quest game. The plot takes from the original Dragon Quest as a parallel world where the hero accepts the Dragonlord's suggestion of each one ruling half the world which turned out to be a trap. The hero is defeated and the world goes dark and is overrun by monsters. This is where the legendary builder comes in. You can play as a male or female builder. The first chapter introduces you to the game mechanics. Basically this is Dragon Quest meets Minecraft. Your job as the builder is to gather materials and rebuild the land of Alefguard from the ground up and revive it and bring the light back to the world.




The builder starts her journey.

The tutorial is fairly straightforward showing you how to gather materials. Once you have the materials needed, you need to build and craft items. There are various NPC's that give you quests which are things they want you to build ranging from a crafting forge to a kitchen. This is also how you find crafting recipes for things. When you have the right materials you can build all these things and as you do this, your base levels up.



Use recipes to build things and rebuild the world.

When you go out to the world, the game doesn't really show you where to go. This can be good and bad. It's good because it encourages a lot of exploration and finding things on your own, but it is bad because sometimes it can be a bit frustrating trying to find the location of a quest and it can feel like a lot of time is wasted trying to figure out where you are going. You can switch the map to an eagle eye's view with a white flag that shows where your base is and a Q for the quest marker. You have to do your best to follow your compass, but it's not perfect. You just have to try to be patient and do your best to navigate until you get where you need to be.



You can use this view to see where your base is.


There are moments in the game where the monsters will show up and wreck your base. You have to fight the monsters in order to defend your base. Sometimes the fights are intense with four to five waves of monsters with a boss monster at the last wave. Once the battle is won, you can rebuild everything that got destroyed. The game isn't too punishing when this happens making rebuilding pretty easy.



Fighting monsters is rough, but you can rebuild easily.


While I did have fun playing Dragon Quest Builders, there are things I found to be mildly irritating. Sometimes the difficulty spikes in battles could be incredibly frustrating. The solution to this of course is to constantly build and upgrade your base. The other thing is having to constantly watch the hunger meter. This is represented as loaves of bread next to your health meter. If it gets to zero, your health starts dropping. You have to constantly forage for food or fish and use the kitchen to cook meals. Honestly, this broke the game immersion for me. Having to constantly worry about not starving and having to stop building just to go hunting for food was not fun for me at all. It was an annoyance and I wished I didn't have to constantly do that when I wanted to focus on gathering materials and building spiffy things.



Hunger meter is low, time to go fishing!


There are four chapters in Dragon Quest Builders each in a different region. I did find it odd that when you went to each new world you lose everything and have to start over again from scratch with your weapons, tools, and materials. Getting food and healing items first is a priority so you can explore and build without too much hassle. You can re-learn the recipes in each new region and you also get new materials to build with. If you need a break from the main story, there is a free build mode which allows you to build to your heart's content with no monsters anywhere. You have at your disposal all the recipes you learned in the chapters, you can build whatever you like, and you can share it with your friends. Free build is a nice break from the main game and the only limits are your imagination.

Dragon Quest Builders is a fun game, but there are points of frustration in it with the unbalanced level spikes which is why I took breaks from it often. However, the story is interesting and there are some great nods to the Dragon Quest lore itself as well as some reveals about the builder and various characters that add more depth to the story. To me, free build is where the game shines because it was so much fun just running around and creating whatever I wanted. It is a fun game that encourages creativity while enjoying a good story. See you at the next adventure!