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Moon Justice (Aurelia Fridell #2)
Moon Justice (Aurelia Fridell #2)
Ryanne Hawk, E.R. Pierce | 2015 | Paranormal, Romance
8
8.0 (1 Ratings)
Book Rating
This story picks up where Fractured Moon finished. Ceithin and Aurelia travel to Alaska for some much-needed time alone, where Aurelia can spend time learning about her wolf. Things are never that easy though and their time in Alaska is interrupted in the form of a Kodiak shapeshifter. They are also pressed to return home where they find that things have changed in their absence, and not always for the better.

There is a lot that goes on in this book and it will keep your interest as you turn the pages. However, I will say that there were a couple of things that 'niggled' at me once I had finished it. Firstly, the whole 'thing' in Alaska - I'm really hoping that it will lead to a more developed story with Garrett and Mars as I felt that it ended rather abruptly and without actually going anywhere. Then there was the whole 'madman raising an army' situation. It seemed like a lot of hot air about nothing. Now, don't get me wrong. The storyline itself was fast-paced and well-written. It's just that I felt parts of it could have been 'more', bigger somehow. It felt like a big build-up, with a good action scene before and then... poof, it was all over.

Don't get me wrong though, this story isn't rushed and does come to a satisfactory close. On the whole, I thoroughly enjoyed it which is why it gets four stars. I felt the story ended nicely for Ceithin and Aurelia and would love to know more about this family and their friends, hopefully starting with Garrett and Mars as they go to Alaska.

Recommended for fans of the paranormal and shapeshifters.
 
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
 
Merissa
Archaeolibrarian - I Dig Good Books!
August 5, 2016
  
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David McK (3496 KP) rated Quantum Leap: Too Close for Comfort in Books

Sep 22, 2024 (Updated Sep 22, 2024)  
Quantum Leap: Too Close for Comfort
Quantum Leap: Too Close for Comfort
Ashley McConnell | 1993 | Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
"Theorising that one could time travel within his own lifetime, Doctor Sam Beckett stepped into the Quantum Leap accelerator and vanished... He woke to find himself trapped in the past, facing mirror images that were not his own, and driven by an unknown force to change history for the better. His only guide on this journey is Al, an observer from his own time, who appears in the form of a hologram that only Sam can see and hear. And so Doctor Beckett finds himself leaping from life to life, striving to put right what once went wrong, and hoping each time that his next leap will be the leap home…”

That's the intro from the original, 1990s, show (as opposed to the more modern 2020 reincarnation).

Why am I posting the above?

Because this novel itself is from the 90s, long before Dr Raymond Song or any of the newer bunch, and so focuses on the original Leaper Sam, and his hologrammatic observer Al.

It was also obviously written whilst the show was still on air (or, at the very least, not long after it ended), and very much could have been a episode of that original show, which was far more episodic in nature than the newer version.

Here, Sam finds himself in the body of a college graduate in what-I-believe-to-be the early 1990s, leasing a room from a college professor who is very much into the whole Men movement of the era, so much so that said professor does not even realize when his family life is falling down around him.

Being the early 1990s, this is far too close to the timeline from which Sam leaps (1999), with Al Calvacci also involved here both as Sam's hologram, and as an actual person who Sam encounters as a member of Dr Wales encounter group. Hence the title 'Too Close for Comfort', which can be construed in multiple different ways!
  
Doctor Who: Time of the Daleks
Doctor Who: Time of the Daleks
2017 | Entertainment, Science Fiction
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?


Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.

On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.

Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.


This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).

Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.

Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.

While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
  
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Laura Doe (1350 KP) rated 11.22.63 in Books

Mar 12, 2021  
11.22.63
11.22.63
Stephen King | 2012 | Horror, Science Fiction/Fantasy, Thriller
8
8.8 (47 Ratings)
Book Rating
I would rate this 3.5/5 stars.
I’ve never been able to find myself wanting to read Stephen King, and after a few attempts when I was younger to start one of his novels, I still couldn’t and so until this book I have never finished a Stephen King. I persevered through this one because it had been lent to me by a friend with a good review and I had watched the tv series based on it a few years ago.
The start of this novel was very slow and confused me in a few points (but I think that was intentional as our main character – Jake Epping – was also pretty confused at the same time). But because not much was happening, I kept putting the book down, distracted to do something else and really having to force myself to pick it back up. Once I managed to get to part 2, I found that I was much more interested in the story and the plot line and it wasn’t such a chore to make the time to read it. I then had a difficult time to put the book down, and most nights I was only putting it down because I was falling asleep in the middle of a sentence! I read the last quarter of the book in a day, because I just wanted to know what was going to happen and whether he was going to be able to stop the assassination of John F. Kennedy.
Overall, I found the concept very interesting and not just the time travel. I found the concept of the past not wanting to be changed and actively trying to stop someone from changing it interesting, and sometimes it was quite comical the amount of things that went wrong when Jake was trying to change the past. I did, however, find the ending very disappointing. It felt like it was starting to be set up for a different ending and then at the last minute the author decided to change it completely. It just didn’t seem to fit with the set up of the last chapter or so, but I can see why it was done and that the ending that was being set up wouldn’t work in terms of not changing the past.
A very interesting read, but with a disappointing ending, but I would still recommend it!