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DiTiC
DiTiC
2019 | Abstract Strategy
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.

So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.

In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!

DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T

To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!

On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.

When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.

To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.

To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.

So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.

Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.

So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?

If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
  
Posthuman
Posthuman
2015 | Adventure, Dice Game, Exploration, Fighting, Science Fiction
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?

Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T


To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.

A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.

After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.

Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.

Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.


Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!

When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.

Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!


I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
  
Darkest Hour (2017)
Darkest Hour (2017)
2017 | Drama, History, War
Not buggering it up.
As Doctor Who repeatedly points out, time is most definitely a tricksy thing. As I think I’ve commented on before, the events of 1940-45 are not in my lifetime but were sufficiently fresh to my parents that they were still actively talked about… so they still appear “current” to me. But I find it astonishing to realize that to a teen viewer this film is equivalent in timeframe to the sinking of the Titanic! #ancienthistory! So I suspect your connection to this film will be strongly affected by your age, and that was definitely reflected in the average age at my showing which must have been at least 60.

It’s 1940 and Western Europe is under siege. Neville Chamberlain (Ronald Pickup, “The Second Best Exotic Marigold Hotel“) is the Conservative Prime Minister but is voted out of office in an attempt to form a grand coalition government with Labour leader Clement Atlee (David Schofield). Despite appearing a shoe-in for the role, Viscount Halifax (Stephen Dillane) turns it down, thinking that his alternative (and bête noire) would drink from the poisoned chalice and be quickly be out of his (and Chamberlain’s) hair. For that alternative choice is the volatile and unpredictable Churchill (Gary Oldman), grudgingly invited into the job by King George VI (Ben Mendelsohn, “Rogue One“). With the Nazi’s bearing down on the 300,000 encircled troops at Dunkirk, and with calls from his war cabinet to capitulate and seek terms of settlement, this is indeed both Churchill’s, and the country’s, ‘darkest hour’.

Despite the woeful lack of historical knowledge among today’s youngsters, most will be at least aware of the story of Dunkirk, with many having absorbed Christopher Nolan’s film of last summer. This film is almost the matching bookend to that film, showing the terrifying behind-closed-door events that led up to that miracle. For it was terrifying seeing how close Britain came to the brink, and I’m not sure even I really appreciated that before. While this might have been a “thriller” if it had been a fictional story, we well know the outcome of the story: but even with this knowledge I still found the film to be extremely tense and claustrophobic as the net draws in around Churchill’s firmly-held beliefs.
Gary Oldman’s performance is extraordinary, and his award nominations are well-deserved. We have grown so used to some of his more over-the-top Russian portrayals in films like “Air Force One” and last year’s (pretty poor) “The Hitman’s Bodyguard” that it is easy to forget what a nuanced and flexible actor he is. Ever since that “No, surely not!” moment of that first glimpse of the film’s trailer, it has almost been impossible to ‘see’ Oldman behind the brilliant make-up of the character (Kazuhiro Tsuji gets a special credit for it). But his eyes are in there, and there are some extreme close-ups (for example, during a bizarre and tense phone call with Roosevelt (David Strathairn)) when you suddenly see “There you are!”.

The supportive wife – Clemmie (Kristin Scott Thomas) gives Winston (Gary Oldman) a hug.
While I have nothing against Brian Cox as an actor, I far prefer the portrayal of Churchill on show here compared to last year’s “Churchill“: true that that film was set three or four stressful years later, but Cox’s Churchill was portrayed as an incompetent fool, an embarrassment to the establishment that have to work around him. Oldman’s Churchill is irascible, unreasonable, but undeniably a leader and a great orator.
Mirroring “Churchill” though, the action is seen through the eyes of Churchill’s put-upon secretary, here played delightfully by Lily James (“Downton Abbey”, “Baby Driver“) who perfectly looks and sounds the part. The character is more successful than that of Ella Purnell’s Garrett in that she is given more room to develop her character and for the audience to warm to her. Oldman is getting all the kudos, but Lily James really deserves some for her touching and engaging performance here.

Perfectly cast: Lily James as Churchill’s secretary Elizabeth Layton.
Also in Oldman’s shadow is the always marvelous Kristin Scott Thomas (“Four Weddings and a Funeral”, “The English Patient”) as Clemmie Churchill, expressing all the love and frustration associated with being a long-suffering wife to an over-worked husband in the public service.
At the pen is “The Theory of Everything” writer Anthony McCarten, and I’d like to say its a great script but with most of the best lines (“a sheep in sheep’s clothing” – LoL) coming from Winston himself it’s difficult to tell. Some of the scenes can get a bit laborious and at 125 minutes – though not long by any means – the script could still perhaps have had a nip and tuck here and there.

Where some of this time is well spent though is in some sedate shots of London street life, across two separate scenes panning across everyday folk as the stresses of war start to become more evident. This is just one of the areas where director Joe Wright (“Atonement”, “Pride and Prejudice”) shows considerable panache, ably assisted by the cinematography of Bruno Delbonnel (“Inside Llewyn Davis“): a boy closes his telescope-fingers around Churchill’s plane; a bomb’s eye-view of the beleaguered Brigadier Nicholson in Calais; and – very impressively – the smoky imperiousness of the House of Commons set.

An atmospheric chamber: the recreation of the wartime House of Commons is spectacular (with production design by Sarah Greenwood (“Anna Karenina”, “Atonement”)).
And most-importantly Wright delivers what Christopher Nolan couldn’t deliver in “Dunkirk“: a properly CGI’d vista of hundred of small boats crossing the channel to Dunkirk. Now THAT is a scene that Kenneth Branagh could justly have looked in awe at!!!
There are a number of scenes that require disbelief to be suspended though: the biggest one being a tube train ride – very moving and effective I must say – but one that features the longest journey between any two stations on the District Line than has ever been experienced!

One stop on the District Line via Westminster…. via Harrow-on-the-Hill!
So this is a great film for really reliving a knife-edge moment in British history, and is highly recommended particularly for older viewers. If I’m honest though, between “Darkest Hour”, “Churchill” and John Lithgow’s excellent portrayal in “The Crown” I’m all over portrayals of the great man for a few years. Can we please move on now Hollywood?
  
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Bob Mann (459 KP) rated No Time to Die (2021) in Movies

Oct 7, 2021 (Updated Oct 10, 2021)  
No Time to Die (2021)
No Time to Die (2021)
2021 | Action, Adventure, Thriller
What a wait it’s been for Bond 25! But Daniel Craig’s last outing as Bond is finally here and I thought it was great! It has all the elements of Bond… but perhaps not as we traditionally know it.

Plot Summary:
We pick up immediately after the ending of “Spectre“, with Bond (Daniel Craig) and Madeleine (Léa Seydoux) all loved up and driving off into the sunset together. But their romantic getaway to Italy is rudely broken short by Spectre as elements of Madeleine’s past emerge to haunt the couple.

One element of that past – the horribly disfigured Lyutsifer Safin (Rami Malek) has a plan to make his mark on mankind with a biochemical weapon. And the retired Bond teams with the CIA’s Felix Leiter (a very welcome return of Jeffrey Wright) in a mission to Jamaica to combat it.

Certification:
US: PG-13. UK: 12A.

Talent:
Starring: Daniel Craig, Léa Seydoux, Rami Malek, Lashana Lynch, Ralph Fiennes, Ben Whishaw, Naomie Harris, Ana de Armas.

Directed by: Cary Joji Fukunaga.

Written by: Neal Purvis, Robert Wade, Cary Joji Fukunaga and Phoebe Waller-Bridge. (From a story by Purvis, Wade and Fukunaga).

Positives:
- The script has all the trappings of Bond: exotic locations; great stunts; thrilling action sequences; and more gadgets on show than in recent times. Yet it’s a real character piece too, delving far more into Bond’s emotions. The story running through it with Madeleine is both deep and emotional: something we haven’t seen since the Bond and Tracy romance in OHMSS. (And with Craig’s acting, he manages to pull this off far better than George Lazenby ever could!).
- I found the finale to be magnificent, bold and surprising. We’re back to the megalomaniac owning an island lair, à la Dr No. It even has its own submarine pen (a nod to Austin Power’s “Goldmember” perhaps!?). For me, the production design harks back to the superbly over-the-top Ken Adams creations of the Connery years. There are no sharks with frickin’ laser beams… but there could have been. (The set is a rather obvious redressing of the 007 stage at Pinewood, created of course for the tanker scenes in “The Spy Who Loved Me”. It even re-uses of the gantry level control room.)
- Craig is magnificent in his swan-song performance. There’s a scene, during the extended pre-credits sequence, where he’s sat in his bullet-ridden Aston just glowering for an extended period. I thought this was Craig’s acting at its best. I thought this again in a dramatic showdown scene with Rami Malek. Malek is not given a huge amount to do in the film, But what he does he does wonderfully, particularly in that electrifying scene with Craig.
- The film has a great deal more female empowerment than any previous Bond, with the tell-tale signs (although this might be a sexist presumption) of Phoebe Waller-Bridge on the script. Newcomer Lashana Lynch acquits herself well as the first female 00-agent, getting not just kick-ass action sequences but also her fair share of quips. But stealing the show is Ana de Armas (reunited with Craig of course from “Knives Out“). Her scenes in Cuba are brief but memorable, delivering a delicious mixture of action and comedy that makes you think “cast HER as the next Bond”!
- The music by Hans Zimmer! It’s a glorious soundtrack that pays deference not only to the action style of recent composers, like David Arnold and Thomas Newman, but particularly to the classic scores of John Barry. It actually incorporates not one but two classic themes from “On Her Majesty’s Secret Service”, directly into the film. I’m even starting to warm to the Billie Eilish theme song, although I think it’s too similar in style to the Sam Smith offering from “Spectre“.
- The cinematography from Linus Sandgren (who did “La La Land“) is gorgeous: in turns colourful and vibrant for the Italian and Cuban scenes and cool and blue for the tense Norwegian action sequences.

Negatives:
- My main criticism is not of the film, but of the trailer(s). There are so many of the money shots from the film (particularly from the Matera-based action of the pre-title sequence) included in the trailers that I had an “OK, move on, seen this” attitude. Why did they have to spoil the movie so much? IT’S A NEW BOND… OF COURSE WE’RE GOING TO SEE IT. All you EVER needed for this is a 20-second teaser trailer. Just put white “Bond is Back” text on a black background and the Craig tunnel shot to the camera. Job done. It really infuriates me. B arbara Broccoli and Michael Wilson, PLEASE take note!
- At 163 minutes it’s the longest Bond ever and a bit of a bladder tester. But, having said that, there are no more than a few minutes here and there that I would want to trim. To do more you’d need to cut out whole episodes, and leaving Ana de Armas on the cutting room floor would have been criminal. As the illustrious Mrs Movie Man commented, “I wish they’d bring in the half time Intermission card like they used to do in the old days”. I agree. Everyone would have been a whole lot more comfortable and less fidgety.

Summary Thoughts on “No Time to Die”: Reading the comments on IMDB for the movie, I’m perplexed at the diatribe coming from supposed ‘Bond fans’ on this one. One-star review after one-star review (despite, I note, the overall film getting an overall 7.8/10 at the time of writing). In this regard, I class myself as very much a Bond fan. (My first film at the cinema was the release of “Live and Let Die” in 1973, but I then binge-watched all the other Bond films at the cinema: they used to do repeated double-features in those days). And I thought this was a fabulous Bond film. Full of drama, action, humour and deep-seated emotion. Couldn’t be better for me, and certainly on a par with “Casino Royale” and “Skyfall” for me as my favourite Craig outings.

As the end of the end credits said – “James Bond Will Return”. Who will they cast as the next Bond? And where will they take the story from here? Two of the most intriguing movie questions to take into 2022.


(For the full graphical review and video review, please search for @onemannsmovies. Thanks.)
  
TT
The Taken (Celestial Blues, #1)
2
2.0 (1 Ratings)
Book Rating
Even though I'm not especially fond of angels, I decided to try out this new series based on my previous experiences with Vicki Pettersson's work. Sadly, after an intriguing first chapter, any enjoyment I may have expected never came knocking (guess it was too busy knockin' on heaven's door).

Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.

Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">;
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.

Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.

Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.

Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.

Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.

Originally reviewed: June 29
Received: Amazon Vine
  
The Haunting of Hill House
The Haunting of Hill House
Shirley Jackson | 2009 | Fiction & Poetry, Horror
8
7.5 (29 Ratings)
Book Rating
Strong writing (1 more)
Good characters
Run-on sentences (1 more)
No explanations for paranormal activity
Contains spoilers, click to show
If you're looking for a scary story, 'The Haunting of Hill House' just doesn't add up.

The story is still worth reading because Jackson's story telling is something that is missing in literature today. The reader is introduced to characters that are different enough to be interesting; their development is just right that it leaves the reader satisfied. The story moves along well enough that the pace keeps us from getting bored. And each turn of the page keeps the reader guessing what is going to happen next- a must for any ghost story.

In 'The Haunting of Hill House,' Jackson mostly focuses on the character Eleanor - a woman who recently lost the sickly mother she had taken care of for years, to receiving an invitation for a paranormal experiment at the infamous Hill House. Eleanor also seems to be the main character affected by the house, not only having her name written on a wall, but also having her named called out by spirits during an automatic writing session with them.

Our first introduction to the Hill House happens as Eleanor arrives: "No Human eye can isolate the unhappy coincidence of line and place which suggests evil in the face of a house, and yet somehow a maniac juxtaposition, a badly turned angle, some chance meeting of roof and sky, turned Hill House into a place of despair, more frightening because the face of Hill House seemed awake, with a watchfulness from the blank windows and a touch of glee in the eyebrow of a cornice. Almost any house, caught unexpectedly or at an odd angle, can turn a deeply humorous look on a watching person; even a mischievous little chimney, or a dormer like a dimple, can catch up a beholder with a sense of fellowship; but a house arrogant and hating, never off guard, can only be evil. This house, which seemed somehow to have formed itself, flying together into its own powerful pattern under the hands of its builders, fitting itself into its own construction of lines and angles, reared its great head back against the sky without concession to humanity. It was a house without kindness, never meant to be lived in , not a fit place for people or for love or for hope. Exorcism cannot alter the countenance of a house; Hill House would stay as it was until it was destroyed."

We never see Hill House through any other character's eyes, and the viewpoints mostly come from Eleanor (a missed opportunity,I think). Everyone who arrives at the house feels uneasy about it: doors and curtains close on their own, unexplained banging noises down the hallways(only at night), the chattering and laughter of children, and with an oddly placed cold spot. Yet,to the reader's dismay, nothing is fully explained by the end of the story - no apparitions show up, no one seems harmed by anything unseen (although, the character, Luke, suddenly shows up with a bruised face that is never discussed), and the reader ends up wondering if this really is a product of mass psychosis. It almost seems like Jackson ended the story abruptly just to finish it(the book is only a little under 200 pages). She set up wonderful scenarios, but without explanations, we're left with a very empty feeling.

Nearing the end of the book, the doctor, John Montague, who has ran the entire experiment, has his wife,Mrs. Montague,arrive a few days later, who seems to know more about contacting spirits than he does: "The library? I think it might do; books are frequently very good carriers, you know. Materializations are often best produced in rooms where there are books. I cannot think of any time when materialization was in any way hampered by the presence of books." And with the arrival of Dr. Montague's wife, we get one of the major experiences in the entire book. Although her character is quite annoying- even seen through the eyes of other characters- she brings some of the most ghost story elements, one of which is her automatic writing sessions: "Planchette felt very strongly about a nun, John. Perhaps something of the sort- a dark, vague figure, even- has been seen in the neighborhood? Villagers terrified when staggering home late at night?" None of the characters, besides Mrs. Montague's companion, Arthur, believe her automatic writing sessions are real, even after Eleanor's name is brought up during one. As I stated before, without any explanations, the reader is even led to believe that nothing was meant to come of these sessions whatsoever.

The ghost story elements may not have been strong in the story, but the characters make up for them. They constantly question what they are experiencing and/or seeing, they question their surroundings, and they question each other -Jackson does an amazing job weaving paranoia into the story line.

One of the more shocking and unbelievable scenes is when Eleanor is suddenly not fearful of the house anymore: "And here I am, she thought. Here I am inside. It was not cold at all, but deliciously, fondly warm. It was light enough for her to see the iron stairway curving around and around up to the tower, and the little door at the top. Under her feet the stone floor moved caressingly, rubbing itself against the soles of her feet, and all around the soft air touched her, stirring her hair, drifting against her fingers, coming in a light breath across her mouth, and she danced in circles. No stone lions for me, she thought, no oleanders; I have broken the spell of Hill House and somehow come inside. I am home, she thought, and stopped in wonder at the thought. I am home, I am home, she thought; now to climb." It was as if Eleanor was a completely different person in just a few pages.

I do have a couple of problems with 'The Haunting of Hill House,' mostly centering around the use of run-on sentences and extra long paragraphs. The run-on sentences are a waste of time because Jackson seems to merely elaborate on something that could be easily explained or experienced with fewer words. The paragraphs, however, need to be broken up for scene transitioning purposes -when she transitions from one scene to the next, she can confuse the reader with them: one paragraph will have all the characters in the dining area, but in that same paragraph, just a few sentences down, Jackson has the characters suddenly in the parlor,drinking Brandy. Maybe the intention was to make the reader feel paranoid and uneasy like the characters in the book, but it was certainly not needed with the way of Jackson's style of writing.

With all that said, it's easy to see why this book is a popular classic. The writing is strong, using enough descriptions to put the reader in Hill House with all of its paranormal beings. And no matter who you are, you are able to find at least one of the lead characters as a favorite. I feel the book is a must-read for anyone interested in the paranormal, because Jackson brings out the occult interest that was going on around 1959 - when she published 'The Haunting of Hill House;' everything from cold spots to the use of a planchette for automatic writing.

I recommend this book, but if you're looking for scares, you must look elsewhere.
  
The City of Kings
The City of Kings
2018 | Adventure, Exploration, Fantasy, Fighting, Puzzle
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.

Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.

The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.

The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.

The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.

Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.

You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.

All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.

Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.

You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.

This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.

Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.

On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.

I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.

The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.

Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.

Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.

This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
  
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Nicola Jane (6 KP) created a post

May 7, 2019 (Updated May 7, 2019)  
https://thegossipingmumsite.wordpress.com
        
4DX Cinema Experience Return of Zander Cage.

According to my 6-year old son our first ever 4DX Cinema experience was epic, and he loved the water and that is simply the end of the blog…. Of course I couldn’t really write about the best ever cinema experience we both have had in one simple line; but in the eyes of a six-year old it really is that simple.

I have taken my child to the cinema on numerous occasions and each time we have visited we have barely watched any of the films. I have tried many genres from animation, comedy and action but each film has been a wasted expense, and we have spent most of the time going back and forth to the lobby or for a toilet break, and using the theatre as a gymnasium has been more entertaining than actually watching the film or sitting still for any length of time. Needless to say when I became aware of 4DX cinema I hoped that this might offer my family a new way of being able to watch a film in the cinema from start to finish; and to actually enjoy it.

So what is 4DX Cinema?

The best way I can explain this new and exciting episode of cinema is to take you through my experience, and how it proved without fail to make my fidgety 6-year old enjoy; no let me get this right; ABSOLUTELY fall in love with cinema!

Cineword in Cardiff is the host to the first ever 4DX experience in Wales after its release in England and Scotland. Originating in South Korea it has now been integrated into cinemas across the world.

Screen 7 at Cineworld in Cardiff has been specially adapted for a 4DX cinema experience and features all the multi-sensory equipment from hydraulic chairs, wind turbines, smoke machines, water, smell machines and strobes. You are greeted by a massive 4DX neon sign with a list of special precautions and warnings; it almost fools you into believing you are about to step onto the Oblivion Roller Coaster at Alton Towers; its time to ride….

We grabbed our Popcorn and made our way to the auditorium settling ourself into the special seats. I had done a little research before our visit and I began our experience by pointing out all the special adjustments to the theatre and what might happen and I could feel his excitement starting to grow. The seats in the theatre felt almost akin to a fairground attraction with special platforms for your feet, and were very wide and comfortable; much better than your average seat. As the previews began you were reminded on two occasions of some rules and guidelines that needed to be followed from not standing on the lower platform and remaining seated unless the rest room was required; was I about to watch a film in its entirety without trying to keep my child in his seat?

I had decided that we were going to get our first experience of 4DX cinema by watching the film ‘XXX Return of Xander Cage’ which is probably not everyone’s go to film but for my action mad son it seemed the perfect choice. As the starting credits began you could feel a hydraulic brake release in the chair and it began to lean ever so slightly left, right, back and forward as it followed the opening credits which were stylised in the form of a long lit bomb fuse waiting to explode. One lean-to the left ‘BANG’ a title appeared, a lean-to the right navigated by a lean back ‘BANG’ a title appeared; 4DX in 3D was definitely an experience we should have tried earlier.

As the film begins ‘Vin Diesel’ appears strangely on top of a Satellite Ariel on Ski’s which he jumps from and free falls through the air and as he lands he continues to ski down through a forest on loose ground. This is where 4DX begins to kick in as your seat begins to lean and arch following his movements. Every crash to the floor you can feel a force inside of your seat that gravitates its way into your back (It does not hurt by the way), a rumbling vibration in the seat pad heightens your senses as he goes over stones on the ground, and the wind turbines make you feel the speed as he is skiing downhill. 4DX is one of the most immersive cinema experiences I have ever had, and it gets you starting to feel like you have just been given the magic ticket from the ‘Last Action Hero’ when the young Austin O’Brien who played Danny in the film actually became part of the film in real life; was my Cineworld Cardiff ticket starting to shine….?


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I am not going to make this a review of ‘XXX Return of Xander Cage’ as this is not my intention and well there will be no spoilers here! The truth is I am going to jump to some key points where 4DX really did get our Adrenalin flowing, and for us the fight scenes really did work especially for my 6-year old son as 4DX really did feel like you were involved in the fight. Every kick you could feel a force inside your chair towards your back, every punch you could feel in the seat pad towards your legs, every shot bursts of air came flying through your hair as if the bullets were shooting passed your head. We were that immersed into the film that at one point my boy got carried away and had a mini fight with his seat as if it were one of the bad guys from XXX. Onwards into the film Xander Cage takes on a Jet Ski and as he lands onto the water bursts of water spray you in the face, and as he jumps and crashes back onto the waves a squirt of water is directed upwards and it lands onto you from above as if you had been splashed by the landing. Now I am not saying you are going to need a rain mac at this point because we are only talking water droplets and mist but it really does get you into the action of the film, and my boy absolutely loved it. Light strobes then go off as someone is crashed into a computer screen which pushes you further into the film followed by a speeding van driving across a gravel road. At this point in the film we almost jump out of our seats as something hits the back of our legs. It felt like the gravel hitting our ankles and you could feel a rumble through your seat pad as if you were experiencing every bump of the tarmac and each pot hole.

The one thing that I was left wanting more of was the ‘Smell-O-Vision’ as I wanted to smell the Chicken cooking in the kitchen at one point in the film, and well maybe that is one customer recommendation a bit too far. 4DX lives up to all expectations in both mine and my fidgety 6-year old sons books for not only was this the first film he sat through but he experienced so much more.

His words were as we came out of the film when I asked him to rate his experience out of 10 he said “No mum its 100 out of 100….”!

4DX has to be experienced and is worth every penny; your immersive experience is waiting for you don’t make it wait too long.
     
Sold to the Werewolf Prince
Sold to the Werewolf Prince
6
6.0 (1 Ratings)
Book Rating
Contains spoilers, click to show
This book is very short and has a good thought behind it. Since the world Hannah is now trying to integrate into is all about being kind and polite at all costs, its easy to see why she would have troubles with some of it. If offending someone meant execution, any human would have a problem living there without issue. I think that is the biggest idea I found to be enjoyable in the book. I love the idea of aliens and space travel, but the view point on having to keep your tongue tied to always be able to be kind to someone is what pique my interest. However, its not just your voice and words, its in your actions too. That whole world made sure everyone at all times are kept in a pleasured and blissful state.

At first, I was intrigued on the aliens and the life on their planet, but I found my interest leading me more towards how Hannah explained how Humans act to one another and how its hard to come by people who are naturally kind and respectful. Though the idea of being executed for saying anything in any way that could offend someone is kind of hard to get behind, I also feel like its something we should all strive for anyways. I can see the disadvantages of always being kind and polite as well though. In the book, Hannah had made it clear she was never sure what would offend someone and get her possibly killed and so she kept a lot of questions and thoughts to herself. I can completely understand that. To a degree though, I think keeping unkind things or questions that could be offense to yourself to be a great idea. However, when it comes to asking things about someone's religion or culture, I would think that wouldn't create a lot of offense. After all, we are all curious about something we don't understand or don't know. It did bring up a lot of things that we allow our children to say and do that isn't kind and allows others to feel unworthy or disrespected. For example name calling. In the story Hannah had tried to explain there are ways to say something to make in endearing. She used the term "bookworm". She went on to explain that in school people called her a bookworm to be mean and hurtful, it was an insult, but at home her mother used the term endearingly because Hannah always had her nose in a book. And if we are honest with ourselves, we know this is often a true case. Kids at school can be mean and hurtful if you don't fit in, but sometimes the insults they deal can also be ones of endearment from those we love. An example of this is the label gamer. In schools being a gamer meant you didn't have a ton of friends and often were picked on because you preferred to be at home playing your games than going to parties. However, if your wife is playfully teasing you by calling you a gamer, or uses it as an endearing term, it is not hurtful at all. Isn't it funny how something so silly as a single word used to describe you can have duel purposes; Hurtful and endearing?

I think Hannah's explanation of that was pretty dead on, but that wasn't all she brought up that reminded me of how awful humans can be. She has brought up how possessive humans can be to materials, enough to kill or have a hand in killing someone else for it. This is something we actually see everyday, if we allow ourselves too. People kill other people for money and material objects. People kill animals, and we aren't talking about for food purposes, because they want to or because it will allow them to make money for certain pieces of the animal. They aren't just hurtful, they are lethal to others and their environment. I found myself cringing at how real her words were. I know these things are going on in the world, we all do, but to have it spoken out loud so bluntly makes you wish it would just stop. In the book, Hannah had stated the American Government had stated that aliens had visited and they covered it up. And Prince Tamkin had stated because of human hostile nature, they didn't see why they should bother with the humans. He said most aliens didn't see the humans worth the hassle. That brings me to question if it is possible that this is also true.

Think about it. Let's say this particular book is correct in the fact aliens exist and they gave up trying to communicate with us because of our hostile natures. Always putting ourselves first and anyone, anything else last. It would make sense in a way, don't you think? I know this is a Sci-fi romance book, but at the same time, it does make a lot of sense. Hannah had said we were egotistical and self centered, thinking we had the best technology in the universe and that we can take anything we want and its true. As a race, humans are horrible creatures. That's not to say there aren't good ones out there. Even Hannah had explained that there were groups of people who fought for the Earth and others. Just as there are people in the real world who do that same. So if Wright can have a lot of truth in the book, who is not to say she was able to come up with a reason on why aliens stay away from Earth? Even though the space travel seems still to far for us to know if that was that is a real thing or not, it is still something worth thinking about.

I do have one major compliant about the book. The intercourse scenes. There were a total of three heavily detailed scenes that I don't completely understand. Do not get my wrong, the first scene was to make it so you understood that pleasing the woman in the bedroom was extremely important and it completely proved this case. However, I do not feels that so much needed to be in the book. The story could have used more details on the alien planet and the major city they resided in. I would have loved to know more about it. I would have loved to actually have seen the different communities and wild life. I was disappointed there wasn't more but instead I got steamy intercourse scenes that would make adult movie stars blush.

I would rate this book 3 stars out of 5 stars. It had brought up a lot of topics to discuss and ponder on and definitely left me wanting more, but the intercourse scenes were over the top and just too much for me. I would have been find with just the first one and maybe shorter scenes for the others. To me it just took away from the story in a way I didn't like.
  
A Court of Mist and Fury
A Court of Mist and Fury
Sarah J. Maas | 2016 | Young Adult (YA)
10
9.3 (54 Ratings)
Book Rating
Wow. Just wow. There are going to be spoilers in this review, so read at your own peril.

I have actually read this book three times cover to cover since I got it. You could say that I love it, just a bit.

I absolutely adored the character developments. Yes, they were heartbreaking at times (I'm looking at you Feyre), but they were so necessary to be able to move the story along. At first, I was kind of upset that we didn't get all of the mushy romance between Tamlin and Feyre, especially not seeing their engagement, but it all turned around from there. I loved being able to see Feyre struggling with her new body as well as her new mental state. I appreciate Sarah J Maas because she isn't sugar coating the trauma these characters went through. We are living in their heads, so we should expect to see the consequences of what happened Under the Mountain.

That being said, my initial ship of Tamlin and Feyre completely sunk at page 120. I was starting to dislike Tamlin since the beginning of the book since he was so overprotective and he was basically smothering Feyre, but I didn't start to hate him until he locked her up. The literal hate fire that was ebbing off of me while I was reading that was just too much. He disregarded her as being a person who had hopes and dreams and flaws just to make himself feel better about himself.

But now, I am totally team Rhysand!!!! Oh my god, actual knight in shining armor right here. I think he has gone through an amazing character arc as well. In the first book, he was more the arrogant, cocky asshole who seemed to only do things for himself, but in this book, he has become a real person. I loved being able to see his soft side whenever he is around his Inner Circle. His happiness around them is almost infectious! And then him around Feyre is just the cutest thing in the world. I just can't with him. He loves her to a point where he would be willing to make himself suffer to see her happy, which is something Tamlin I don't think would ever do. And then the tension between him and Feyre, holy cow. I loved those scenes. (Especially the more blush worthy scenes, those make me really happy [The Court of Nightmares, the Inn, the Cabin, Starfall, etc.]). It was amazing to see how they complimented each other and actually worked together to make things better. His power is phenomenal and I would not want that going against me, ever.

I really enjoyed how both Rhysand and Feyre have moments where they have to use each other to get out of their nightmares. That is the kind of relationship she needs, someone who helps her deal with her issues while also needing the same help for himself. Being able to see the parallels between the two moments was really cool.

Ugh, and Feyre not being able to paint for the majority of the book was heartbreaking. I loved how it was Rhys who was the one to get her to paint again.

The Inner Circle makes me laugh whenever they are in a scene.

Cassian is adorable. I think he would be like a Labrador puppy just following them around, but being able to get very protective when he needs to be. When he trains Feyre and she breaks down, that broke my heart. Here was a guy who didn't really know her very well, but was willing to stand up for her in ways that Tamlin and Lucien would do. Plus, him and Nesta are going to be a thing, I just know it.

Amren is not someone I would want to get on my bad side. She is intense in all of her feelings, loyalty included. She would kill for any of her friends and would never feel bad about it. I loved how much she stood up for Feyre, even when Feyre didn't really notice her being that kind. I want to know how much power this girl holds, though.

Mor is my spirit animal. She keeps getting up whenever she is kicked down. She stands tall against her family and I appreciate that. And on top of it all, she is still able to smile and be an overall amazing person. Yes, she has made mistakes in the past, but she is living with them and dealing. I want her and Azriel to just be together all ready!! Her moments with Feyre are really sweet because she is constantly reaffirming the feelings without making Feyre feel bad about any of it.

Azriel is intimidating as hell. He honestly terrifies me, but he is still so sweet. Sarah, why do you keep making such amazing characters?!?!?

I love Velaris. I want to live there forever. It was described so beautifully that it was easy to see exactly what they were seeing.

The story line move along very well. I loved how the plot developed. I honestly have no complaints about this book at all.

Like I said, I thought it was necessary for the story to start where it did, especially with the bad relations between her and Tamlin. The wedding was important too because it showed how much she had changed, how much she didn't want to be in that relationship any longer. When Rhys showed up, he was her savior, but she didn't know it at the time. She didn't know that they had more of a connection than she thought. I don't like what Tamlin and Lucien forced her to do. They didn't think about any of her issues with anything they may have done--especially forcing her to spy for them on Rhys, the only person besides Alys who cares about her well being.

Her learning how to read was just like I thought it would be. Rhys' sentences he made her copy were adorably brilliant.

I honestly think my favorite part of this novel would have to be a tie between Starfall, the Court of Nightmares, and the cabin in the woods. Each of these scenes were, in their own right, moments where Feyre finally let herself be happy, let herself feel more than despair and hatred for what she had done. You can feel a shift in her in each of these moments as well.

I think the major plot movements went very well. Starting with Feyre having to prove to herself that she wasn't a porcelain doll to be able to use her powers to be able to go against the King of Hybern. All of it was connected and based on what she had previously gone through. Even the relationships had to be fleshed out enough in the beginning to get to the ending in a realistic and understandable way.

And OH MY GOD MATING BOND!!!!!!!!!! So freaking great. I loved being able to see it in action. ;D

If you liked A Court of Thorns and Roses, you are going to like this one even more. The story is much more fleshed out and the characters feel more realistic.

Overall, I think I am going to be reading this book over and over again for the foreseeable future!! (Also, can someone get me a Rhys? I need one. Now.)

I honestly cannot stop reading this book. As of 22 Mar 2018, I have read it about 10 times