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Daniel Boyd (1066 KP) rated Ready Player One (2018) in Movies

Sep 20, 2018 (Updated Sep 20, 2018)  
Ready Player One (2018)
Ready Player One (2018)
2018 | Sci-Fi
Popcorn Blockbuster Fun (0 more)
The Whole Thing Feels A Bit Hollow (0 more)
Not Quite Ready
I saw this movie in the cinema back when it came out in March earlier this year and I honestly didn't feel ready to review it after a single viewing because of all of the references etc that there was to take in. After watching the movie a couple more times and watching a bunch of Easter Egg videos on Youtube, I feel more equipped to discuss the film.

Up top, I never read the book that this film is based on. It has been recommended to me quite a few times, but I have never gotten around to reading it, so I was going into this with no pre-conceived ideas of what it was going to be other than what I had seen in the various trailers for the movie.

Let's start with the good stuff. Although I have some issues with the overabundance of CGI onscreen, as a 3d animator myself I was extremely impressed at the sheer quality of the animation in the movie. I know that this thing had a pretty high budget behind it, but still the level of quality in the animation is really high throughout the film. The references are also pretty cool, at least for the first third of the movie but the novelty of seeing some of your favourite pop culture characters does wear off after a while and ends up feeling like a cheap gimmick before too long. Finally, if all you are looking for is a big dumb fun blockbuster, then this movie provides that in spades.

Ok, onto the stuff that bothered me. As I said above, although the quality of the CGI is pretty incredible, the vast amount of it gets tiresome after a while. I also don't like the character designs at all, Parzival looks like a rejected piece of Final Fantasy artwork, Art3mis looks like a stereotypical version of a what a middle aged man thinks a cool hacker looks like with a weird resemblance to a feline, Aech just looked chunky and awkward, like something from a last-gen Gears Of War game, I-R0k's weird, edgy, fantasy-based design didn't fit his voice or the tone of the scenes he appeared in and Sorrento's avatar just looked distractingly like a dastardly Clark Kent for some reason. Also, these original character designs seemed oddly out of place being surrounded by other characters from franchises that we already know like DC and Mortal Kombat, none of it meshed well.

From this point on I am going to delve into some mid-movie spoilers, so here's your warning.

It really annoyed me how they kept touching on the idea that someone in the Oasis might not necessarily look the same as they do in real life and if you ever met them in real life you would be sorely disappointed, only for the reason for all of this to be a birthmark on Olivia Cooke's character's face. The way that they make her out to some sort of beast-like monster because of a slight skin-irregularity is ridiculous and also kinda offensive. Also, we are told during the movie's opening sequence that the Oasis is a worldwide thing, where people from anywhere on the planet can meet up online and fight together or kill each other for coins, then halfway through the movie, all of the characters meet up in a small ice cream truck in the real world and it turns out that they all live within a few miles of each other. It just made the whole thing feel really small scale. Another issue is that the movie is only 6 months old at this point and it already feels slightly dated. I don't see this movie ageing very well at all and this is both due to the CGI and the references that they choose to include.

Lastly, as I said earlier, if what you want out of this movie is mindless fun, then you'll walk away satisfied, the problem with that is that the movie seems to want to be more than that. The way that the movie treats itself and the way it was marketed along with the fact that it's got Spielberg in the director's chair, signifies that the filmmakers were intending for this to be this generation's Back To The Future or Star Wars and on that front it totally fails. In these other movies that this film is aspiring to be, you care about what happens to the characters and want to see where they go, whereas here the audience cares way more about seeing the next popular franchise references than anything that happens to the main characters at the heart of this story and once you've seen the film, you are going to leave talking about the characters that appeared from outside franchises rather than the ones created for this story. The characters are also instantly forgettable, for example I have seen this film three times now and still couldn't tell you the real world names of any of the characters other than Wade Watts and Sorrento and that's only because he has the same name in the real world as he does in the Oasis. I also don't care if I ever see any of these characters again if I'm being honest. I'm sure there is probably a sequel to this already being planned seeing as it made a bunch of money at the box office and there is apparently a sequel book in the works, but frankly I wouldn't care if I never saw any of these characters again and I don't care where the story is going either.

In conclusion, Ready Player One doesn't achieve the goal that it sets for itself of being a modern sci-fi classic, but there is a lot of fun to be had here along with some impressive animation to boot. The movie has a fairly shallow, hollow feel to it throughout, as if we are scratching the surface of something potentially engaging and worth investing in, but the filmmakers constantly keep distracting us with flashy visuals and obscure pop culture references. If the movie committed to telling a more original story rather than being obsessed with the 80's classics it is exploiting, then it may be more worthwhile. Also, it's definitely not Spielberg's best, this may be a bit harsh but it's probably closer to Kingdom Of The Crystal Skull than Raiders Of The Lost Ark. I wish that Smashbomb had a half star rating system, because although I feel that the movie was better than a 6, I don't like it enough to give it a 7, so a 6.5 would sum up how I felt about the film more accurately.
  
The Ghost of Villa Winter
The Ghost of Villa Winter
Isobel Blackthorn | 2020 | Crime, Mystery
3
3.0 (1 Ratings)
Book Rating
A cult (1 more)
Description of environment
All of the characters (1 more)
Amateur writing mistakes
Little does the reader know when they pick up a copy of The Ghost of Villa Winter by Isobel Blackthorn that a cult is lurking about inside the pages.

We begin our journey with Clarissa ,our main character, boarding a tour bus where she lets her personality shine through, which turns out to be extremely judgmental of anyone who isn't like her, or doesn't fit into the categories she places them in. For example, the driver of the tour bus is automatically labeled by Clarissa as a bad man because he has an uneven face and a French accent, and much of the same is said about the other seven passengers, as well. When she finally manages to stop judging the passengers, readers find out that Clarissa is somewhat of a psychic: "Ghosts spoke a language of their own and if a member of the spirit world inhabited the abandoned abode, she was sure to pick up on it. She was never wrong in these matters. Only three of the thirty or more premises she'd investigated on so-called ghost tours had contained a legitimate ghost. She prided herself on her mediumistic prowess. She was apt to pick up on preternatural inhabitants of places said not to be haunted. Sometimes she thought she could singlehandedly re-write history based on information she had gleaned, but that was being arrogant. She followed her dreams and her visions and her intuition, that was all. A natural psychic and a cynic to boot. "

It turns out that Clarissa is on the tour to see if she can encounter any spirits that may be at the infamous Villa Winter; a place that is believed to have been a secret Nazi base, as well as a place for human experiments - - - the tower was also believed to have been used as a lighthouse for German U-boats - - - which, in reality, Villa Winter is an actual place that exists on the Canary Islands in Spain.

The Ghost of Villa Winter is the fourth book in Blackthorn's Canary Islands Mysteries series, but it can be easily read as an introduction to it because you don't need any background information to understand what is going on. The novel takes on the usual tropes of a murder-mystery plot (a body is found, people are stranded and trying to figure out who among them is the murderer). Agatha Christie is one of the best authors of the murder-mystery genre who loved using her knowledge of poisons in her stories - - - Blackthorn treats the tropes with the right amount of respect which makes The Ghost of Villa Winter a pretty good story.

My major complaint for the Ghost of Villa Winter are the characters, which I found every single one quite unlikable, and even by the end, I couldn't bring myself to care at all for Clarissa. The way that she judged everyone so harshly, and her viewpoint that if no one acted the way she wanted them to, she would believe something was wrong with them that needed to be addressed in a rude manner: "He was the most anxious man she had come across in a long time. Anxious, unsure of himself and preoccupied. Far too self-conscious. The way he'd aligned his plate at lunch. That was obsessive-compulsive. And he certainly couldn't handle Fred Spice. She was sure he could be charming with pretty young ladies, patronizing even, but around her he was awkward. It was clear, too, that he was broken. It wouldn't be easy being an author knowing as you aged that all of your success was behind you and your future held nothing but diminishment. Writing was one of those activities you could pursue until you dropped and many successful authors did just that. As irritating as he could be, she felt sorry for him. "

The other characters are all seen from Clarissa's viewpoint, so they come off quite annoying, but at one point it seemed like Blackthorn was trying to redeem Clarissa's negative qualities by making her an advocate for a possibly wrongly convicted man. This story line didn't come off as redemption for me, but rather to fuel Clarissa's need to be important and in the right. Blackthorn failed to make any of the characters grow above pettiness. If a reader doesn't have a character to root for, the story becomes unenjoyable - - - which is the main reason I gave the book such a low rating; the murder-mystery was interesting, but the characters were not.

The murder, a woman who may have been part of a cult, is found inside a nailed-up crate with a tattoo of a number on her body being one of the only clues that puts Clarissa into sleuth-mode. After believing that one of the tourists is the killer, she decides to keep the discovery of the murder between her and Richard - - - a crime author who came to Villa Winter in hopes of a book inspiration. The two slowly begin to investigate their fellow tourists to figure out who had the mind and motive to kill the young woman, but this doesn't seem to be as easy as it is in Richard's books. I did have a problem though with the ending which ends up being very reminiscent of a majority of short stories: the ending came abruptly and the pieces fell into a place that was unbelievable.

I had never read any of Blackthorn's books before, so I didn't have much of an expectation reading the Ghost of Villa Winter. Unfortunately, I came away from this one pretty dissatisfied because all of the interesting points in the story (such as the cult) are rarely shown/explored further. Also, the fact that 'ghost' is in the title, I was pretty let down with only a couple of scenes where a ghost actually shows up, one such short-lived scene: "She [Clarissa] was about to carry on when a figure appeared in one of the uppermost tower windows. Appeared, and then was gone. At least, what she thought to be a figure. Could have been a ghost. " The scenes are so short that I believe 'ghost' shouldn't be in the title because it's misleading.

With quite a few amateur writing mistakes, and unlikable characters, I don't think I will read anymore of the books in this series. I loved the idea of a cult murder and a haunting in a possible Nazi base, but too much of the focus in the story was on Clarissa's judgmental outlook on everything that it ended up not being the story it could have been. I can only recommend this book to people who want a quick murder-mystery (what most call the genre 'cozy mystery'), but for paranormal lovers, the ghosts practically disappeared within a few pages.
  
It: Chapter Two (2019)
It: Chapter Two (2019)
2019 | Horror, Thriller
Part of this post is sponsored by 4DX Cinemas. With poignancy and heart on its side, 2017’s IT managed to avoid its occasional flaws to become an unnerving addition to the horror genre. While the film could never be classed as outright terrifying, the character of Pennywise, portrayed exceptionally by Bill Skarsgard, is an unsettling antagonist and one of the best in film.

Two years later, the town of Derry is back on the big screen in Andy Muschietti’s epic conclusion. But at nearly 3 hours long, is IT: Chapter Two just a bloated mess, or does it float to new heights?

Defeated by members of the Losers’ Club, the evil clown Pennywise returns 27 years later to terrorise the town of Derry, Maine, once again. Now adults, the childhood friends have long since gone their separate ways. But when people start disappearing, Mike Hanlon (Isaiah Mustafa) calls the others home for one final stand. Damaged by scars from the past, the united Losers must conquer their deepest fears to destroy the shape-shifting Pennywise – who is now more powerful than ever.

The film follows many of the same tropes as its predecessor, with beautiful cinematography and excellent performances masking some shoddy CGI and an over-reliance on jump scares, and while it does lack the simplicity and tightly-wound script of its predecessor, IT: Chapter Two is even more unsettling.

For director Andy Muschietti, it’s clear that the training wheels are off. After being guided through the process by Warner Bros. first time around, the success of IT (it grossed over $700million worldwide) now means he’s been free to splash his creative vision all over the screen – and it shows. A deeply disconcerting opening involving two of Derry’s LGBT community and some town bigots lets the audience know early on that this is going to be even darker and much more graphic than its predecessor.

From a casting point of view, they couldn’t have done better. Each adult version of the Loser’s Club nicely embodies their child counterpart, even if we spend more time with some than others. James McAvoy is as reliable as ever and Jessica Chastain plays Beverly nicely but it’s in Bill Hader and James Ransome that we find the perfect embodiments of their juvenile characters.

Hader and Ransome share the same chemistry that made Eddie and Richie so watchable in the first instalment and there is even some well-judged poignancy to go with their playful teasing. The Chinese restaurant scene, a fan favourite from the book and the TV mini-series, is present and correct and remains a highlight over the course of the running time.

IT: Chapter Two is a confident finale to one of 2017’s best films; filled with exceptional performances

Praise must be given to the scriptwriters here as ensembles of this size can all too often get lost with little character development. Thankfully, each cast member feels fully fleshed out, meaning we care for them a lot more than your typical horror-movie character.

However, this is Bill Skarsgard’s film and Pennywise is as menacing as ever. Skarsgard turns up the ante here with his physical performance being absolutely incredible. This portrayal is Heath Ledger Joker levels of good. It would be a shame if he wasn’t recognised officially for the exceptional work he has done to bring this wretched character to life.

While much of the film sees the Loser’s Club separate from each other as they try to locate tokens from their pasts, this allows the production team to create some truly staggering set pieces – although it’s unfortunate that many of them have been spoilt in the trailers. The much-marketed house of mirrors scene is brief but leaves a lasting impression and there’s a sequence early on involving a small girl that was really troubling.

Unfortunately, it’s not all good news. While the pacing for such a long film is spot on, the appearances of our titular character are not. Despite being billed as appearing more often, the movie’s gargantuan length means that Pennywise doesn’t feel like he’s on screen for any longer than in the first instalment. With such a great character and performance, it would have been nice to see him a little more.

And while you’ll have noticed me using adjectives like ‘unsettling’ and ‘unnerving’, the film isn’t truly scary unless Pennywise in clown form is on the screen. That’s mainly down to some of the CGI used to create the monsters. As in its predecessor, IT: Chapter Two’s monsters feel too glossy, lacking in any true sense of realism.

Nevertheless, IT: Chapter Two is a confident finale to one of 2017’s best films; filled with exceptional performances and the wit and humour that made its predecessor such a hit. While not reaching quite the same dizzy heights as that film and relying even more on jump scares, as a pair, it’s hard to think of a horror series that has made its mark in the last decade quite as much as IT.

⭐⭐⭐⭐ IT: Chapter Two in 4DX
I was unsure how a horror film would translate to 4DX but the good news is that the experience became even more immersive, with sight, smell and feel all being utilised to great effect.

Soaring over Derry, the advanced seating that 4DX provides means that you feel like you’re flying over the town too. Of course, while this is a pleasant experience when the film is playing nicely, as soon as the horror hits, 4DX jolts you back to reality with some well-timed movement, strobe lighting and weather effects.

A nice touch in this film was the use of smell, something not utilised in Hobbs & Shaw. Every time Pennywise was about to appear on screen, a sweet aroma would fill the cinema, lulling you into a false sense of security. It was a nice effect that added to the drama of the film beautifully.

Naturally, being a horror film, rain was utilised a lot and having the spray nozzle behind your seat was great. Although you are able to turn it off if you so wish, having the weather effects left on meant that you became immersed in what was happening on screen.

This was my first experience of 4D cinema utilised in a horror film and the overall impact was one that added to the terror rather than detracted from it. I would highly recommend viewing IT: Chapter Two in 4DX, and you can book tickets at 19 Cineworld locations across the UK.
  
A Luminous Republic
A Luminous Republic
Andrés Barba | 2020 | Crime, Mystery, Science Fiction/Fantasy
9
7.5 (2 Ratings)
Book Rating
Well-written (1 more)
Unpredictable
Flat characters (0 more)
Andres Barba's A Luminous Republic has feral children, senseless murders, and a plot that keeps the story moving enough that the reader won't want to put the book down. This story creatively combines politics, murder, fear and family - - - but the best part is, the book is unpredictable.

We first meet our main character, whose name is never given throughout the entire story, when he and his family are moving to San Cristobal because of a job opportunity. He works for the Department of Social Affairs, and has just received a promotion because he has come up with a very successful plan: " I had developed a social integration program for indigenous communities. The idea was simple and the program proved to be an effective model; it consisted of granting the indigenous exclusive rights to farm certain specific product." Our main character believes that this plan will bring the farmers more money. And he is more than happy to go back to the city where he fell in-love with his now wife, Maia - - - a violin teacher who had a daughter before meeting him, who he calls 'girl' throughout the story because she is also named Maia.

While on his way to work one day, our main character comes across one of the unknown children of the jungle, which shakes him up a bit. The unknown jungle children were known to beg at street lights for money and food, but one of the grimy, frizzy-haired boys stared the man down, only to end up giving him a very wide smile. "The boy's smile unsettled me because it confirmed that there had been a connection between us, that something had begun in me ended in him." Pretty soon after, he begins to notice these unknown jungle children running around a lot more, and that sometimes their intentions are not always innocent - - - he and the 'girl' witness an elderly woman get robbed of her groceries by a group of these children in the middle of the street in a subtle but violent way.

The unknown jungle children soon begin to rob several people,and when a police officer is killed while being attacked by them, the Mayor and the police want the children off the streets as soon as possible. Working with our main character, the former and the latter try to figure out the strange language these children use, whom may be the leader among them, and where they disappear to at night. Since the story is being told from our main character's past, the book is written like a True Crime story, with names of professionals and such being cited throughout. Our main character brings up a woman, who was a young girl at the time of the jungle children's invasion on San Cristobal: Teresa Otano, who happened to 'publish' her diary from that time, which gives readers insights into the jungle children: "Often, some of the thirty-two [jungle children], on their nightly journey back to the jungle, congregated next to Teresa's house, on one corner of Antartida Avenue. At first, Teresa, enthralled, simply makes notes, logging the days on which they appeared, whether there were three, four or five of them, what they were wearing, and so forth. She establishes patterns and identifies a few of the kids..." our main character explains to the reader.

But soon, the children cross a line that they can never come back from; being told by our main character from the view of surveillance video tapes, he describes to us that the jungle children entered a supermarket after an incident with a guard that works there, they block the entrance doors and begin to destroy items throughout the store, but the chaos quickly escalates, and two adults are murdered by the children - - - fear now holds the town in its grip, causing search parties to sweep through the dense jungle after the children fled.

But murder wasn't something new to San Cristobal, our main character explains to us that the suburbs of this area usually had a murder a week all year long, and that on the outskirts of the jungle, there were known spots for drug trafficking and assaults. What made the 'Dakota Supermarket' murders scare the town was that the residents' own children began to behave differently afterwards - - - they start to play a 'game' where they put their ears to the ground, believing that they can hear the jungle children talking to them. Our main character even walks in on the 'girl' playing this exact game. "For a second it was as if I were witnessing a ritual invented by a twelve-year-old girl, and I thought of how afraid my daughter must have felt when I found her in the bathroom that day. People often remark on the self-assured quality of the invocation, its instruction-manual tone, but I'd say that its intensity actually stems from what it dispenses: adult logic, a world that no longer serves. How could our children possibly have explained to us what they were doing? We weren't prepared for their world or their logic. Somewhere out there, underground, that dissonant sound was being sent, in code: down below, chaos. "

This phenomenon attracts the attention of money/fame seekers, which includes the Zapata children. Four siblings, ranging from the ages of five to nine, claimed that the jungle children were speaking to them through their dreams. They would make drawings from what they were told by the jungle children, but state that even they didn't know what the drawings meant. The media quickly jumped on them and put them in front of a camera, causing the family's home to be surrounded by civilians at all hours of the day and night. One night, the crowd outside becomes anxious, and breaks into the house, stealing not only the drawings from the Zapata children, but also the life savings of the family. At this point, the Zapatas had had enough, and retreat from the story altogether for reasons I won't disclose here. I can't give away much more of the book without ruining the story.

Barba's attempt at making a different kind of Lord of the Flies was done well, but the lack of emotion is felt throughout the entire story which makes the characters flat, especially our main character, who I didn't find likable in any such way. He calls a grieving woman a 'whore,' and he seems rude towards his family, especially his step-daughter.

A Luminous Republic is redeemed by is unpredictability, which is something that doesn't come along in fiction that often anymore. I enjoyed that the story was written like a True Crime novel, with fictitious documentaries, news reports and books. So, I would recommend this book to people who like True Crime and Mysteries.
  
The Turn of The Key
The Turn of The Key
Ruth Ware | 2019 | Thriller
9
7.7 (10 Ratings)
Book Rating
I am a huge fan of Ruth Ware. Even though I wasn't a fan of her book The Death of Mrs. Westaway, I loved The Lying Game and In a Dark, Dark Wood. When I found out about The Turn of the Key, I knew I had to read it as soon as possible. It was much better than I thought it was going to be!

The synopsis of the book had such a spooky feel, and I loved the plot of The Turn of the Key. Rowan isn't very happy at her job at Little Nippers, a daycare where she looks after babies and toddlers. Plus, it doesn't pay very well. When she comes across an ad to be a live in nanny for a rich couple's children for a fantastic sum, she jumps a the chance. She's surprised when she gets the job, but she is ecstatic. Heatherbrae, the house where she will nanny, is a smart house complete with an app that controls everything in the house. When her employers have to leave the next day, she is thrown into her job as a nanny of Maddie, Ellie, and Petra. Strange things start happening such as being woken up in the middle of the night with music blaring from the speakers all over the house and lights being turned on up to full brightness. Items go missing from their original place, and Maddie is a nightmare child to look after. Rowan begins to second guess her nannying job at Heatherbrae, but she decides to stick it out. Unfortunately, a child ends up dead, and Rowan ends up in prison for the child's murder even though she swears she's innocent. Was Rowan framed or was it the work of something far more sinister?

I thought everything flowed smoothly, and The Turn of the Key definitely had me spooked. I kept trying to guess what was going on. The Turn of the Key hints that it could be something paranormal throughout the story, so I kept wondering if it was some sort of ghost or if it was a person. I'd also try to guess who was behind it all, but I was wrong. There are a few plot twists and one major plot twist that blindsided me completely. It was a plot twist that made me actually made my draw drop! I doubt any reader would have or will predict that plot twist. One minor thing that I was left pondering over had to do with the ending when all is revealed. I won't give any spoilers away, but I will say it's never mentioned how a person can get into a certain sealed off room. That's all I will say on that matter because I don't want to give too much away. Other than that, every other question I had was answered by the last page. As for the pacing, it is done perfectly. Not once did I feel as if The Turn of the Key slowed down at all. This is a book that grabs your hand and pulls you along without letting go!

The characters in The Turn of the Key all felt very realistic and fleshed out well enough for everything to be believable. Rowan is a very likable character and kudos for her for actually staying on as a nanny at Heatherbrae when everything went pear shaped. Even though some of the kids were hard to love, she still wanted to do what's right by them. I would have high tailed it out of there quickly if I was in her position! I felt like she dealt with everything to the best of her ability. I admired Jack and how he was willing to help Rowan out. He came across as a very caring man. It was obvious that the character of Jean loved the children at Heatherbrae which made me love her even if she wasn't featured very much. Sandra and Bill (the owners of Heatherbrae and Rowan's employers) were written well. They weren't very good parents I felt. They were too busy with their work to really know their children. Unfortunately, I know this happens in real life too. Maddie had her issues, but I loved how she was written. I felt bad for her because I felt like she was the black sheep of the family. I also felt bad for the oldest daughter Rhiannon. She was another one that seemed to have issues, but I loved her vulnerability at her lowest point. I loved the dialogue between Rowan and Rhiannon. Petra was just adorable, but Ellie was my favorite. She was easily swayed by her sister, Maddie, but I loved when she was away from Maddie and was able to be her own person. I felt she was just the sweetest little girl!

Trigger warnings for The Turn of the Key include profanity, drinking, underage drinking, lying, blackmail, a child's death, marital cheating, and mentions of sex (although not graphic).

Overall, The Turn of the Key is such a well written book. The plot sucks you in from the beginning, and the characters are all very interesting! I would definitely recommend The Turn of the Key by Ruth Ware to everyone age 16+ who enjoy a fantastic psychological read!
  
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Becs (244 KP) rated Monster Catchers in Books

Jul 6, 2019  
Monster Catchers
Monster Catchers
George Brewington | 2019 | Children, Science Fiction/Fantasy, Young Adult (YA)
10
10.0 (1 Ratings)
Book Rating
Captivating middle grade novel!
You can also find this review on my blog: bookingwayreads.wordpress.com
Thank you to Smith Publicity and the author, George Brewington, for allowing me the wonderful opportunity to be a part of the Monster Catchers blog tour and for sending me a copy to read and review.

TRIGGER WARNINGS: death, kidnapping

"We can't always think of ourselves. There are so many creatures in the world that need love."

Main Characters:
Bailey Buckleby - the main character and co-owner of Buckleby and Sons. He's a monster catcher like his father, but questions how his father goes about the business. Very compassionate and has a good Frisbee throwing arm.
Dougie Buckleby - Bailey's father and the owner of Buckleby and Sons. He has taught Bailey everything he knows about being a monster catcher. A bit selfish by not really listening to Bailey, even though he always ends up being right.
Savannah - schoolmate of Bailey's turned friend. A part of the Bullhead Brigade, which Nikos is also a part of.
Henry - baby Swiss troll that is taken in by Dougie. But is he?
Candycane Boom - a loan shark that ends up teaming up with Axel Pazuzu. Later become an alley to Bailey, Savannah, and Nikos.
Nikos - a Minotaur that is hired to take down Bailey and his father but after being beaten, he joins forces.
Axel Pazuzu - a cynocephaly (part human, part dog that is a god). Known for scamming people worse than Candycane Boom. Ends up causing a lot of problems for Bailey, Savannah, and Dougie.

"Sometimes passion makes one do really, really stupid things. You mustn't beat yourself up about it."

Review:
**Possible spoilers ahead**

Monster Catchers is a middle grade novel about friendship, adventure, sacrifices, saving the ones you love, with a hint of romance and drama. It starts with Bailey sitting at the register in the family shop, rereading In the Shadows of Monsters by his favorite monster catcher. Some teenage boys come in looking for trouble, but Bailey scares them off by showing them the monitor that shows the back room. This very back room is where the real business of Buckleby and Sons take place: monster catching.

Soon after the group of teenage boys leave, a customer comes in needing to have a 'pest' taken care of. Once the Buckleby's are hired, Candycane Boom comes in looking for another fairy friend for his current fairy. He picks on out while Bailey walks Henry on Whalefat Beach. This is where the two meet Axel Pazuzu a cynocephaly, which is a half human, half dog god creature. Axel tries buying Henry from Bailey, but he refuses because he doesn't want to loose this best friend. Bailey quickly heads home with Henry before Axel tries stealing Henry away.

That night, Dougie and Bailey head out to the customer's home to catch the little rascal that has been stealing all of the lights. Well, things don't go according to plane and instead of catching just one little goblin, they catch two and encounter about ten others. This doesn't turn out for Dougie as one of the goblins bites his finger off!

After they returned home, Bailey fell asleep. The next morning, he headed to school to give the report that was due but that he wasn't ready for. So he improvised and told about one of the real stories from In the Shadow of Monsters. Now, the thing with people within Monster Catchers, is that they don't believe that the monsters are real. They are in a constant denial, even when they've seen the monsters themselves. This sparks some major debate in Bailey's class.

Savannah ends up following Bailey back to the store where she is introduced to all the monsters in the back room and even eventually meets Axel Pazuzu when they head to the beach to walk Henry. Axel hires Candycane to get Henry from the Buckleby's. Well, this causes a bunch of different action packed scenes that will leave you turning the pages until the ending.

When you think monsters, you don't think of a father-son duo saving California. But that's just what Dougie and Bailey Buckleby do. For the right price, they will capture anything from goblins and trolls to harpies and fairies. If it's a monster of any sort, the Buckleby's are the one's to call. But, Bailey soon finds out that his father has been lying to him all of his life and it must be he who saves the people of the world. Monster Catcher is a fast-paced, action-packed adventure that will capture young hearts everywhere.

Character/ Story background and development -
I was generally surprised at how much development was within this little novel. Especially for it being book one in a series and a debut! Bailey's and his fathers development were some of the best. The two go from best buds to Bailey questioning everything about him to having to sacrifice him for the sake of the world. It just blew me away the relationship that the duo had as they were massively different, but brought very similar aspects to the relationship.

Plot -
George Brewington weaves lessons of friendship, morals, and action into this fantasy filled debut. Bailey's interest in monsters is heartwarming, especially when he finds out that monsters have feelings and all aren't bad like they are perceived to be.

Spelling/ Grammatical errors -
I honestly didn't seem to find any spelling or grammatical errors that popped out or took away from the overall story. Monster Catchers is a very well-written novel.

Enjoyment -
I really enjoyed going on an adventure with Bailey and all the lovable monsters. I will most defiantly be rereading this. One thing I rather enjoyed, that I have to point out, is how George Brewington mixed extremely important world issues like: environmental issues, understanding differences, and sacrifices along with adding that fantasy aspect that is common among middle-grade novels.

Overall -
With the interwoven lessons and morals, the fun and quirky lines, the cliff hangers, discovering oneself, understanding differences, Monster Catchers encourages the reader to think beyond the words that are written.

Do I recommend? -
Yes! I highly recommend The Monster Catchers by George Brewington. It was such a cute little novel and I need more!!

"We either try or die, Bailey Boy."
  
Space Explorers
Space Explorers
2017 | Card Game, Economic, Space
Space! It’s all the rage nowadays. Okay, it has been for many decades now, but I feel like recently we have, as a human race, decided to get back out there and start exploring again. While this game is not set in modern times, the excitement of exploration and the different facets of what actually goes into successful launches is certainly prevalent. Will our heroes overcome the G-Forces that press them into their seats and become one of the few to view Earth from afar, or will they fizzle out at launch and come back shamed?

Space Explorers is a card drafting, set collection game for two to four players. In it players will take on the mantles of unique Human Resources managers… in space! Well, not IN space, but FOR space. By recruiting the best and brightest engineers, testers, scientists, builders, and astronauts players will score points in addition to scoring points for completing projects.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, assemble Hub parts tableau organizer for each player. Shuffle the deck of Specialist cards (engineer, tester, et al) to be recruited and reveal six face up to symbolize the Center. Deal each player one of these Specialist cards to create their starting hand. Randomly choose two plus the number of players Project tiles and lay them on the table to be completed throughout the game. Each player will also receive a reference sheet (VERY handy) and one token of each Research type. Determine the starting player and the space race may now begin!
On a player’s turn they have two choices to make: take a Specialist card from the table into their hand, or recruit a Specialist from either their hand or from the table and place in their personal tableau. After this is completed the player may collect one Project tile if they now control the correct number of Specialists per Project tile.

To take a card into hand, a player simply selects one face-up Specialist card from those on the table and places it in hand. Simple.

To recruit a Specialist the player will need to spend Resources equal to the recruitment cost printed on the Specialist card. Resources may be spent in any combination from actual Resource tokens, Resources provided by recruited Specialists already in the player Hub (tableau), and discarding a Specialist card from hand to the table to give two Resources of any type.

As Specialists are recruited to the players’ Hubs they will then give a discount toward recruiting future Specialists of the same type along with other abilities. For each Specialist in the Hub the player will receive a discount of one Resource icon needed to spend to recruit a Specialist of the same type. For example, if a player already has recruited two Scientists, the next Scientist they recruit will be discounted by two Resources. These Resources are discounted from the bottom-up on the listed recruitment cost, and may even result in Specialists being recruited for free. Similarly, some Specialists have certain abilities printed on their card that allow such actions as recruiting cards for free, or providing Resource icons to be used to recruit, or even providing extra points at game end for a variety of reasons.


Play continues in this fashion of players taking Specialists in hand or recruiting them to their Hub to be used to complete Projects and earn points. The game ends once the last Project has been completed or any one player has recruited their 12th Specialist. Every player will have the same number of turns, after which the winner will be the player with the most points!
Components. I have a lot to say about the components here. I think that 25th Century Games has absolutely nailed every single component in this box. The Specialist cards are excellent quality: linen finished, great thickness, and they shuffle realllllly well. The Project tiles, Hub parts, and Resource tokens are thick board stock. The reference sheets are good and the rulebook is just perfect. One thing that may be slightly polarizing is the art style. Space Explorers uses imagery similar to what you would find on many things in the 1950s and 1960s in America. That said, I absolutely love the art style and it is reinforced on every component in this game. The icons are slick and stylish, the color scheme is muted without being drab, and everything you play with is meant to help immerse you into the time of the first astronauts. It’s simply amazingly well done.

The gameplay is also quite stellar (Laura will like that one). I know many compare it to Splendor, and that is certainly warranted, but I feel that Space Explorers pulls it off much more fluidly. Yes, Splendor has those weighty chips that everyone likes while Space Explorers has cardboard tokens. But other than that Space Explorers surpasses the other by leaps and bounds. The gameplay is much more intriguing, the theme is way cooler, and I am just overall much more attracted to it.

While gameplay overall is similar, there is quite a number of differences Space Explorers offers. Foremost, when Resource tokens are spent to recruit Specialists, instead of being sent to a communal bank they are passed along to the player on the left. That’s right, you literally give those Resources to your opponent that will be playing next. This small change really increases the need to be aware of what each player’s strategy may be in order to recruit who you need without also helping your rivals. Being able to utilize three different sources of currency in combination to recruit Specialists is also quite nice. Don’t have the right number of tokens? No problem! Check out what your Specialists are providing from their years of experience.

It is really no shock here that I am enamored with Space Explorers. I really didn’t know that I needed a Splendor killer in my collection, but now that I have this I will be holding it tightly and in high regard. Purple Phoenix Games gives this one an out-of-this-world 11 / 12. If you LIKE the aforementioned game that everyone seems to own but don’t LOVE it, then you need to check out Space Explorers. The theme is great, the components are superb, and the gameplay is light and fast. I love it dearly and hope you do too.
  
Doctor Strange in the Multiverse of Madness (2022)
Doctor Strange in the Multiverse of Madness (2022)
2022 | Action, Adventure, Fantasy
The noticeable Sam Raimi elements. (2 more)
The film is great when it's able to showcase horror.
The second end credits sequence is amazing.
The film is incredibly formulaic outside of its horror elements. (2 more)
You don't really care about any of the new characters.
No one is going to get that first end credits sequence.
Sam Raimi Finally Brings Horror to the MCU
Even with all of the universe jumping and Sam Raimi being able to add his filmmaking trademarks, Doctor Strange in the Multiverse of Madness is a bit too formulaic for its own good. Doctor Strange (Benedict Cumberbatch) has been having dreams of a different version of himself dying while seeking a mythical book known as The Book of Ashanti. In his dream, Strange encounters America Chavez (Xochitl Gomez), a young girl with the uncontrollable power of universe jumping.

But then Strange meets America in his universe and learns that dreams are actually us seeing different versions of ourselves in different universes. Still blinded by the events in WandaVision, Scarlet Witch (Elizabeth Olsen) intends to capture America and utilize her universe jumping ability to reunite with the children she created with magic.

Doctor Strange in the Multiverse of Madness relies on what feels like a simplistic storyline to drive what is essentially the MCU’s first horror film. Strange really only seems driven to protect America because he dreamed about her and Wanda Maximoff has only turned evil because there’s suddenly this very thin line between being a mother and becoming a monster. Most of the film feels like a typical MCU film featuring the standard humor and wisecracking you’ve come to expect from superhero films along with the fate of the world (and possibly every other) probably being at stake.

The most refreshing moments of Doctor Strange in the Multiverse of Madness are the moments that you can tell Raimi had a hand in writing, directing, or having some sort of input in some capacity. This is Raimi’s first directorial gig since 2013’s Oz: The Great and Powerful and it becomes quite obvious that audiences have missed his work. The Shuma Gorath sequence (renamed Gargantos for trademark purposes) is outstanding. Doctor Strange, Wong, and America battling a giant one eyed octopus is something so awesome that it kind of writes itself. Not only is it the film’s first big action sequence, but you can see a lot of Doctor Octopus and Spider-Man 2 influences as Gargantos destroys skyscrapers and gets his tentacles chopped off. The slicing of the bus as it’s thrown at Doctor Strange and America is also legitimately one of the coolest moments of the film.

There is a ton of homage to Evil Dead and Drag Me to Hell buried within the film. The final 20 minutes are overflowing with concepts seemingly pulled from classic Sam Raimi films. Doctor Strange in the Multiverse of Madness revolves around a book of the damned not unlike the Necronomicon. There are at least two major eyeball gags and a ridiculous amount of burning candles in the film. Like most Sam Raimi films, there’s an emphasis on corniness. His sense of humor has always been on the corny side and the heartfelt moments always seem to be milked and over exaggerated ever so slightly. All of these elements are in Doctor Strange in the Multiverse of Madness and they are the moments that make the film feel more unique in comparison to the other 28 films in the MCU.

Strange saves America from Scarlet Witch by knocking her and himself into her own star shaped portal that sees them both falling through multiple universes. It’s a gloriously disorienting sequence, but it’s also incredibly similar to not only what we saw in the first Doctor Strange film but also a lot like the 700 space jumps in Guardians of the Galaxy Vol. 2. This film is meant to open the door even further when it comes to the cosmic side of the MCU and now the horror side of it as well. Doctor Strange in the Multiverse of Madness is not Spider-Man: No Way Home. There are not a ton of nostalgic cameos sprinkled throughout the film. There’s one sequence that combines fan speculation and other universes, but there aren’t a lot of hidden cameos like the internet speculated.

What is perhaps most interesting about this superhero sequel is that Stephen Strange is still learning to be more humble. His only play during Infinity War that ended up costing so many their lives for five long years is still weighing heavily on his mind. He also still loves Christine (Rachel McAdams) despite the fact that she’s moved on and struggles with whether he’s now happy or not. Throughout the film he’s constantly compared to the Doctor Strange of that universe and yet the film goes out of its way to show that this Doctor Strange is different. He will break the rules if he has to, but he will only do so when it’s the only option.

With so many universes and alternate versions of himself, it was naturally only a matter of time before Doctor Strange would have to fight himself. The musical note war Strange has with the Darkhold obsessed version of himself in the collapsed universe in the second half of the film does some really intriguing stuff with musical notes that essentially borrows visuals from the Chuck Jones directed animated short, “High Note,” from 1960 as well as the battle or reactionary element found in video games such as Dance Dance Revolution and Guitar Hero. It’s an unusual fight that seems to be inspired solely by Strange bumping into a piano during the magical brawl.

Doctor Strange in the Multiverse of Madness is dark, silly, and fan pleasing. The film is at is most bewitching when Sam Raimi can let his horror roots be showcased. It will satisfy horror and superhero film fans alike, but would have and could have been even better if Raimi was allowed to dive even further into the horror genre. Be sure to stay after the credits, as well. There are two after credits sequences with the final one being so absurdly on the nose for Sam Raimi that it may be the most entertaining part of the film.
  
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Heather Cranmer (2721 KP) rated The Lying Game in Books

Feb 9, 2019 (Updated Feb 9, 2019)  
The Lying Game
The Lying Game
Ruth Ware | 2017 | Fiction & Poetry, Mystery, Thriller
7
7.8 (23 Ratings)
Book Rating
Awesome plot twist (2 more)
Interesting story line
Fast paced
Overuse of profanity (1 more)
Immature characters
A Good Read
There was something about the synopsis for The Lying Game by Ruth Ware that caught my attention. I guess I wanted to see how this lying game the girls played would turn out. While The Lying Game was a good read, it didn't really focus on the actual lying game too much.

The plot for The Lying Game was interesting enough. Thea, Isa, Fatima, and Kate all met at Salten, a boarding school for girls, when they were all 15 years old. Thea and Kate tell Fatima and Isa about they lying game as well as the rules. However, that's about as much as the plot focuses on the the actual game which was disappointing. When a body is found near Salten many years after the girls were expelled from their boarding school, they must all come together to get their story straight. Isa isn't taking what happened at face value and begins to become suspicious of Kate's tell of events. She will do whatever it takes to discover the truth about what happened that fateful night that changed all four of the girls' lives. I will admit that there were some great plot twists in The Lying Game that I never figured out.

The world building in The Lying Game was mostly believable. I do feel like the townspeople of Salten would have been a bit more suspicious of the women coming back to Salten when a body is found. The women say it's because of Salten school's reunion dinner (which happens during the middle of the week, strangely), but this is the first time they've ever been to one of the dinners. I also had a hard time with Isa's baby, Freya. Freya seemed to be the most well behaved six month old baby! Isa brought Freya with her to Kate's house, but during much of the story, Freya never cries. Yes, there are a few times where it's mentioned she cries, but for the most part, Freya is happy wherever she is. Isa seems to be more obsessed with Freya more than any mother I've ever known, yet she puts that baby in a lot of danger during the course of the story.

The characters in The Lying Game were just okay. I did like Fatima the most. She seemed to be the most mature and reasonable out of the lot of them. Thea was alright. I did like how blunt she could be. Kate came across as being a bit whiny and manipulative. Isa was just very selfish. She seemed to only think of herself instead of her baby and husband. She blamed her husband for so much when it was clearly her fault their relationship was falling apart. I felt so sorry for Owen, her husband. Luc was an interesting character. I did feel sorry for him for how he was treated during his childhood. The major thing that annoyed me was all the profanity. The four main characters, Thea, Fatima, Kate, and Isa, swore so much. I'm okay with swearing, but a lot of the swearing seemed misplaced and like it was written in just to be there. It served no purpose. I would understand it more if they swore a lot in their teens, but these were women in their thirties sounding like they were swearing to sound cool or because they normally weren't allowed to. I just think the swearing was a bit over the top.

The pacing is very good in The Lying Game. Events flowed well, and I found myself not wanting to put the book down. I had to know what would happen next. Not one part of this story became too boring.

Trigger warnings in The Lying Game include lots of profanity, drinking (both underage and of age), cigarette smoking (underage and of age), animal violence (the death of a sheep), no sex but things leading up to it although not graphic, some drug references, overdosing, the drawings of naked underage girls, and murder.

All in all, The Lying Game is a good read. Yes, it doesn't have some problems like the characters being immature and selfish and the overuse of profanity, but it's still a fast paced thriller with a fantastic plot twist. I would recommend The Lying Game by Ruth Ware to those aged 18+ who are fans of thrillers.
  
Emily, Gone
Emily, Gone
Bette Lee Crosby | 2019 | Mystery
9
8.5 (2 Ratings)
Book Rating
I have been a fan of author Bette Lee Crosby since reading her book The Summer of New Beginnings. When I heard of her latest book, Emily, Gone, I knew I would have to read it sooner rather than later. Miss Crosby did not disappoint at all with this one.

Six month old Emily's parents are beyond exhausted due to a music festival very close to their house during 1971. After laying Emily down in her crib in her room, Emily's parents, Rachel and George Dixon, go to their room and finally have a good night's sleep. In the morning when Rachel checks on baby Emily, she is missing from her crib. Vicki gave birth to a stillborn baby girl about a month before Emily was born. When Vicki and her boyfriend decide to stop at a random house to get some food after the festival late one night, it's the perfect opportunity for her to steal baby Emily. What follows is a years long search for Emily all the while Emily is being raised by Vicki and her family. Will Rachel and George ever be united with their Emily?

I enjoyed the plot for Emily, Gone immensely. There are no plot holes or cliffhangers, and Bette Lee Crosby writes about 1971 and the subsequent years very well. It's as if I was transported back in time to that era. Everything flows together smoothly. I found myself wanting Rachel and George to be reunited with Emily quickly, but that wasn't the case. Back in 1971, things like the internet and Amber Alerts weren't a thing, so as frustrating as it was, I could see how hard it would be to recover a kidnapped child. I wish the story would have involved Murph, Vicki's boyfriend, a bit more. He's in the story for about halfway and that's about it. I would have liked to know about him in the epilogue at least. Also, I did find the ending a bit far fetched albeit it probable. It just seems like it would have been highly unlikely. Bette Lee Crosby does touch on the Christian faith lightly throughout this book which could explain the ending.

I found the characters in Emily, Gone to be written superbly. All of them were fleshed out enough to feel like a real person instead of a character in a book. My heart went out to Rachel throughout the years without her Emily. George, Emily's father, had better coping mechanisms, but I still felt bad to him. I can't imagine, and I don't even want to imagine what it would be like if someone kidnapped one of my kids. Mama Dixon was my favorite character in the book. I loved what a warm presence she was throughout the novel to her family. I felt like she was part of my family as well! Although Vicki was written well, I just did not like her. I found her to be very selfish, and I suppose that's because she was mentally ill after the stillborn birth of her baby girl. I kept silently pleading with her to do the right thing and return Emily. I kept wanting her to get caught so she could get the help she needed and the Dixons could have their baby back. I liked Murph, Vicki's boyfriend, but I wish he would have done the right thing and told someone what Vicki had done. In a way, I understand why he didn't turn Vicki in, but it would have been better for everyone in the long run. In a way, my heart also went out to Angela and Kenny for being pulled into Vicki's mess. They were also completely innocent of everything.

I found the pacing to be perfect from the very first page to the very last page. Every time I had to stop reading Emily, Gone I felt like I was leaving a long lost friend, and I couldn't wait to return.

Trigger warnings for Emily, Gone include some drug references, kidnapping, stillborn birth, mental illness, death, some alcohol use, slight references to child molestation, incest, and other sexual references (such as couples making love, nothing graphic).

Overall, Emily, Gone is a highly interesting read with an entertaining plot that will hold you tight and not let go of you until you're done reading! This is one of those stories that will tug at your heartstrings. I would definitely recommend Emily, Gone by Bette Lee Crosby to everyone aged 17+ who would love a fantastically written emotional story.