Saturday, November 30, 2024

Living Life Backward (David Gibson)

In Living Life Backward, pastor David Gibson walks through the bulk of the book of Ecclesiastes and its perspective on death. Why? "Living in the light of your death will help you to live wisely and freely and generously." In fact, Ecclesiastes "makes a very simple point: life is complex and messy, sometimes brutally so, but there is a straightforward way to look at the mess. The end will put it all right. The end—when we stand before God as our Creator and Judge—will explain everything." And "if we know for sure where we are heading, then we can know for sure what we need to do before we get there. Ecclesiastes invites us to let the end sculpt our priorities and goals, our greatest ambitions and our strongest desires."

I won't summarize the entire work here, but some highlights:
- We will die. Our lives are "like a whisper spoken in the wind." "Accepting death is the first step in learning to live." Since we won't live forever and will be forgotten, how should we then live?

- We insulate ourselves to forget death, often using "wisdom, pleasure, work, and possessions." Yet "this is the main message of Ecclesiasties in a nutshell: life in God's world is gift, not gain." God gives us things (life, wisdom, pleasure, work, etc.) partly for enjoyment, but they can never satisfy if they become our ultimate things and goals. "You can only truly enjoy what you do not worship."

- We don't always understand what happens in this world, and it eludes our control. Yet everything will have its day in court, so our conduct has weight and meaning. And we won't know it all. "Part of being wise . . . is learning to accept that we have only very limited access to the big picture." And "not even being wise will tell you everything you want to know . . . part of living wisely is learning to live with the limitations of wisdom itself." And "satisfaction lodges in my heart when I accept the boundaries of my creaturely existence and accept the seasons of my life as coming from his good and wise hands." 

- The source of our pain is our self-centerdness. We want to be god, to get ahead of our neighbor, and so on. When we do so, we hate others and in the process destroy ourselves. Relationships matter; your neighbor matters. Loving others is, in the end, loving yourself. So "take the best of what you have and the best of what you are and give them away." 

- Because life is a gift, "give up your pursuit of profit from your toil and instead seek to enjoy the things that God has given you for what they are, and as you do that, you will know some reward." There are better things than success and worse things than failure. Living well means, in part, to enjoy the gift you have been given and not obsessing over control, success, gain, etc. "A life fully lived is a life receiving the reward of today as a gift that you don't deserve and one that God has given you to enjoy." 

- "The Bible's realism about old age and death is both urgent—Rejoice!—and calm—Remember." We need to be "delighted with the bounty God gives" because when we aren't, we deny who God is and His covenant blessing. And we need to remember "your Creator, [which] means remembering that God made a good world, not an evil one, and that we are the ones responsible for spoiling it, not he. Remembering God as Creator means taking my place in the world in the appropriate way and not demanding for myself more than it is my right to have." 
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This is a great book! Powerful in many respects. As I learned, I was both convicted and overjoyed. My main ding is that it doesn't cover the entire book of Ecclesiastes. But I loved his discussions of the themes he does cover. Ecclesiastes is a powerful, yet at times confusing, book. Gibson does a good job showing its structure, patterns, and messages.

Rating: A-

Tuesday, November 26, 2024

Shrek

Continuing a recent trend of (re-)watching 'older' movies, today's review is of Shrek.
 
Shrek is an ogre living in the swamp. Judged and feared all his life, he lives out a quiet and miserable existence wanting to be left alone. One day, he meets Donkey and learns of the nearby noble's goal to rid his kingdom of fairy tale creatures, banishing them to Shrek's doorstep. Annoyed, he agrees to go on a quest to save a princess from a fearsome dragon in return for the deed to his swamp. Along the way, he'll have adventures and make discoveries he never dreamed of . . . and find the thing he was ultimately seeking.

This satirical take on the fairy tale genre was a huge hit upon its release in 2001. It has spawned three sequels, two spin-off movies, one holiday special, a musical, a surprising number of video games, and more. (The next installment, Shrek 5, is due out in 2026.) I watched this with my sons today, having surprisingly little memory of this classic though I had seen it before (it's been 20+ years . . . ). Anyway, it's a fun story, with predictable (yet amusing) nods to classic stories and holding true to the typical motifs while also turning them on their heads. I was surprised how dated the CG looked—I'm sure it was great in its day, and the main characters look alright, but the background/minor characters were 'stiff' and robotic. The message was pretty good, looking at the need for friends and forgiveness, and the importance of not judging too hastily. The humor was great in places, with some innuendo that only adults will detect (I think/hope). A solid effort overall.

Rating: A-

Sunday, November 24, 2024

How to Train Your Dragon 2

Five years after the first film takes place, Hiccup and Toothless enjoy a period of peace in Berk. With vikings and dragons reconciled, they enjoy each other's company and explore the region. But all is not to last . . . when they come across dragon trappers on one of their journeys, they find out that an old foe, Drago, is determined to trap and control all the dragons in the land. And he just might have the means to do it, with incredible power at his disposal. Do our heroes have what it takes to overcome? They may need aid from a most surprising source . . . and everyone will learn that the leader's job isn't to control and dominate, but "the Alpha protects all."

Let your nine-year-old pick the movie, and you stay in the land of dragons. This 2014 sequel to the 2010 hit film was solid, but a notch below the original. Two messages were solid: that of leaders protecting their people (vs. dominating and controlling) and that it is better to work together than fight each other. So far, so good. But I didn't care for a pattern that started in the first movie and continues here: Hiccup routinely ignores his father. It is a typical message in children's shows of various kinds that "adults don't understand" and "kids know better." That can be true occasionally, but not always, and it is a dangerous message to propagate. That, plus some rushed plot points, drop my rating here. But there is still value to be had, if you know where to look.

Rating: B

Saturday, November 23, 2024

How to Train Your Dragon

Hiccup (yes, that's his name) lives in the village of Berk with his dad (the chief) and other vikings. There they eke out an existence in a harsh land, with one threat overshadowing all: dragons. The dragon attacks are frequent and devastating, and so the vikings instill in their young the knowledge and power to fight them. But Hiccup doesn't appear capable of such a thing . . . and when his invention injures a dragon, Toothless, an unlikely friendship develops. Hiccup learns some shocking truths about dragons, himself, and the real threat facing them all. Does he have the power to break tradition and reconcile foes?

This 2010 film is highly regarded (with two sequels released and a live action version coming soon). I was pleasantly surprised at the depth of some of the messages (which include friendship, empathy, love, challenging societal norms, and finding your place). The humor was okay, the animation great, and the story solid (if predictable in places). The messages were mostly good, too. Check this one out.

Rating: A-

Tuesday, November 19, 2024

Long Way Down (Jason Reynolds)

Shawn is dead. Will, his younger brother, remembers the three rules of his neighborhood:
1) No crying
2) No snitching
3) Get revenge

Will finds Shawn's gun and plans to kill the perpetrator. But in the elevator, Will encounters the ghosts of friends and family who have killed and been killed over the years. He wrestles with the past and these rules . . . were they meant to be broken? Or "for the broken to follow"? And he remembers his mother's words . . .
but just remember, when
you're walking in the nighttime,
make sure the nighttime
ain't walking into you.
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This book, presented in verse with sparse word counts on each page, is powerful. You can get through the 306 pages in an hour, but reflect on it for days. The format heightens the tension, the sadness, the hardship. What terrible cycles of vengeance we can find ourselves in. What will we do when wronged?

Rating: A

Monday, November 18, 2024

Excalibur (Bernard Cornwell)

Continuing from book two . . .

Last time, Arthur put down Lancelot's rebellion yet reels from Guinevere's betrayal. But he doesn't have time to mourn . . . the two Saxon kings (Aelle and Cerdic) appear to have put their differences aside and join forces to overwhelm the British kingdoms . . . the fate of many will be decided at Mount Badon.

Merlin has disappeared, and Nimue with him. Determined to summon the pagan gods at any cost, they lay plans to do so. All who oppose them—friend or foe—will be cursed.

Mordred is now rightful king and developed a taste for war. He hones his skills in foreign lands, but soon rumors of his death abound, making Arthur's son the rightful heir. But all is not as it seems . . . and the foes are many. For the Saxon threat ever lingers, hatred on multiple sides will not rest, and this time, it might prove too much. 
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Book three concludes Arthur's story in an appropriate yet heartbreaking way. As with the first two volumes, this historical fantasy conjectures a realistic/historical Arthur fused with many elements of the legend familiar to modern readers. And Cornwell succeeds in what he sets out to accomplish, making this book (and the series) an enjoyable tale.

This volume makes Guinevere more nuanced and less annoying; throughout the trilogy, Cornwell does a good job portraying the spirit of the legendary characters in a historical setting. In the end, I found only Lancelot's portrayal objectionable.

I think this book was the best of the three, with the most memorable lines, poignant scenes, and suitable conclusion. It left me wanting more (in a good way), but that is an appropriate way to end a tale of the once and future king.

Rating: A

Saturday, November 16, 2024

Wyvern

Today's review is of the 1994 release, Wyvern. A Collectible Card Game (CCG), this went out of production in 1997, making it a 'dead' CCG. 

Overview
In Wyvern, your goal is to win a series of battles where you defeat your opponent's dragons and overcome their terrain. If you win a battle (meaning your opponent has no more terrain or dragon cards on the battlefield), you get 25 points plus however many gold you have left in your supply. Then everything is reset and the next battle begins. The first to 100 points overall wins. Do you have what it takes?

Wyvern has four card types: dragons, terrain, action, and treasure. The first two are shuffled and placed in their deck to the left of the battlefield; the last two are shuffled and placed in their deck to the right.

To begin, each player draws 6 cards from their dragon/terrain deck and places them face-down in two rows of three, making their battlefield. Each player starts with 25 gold. Then, each player draws 7 cards from their action/treasure deck and the game begins.

On your turn, you take the following steps:
- draw a action/treasure card
- play a treasure (if possible/desired; these go on either side of the battlefield)
- move any two cards (switch their position on the battlefield)
- take your first action phase (play action cards)
- battle*
- second action phase
game in progress; image from here
*to battle, turn a dragon face-up and pay its costs. That makes it eligible to attack. Choose an eligible target (one row away unless there are modifiers), and your opponent turns that card face-up. If it is a dragon, your opponent pays its costs and they fight (higher strength wins, and both players can use action cards to help). If it is terrain, you do what the card states (and can overcome or be weakened/destroyed by its abilities). When a dragon or terrain card is defeated, it is removed from the battlefield and not replaced. 

I won't go into more detail on the game phases; you can find the rules here and a how to play video here.

Review
I enjoyed this game considering its era (the first generation of CCGs). It is simple but 'sneaky' in the sense that you don't know what you are attacking; it could be a trap. (I've heard this game compared to Stratego.) The rulebook could be better, but the online resources above are sufficient.

As a dead CCG, you can still pick up cards for reasonable prices. I might get a few more just for deck building options, but don't blow the bank on this one.

Rating: B