Search

Search only in certain items:

40x40

Kirk Bage (1775 KP) rated Coco (2017) in Movies

Mar 3, 2020 (Updated Mar 3, 2020)  
Coco (2017)
Coco (2017)
2017 | Adventure, Animation
As part of my project to compile a coffee table book called 21st Century cinema: 200 Unmissable Films, I have found it interesting, but not surprising, that almost 10% of the list since the year 2000 are animated features. It is an art form that Pixar and Disney especially, but many smaller studios, are excelling in, because of technological advances, and the free range of realising an imaginative vision. The trouble often is that they aren’t my first port of call anymore now I don’t have a kid around to watch them with. So it takes me some time to catch up on the good ones these days.

Also, for every good one there are several really lame ones, designed to get families into cinemas and take their money without much concession to a good script. It only takes the bad experience of a couple of those to put you off the genre as an adult. It can be hard to remember that some are made only with 6 year olds in mind. Frozen, for example. They have their place, and the phenomenon of which ones kids are drawn to is a different study altogether. For the purposes of my list, I am looking for the ones that can entertain young and older audiences at the same time. And, to date, no one has done that better than Pixar.

The benchmark, for me, remains Monsters Inc, The Incredibles and the Toy Story series. The latter especially, have a great knack of pleasing all generations. The key is always the writing. Animation styles and techniques can impress the eye, but it is always the theme, the relationships and the words that make an animated film enduring. Music also plays a big part; as does the level of humour. Both incredibly intangible arts that you can’t just buy.

I watched Coco on a Sunday morning – the perfect time to watch an animated film, by law! Chances are you will be a little hungover (I was) and susceptible to the inevitable sentimentality you are about to experience. The first thing that struck me was the colours! Embracing a Latin American cultural canvas, I don’t think I have ever seen such a vivid rainbow attacking my senses. From the naked flames of the candles, to the warm tones of the sunlight and the almost neon glow on display around the dead and the world of the afterlife, it was a visual treat I can honestly say I have never experienced before.

Oh, yes, Coco is about dying, if you didn’t know! And to say more about the genius of their approach to it, would be classed as a spoiler! The action takes place on Diá de Muertos (the day of the dead), when family members can revisit their loved ones, as long as they have been remembered. Our hero, young Miguel, loves music. But his family have banned him from listening to, or playing, it because of the shame surrounding a long dead ancestor. The magic of the day leads him to the underworld of the dead, to find out the truth and save the day.

Of course, once there, he meets all sorts of strange characters, and is lead on a fateful journey with lots of unexpected twists. Again, we won’t go into who, or why for the sake of spoilers. Suffice to say, the ideas, emotion and sense of righteousness flow, stirred up in the mix of constant moments of humour, some that land, some that don’t quite, at a pace fitting, and demanded, by young audiences. The ultimate aim being to reveal the truth behind the family story and to allow the dead to be remembered for their real worth.

On the negatives first: it is all pitched at quite a young audience, in the same way one of Pixar’s less successful films, Cars, is. Which means a lot of the humour lacks the sophistication needed to make it a classic. Also, for a film about the love and joy of music, the songs are only OK, and not especially memorable, although the Oscar winning main theme “Remember Me” serves its purpose very well in the climax. There are also one or two dips in the pacing of scenes that break the spell; surely the cornerstone rule of animated films: don’t drop the ball! Something both Wall-E and Up do at points, spoiling the overall impression of something so glorious in their best moments.


The power of Grandmas
To be more positive, we have to acknowledge the very, very high bar that Pixar set themselves. From an animation point of view, if this film had been released in 2001, we’d be in raptures about it! It is beautiful to look at! And the attention to detail is extraordinary, allowing for many re-watches, just to see the things they have put in there to largely amuse themselves. As a vision of an idea brought to life it is a consummate success! It is, essentially, so likeable. And at its heart, once again, right on the money.

It isn’t called Miguel. It isn’t called The Day of the Dead. It is called Coco. And by the end, you realise why that is important. Death is sad. Dementia is also an awful, awful thing. The strength of Coco is taking these difficult subjects and shining a meaningful light on them, that not only comments intelligently on them, but breaks the heart with the truth of it all. It takes a while to get there with this one, but the pay-off is sublime, yet again! Remember me, a simple sentiment that goes a long, long way!

As a side note, there is a controversial, but massively effective medical technique being utilised in the real world, with alzheimers sufferers, that uses music to trigger memory. It’s application and results are astonishing, for their ability to bring people “back to life”. Which, naturally, moved me immensely. To think the best moment of Coco isn’t just wish fulfilment in a sentimental world, but a real thing that can be done!

Sentimentality aside, Coco is a good film, in every sense of the word. As a parent, I would revel in the opportunity to show this to a child, for the positive conversations it might invoke. The aspects of cinema magic needed to make it an experience worth having are all there. To fault it is only to be unnecessarily picky. Better to go on the journey and enjoy it for what it is. Which, increasingly, is my mantra for watching anything. Who would not hope that someone chooses to celebrate life, with the thought “Remember Me”?
  
Ghoulash: The Game of Card Calamity
Ghoulash: The Game of Card Calamity
2019 | Adventure, Fighting, Science Fiction
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?

In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!

Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.

Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!

Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!

Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.

Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.

Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!