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5 Minute Movie Guy (379 KP) rated Tomorrowland (2015) in Movies
Jun 29, 2019
With Tomorrowland's lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your future will undoubtedly be better off if it doesn't involve watching this movie.
Disney’s Tomorrowland implores us to imagine a world without limitation. One where nothing is impossible, and all of our wildest dreams can come true. (Sounds very trademark Disney, doesn’t it?) In the movie, that world exists in the form of a secret utopian society that has been built by only the brightest of minds. It is a place that exists free of politics and corruption, where people can push the boundaries of possibility as far as their imaginations will take them. Tomorrowland is a world meant to inspire, to evoke wonder, and to nurture creativity. It’s a stunning shame then, that all I ever felt while watching the movie was sheer boredom. For all of its endless opportunity, Tomorrowland ends up being almost completely uninteresting. With Tomorrowland‘s lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your own future will undoubtedly be better off if it doesn’t involve ever watching this movie.
With the star talent of George Clooney, the directorial skill of Brad Bird, and the film’s promising trailers, I must admit that I was caught off guard by Tomorrowland‘s lackluster execution. The greatest compliment I can give the film is that it’s blandly passable, but in no area is it particularly good, engaging, or thought-provoking. For being a film that is about celebrating creativity, it sure is lacking in that regard. Tomorrowland itself feels like a poorly-realized pipe dream. It’s supposed to be this wonderfully ingenious world of innovation, but nothing about it struck me as notably exciting or exceptional. From the surface, it looks like your typical futuristic metropolis, complete with jetpacks and flying cars. Beyond that, I couldn’t really tell you what makes Tomorrowland so special, and I believe that’s largely because we’re given so little access to it. The movie treats us as outsiders to this place, and we spend the majority of the film tagging alongside the two main characters as they try to get in, but we’re never given any sort of rewarding payoff once we get there. The world of Tomorrowland is practically nothing more than a shallow, fantasy world facade.
The movie starts off with an uncomfortably awkward recruitment video recorded by Tomorrowland’s two main characters, Frank Walker (George Clooney) and Casey Newton (Britt Robertson), in which they argue over how they should tell their story. It’s a poor attempt at humor with banter that feels entirely forced. If anything, this overly long introduction should have served as an early indicator that I was about to embark on a two-hour snooze-fest. From there we transition to each of their character’s respective origin stories, and their separate journeys that led them to Tomorrowland.
Frank’s story takes us to the 1964 World’s Fair at Disneyland where as a young boy he’s trying to enter with his faulty jetpack creation. His invention is rejected, but he still manages to catch the attention of a girl named Athena, who gives him a special pin with the Tomorrowland logo. Young Frank is ordered to secretly follow her in the theme park, leading to the “It’s A Small World” ride, where he’s magically transported to Tomorrowland. Here we’re given our first glimpse of this futuristic world, but the entire sequence isn’t nearly as fun or awe-inspiring as it should be. Frank takes to the skies in his newly-repaired jetpack and yet this significant moment somehow winds up feeling surprisingly empty. The movie fails to capture that youthful element of whimsy and excitement that comes from discovery.
Next we learn the much more recent story of Casey, an enthusiastic high school student with a passion for making the world a better place. She’s the daughter of a struggling inventor who gets herself in trouble with the law after trying to sabotage the government’s planned demolition of a NASA launch pad. Once bailed out of jail, Casey finds a mysterious Tomorrowland token among her belongings, and upon touching it, she is magically transported to a wheat field with the distinguished metropolis of Tomorrowland in the distance. However, when trying to reach this futuristic city, she finds that boundaries in the real world inhibit her in this golden future world, even though she cannot see them while holding the token. It’s a novel idea, and one of the movie’s better moments, but if you’ve seen the film’s trailers then you’ve already seen most of how it plays out.
The trailers also spoiled Tomorrowland‘s best, and arguably only good action sequence, in which androids invade Frank’s house in an attempt to capture Casey, who possesses that coveted Tomorrowland token. It’s a well-crafted and exciting moment that demonstrates Brad Bird’s talent, but it’s also an unfortunately rare instance of entertainment in what is otherwise a dull film. As for the aforementioned androids, they’re unbelievably cheesy and lame. These robot villains are sourced from the pinnacle of technological advancement, and yet they’re remarkably derivative and hokey. The most original thing about them is that they blink their eyelids alternatively. That’s some real cutting edge creativity right there! To top it off, Tomorrowland even throws in an android-to-human love story for good measure, because why not? Robots need love too, you guys!
You know what the most troubling thing about Tomorrowland is for me? The fact that Brad Bird was the very first choice to direct Star Wars: Episode 7 and he turned it down to make this movie instead. That is almost incomprehensible to me. Even more so when you consider that Tomorrowland features a comic book store scene that is literally brimming with Star Wars props. It’s a decision that may come back to haunt him, but given how poor this movie is, I’m now actually thanking my lucky Death Stars that he’s not the one making the upcoming Star Wars: The Force Awakens.
In the end, Tomorrowland is a movie that I don’t feel any connection to. I wasn’t captivated by the characters or the performances (not even George Clooney could save this one). The plot was a total bore. The sci-fi elements missed the mark. The visuals were mostly just decent, and tended to look more fake than impressive. The underlying message of hope was weak, and please, don’t even get me started on that cliché “two wolves” story that was needlessly tacked in. Nothing about the movie ever reminded me of the actual Tomorrowland from Disneyland Park, nor did it share its level of creativity. The longer the movie went on, the more I wanted it to end. I can honestly tell you that I have had more enjoyment standing in line for two hours for a ride in Disneyland’s Tomorrowland than I ever had while watching this movie. If this is how dull our ideal future is going to be, then sign me up for a front row ticket to the apocalypse where the future belongs to the mad!
(This review was originally posted at 5mmg.com on 5.26.15.)
With the star talent of George Clooney, the directorial skill of Brad Bird, and the film’s promising trailers, I must admit that I was caught off guard by Tomorrowland‘s lackluster execution. The greatest compliment I can give the film is that it’s blandly passable, but in no area is it particularly good, engaging, or thought-provoking. For being a film that is about celebrating creativity, it sure is lacking in that regard. Tomorrowland itself feels like a poorly-realized pipe dream. It’s supposed to be this wonderfully ingenious world of innovation, but nothing about it struck me as notably exciting or exceptional. From the surface, it looks like your typical futuristic metropolis, complete with jetpacks and flying cars. Beyond that, I couldn’t really tell you what makes Tomorrowland so special, and I believe that’s largely because we’re given so little access to it. The movie treats us as outsiders to this place, and we spend the majority of the film tagging alongside the two main characters as they try to get in, but we’re never given any sort of rewarding payoff once we get there. The world of Tomorrowland is practically nothing more than a shallow, fantasy world facade.
The movie starts off with an uncomfortably awkward recruitment video recorded by Tomorrowland’s two main characters, Frank Walker (George Clooney) and Casey Newton (Britt Robertson), in which they argue over how they should tell their story. It’s a poor attempt at humor with banter that feels entirely forced. If anything, this overly long introduction should have served as an early indicator that I was about to embark on a two-hour snooze-fest. From there we transition to each of their character’s respective origin stories, and their separate journeys that led them to Tomorrowland.
Frank’s story takes us to the 1964 World’s Fair at Disneyland where as a young boy he’s trying to enter with his faulty jetpack creation. His invention is rejected, but he still manages to catch the attention of a girl named Athena, who gives him a special pin with the Tomorrowland logo. Young Frank is ordered to secretly follow her in the theme park, leading to the “It’s A Small World” ride, where he’s magically transported to Tomorrowland. Here we’re given our first glimpse of this futuristic world, but the entire sequence isn’t nearly as fun or awe-inspiring as it should be. Frank takes to the skies in his newly-repaired jetpack and yet this significant moment somehow winds up feeling surprisingly empty. The movie fails to capture that youthful element of whimsy and excitement that comes from discovery.
Next we learn the much more recent story of Casey, an enthusiastic high school student with a passion for making the world a better place. She’s the daughter of a struggling inventor who gets herself in trouble with the law after trying to sabotage the government’s planned demolition of a NASA launch pad. Once bailed out of jail, Casey finds a mysterious Tomorrowland token among her belongings, and upon touching it, she is magically transported to a wheat field with the distinguished metropolis of Tomorrowland in the distance. However, when trying to reach this futuristic city, she finds that boundaries in the real world inhibit her in this golden future world, even though she cannot see them while holding the token. It’s a novel idea, and one of the movie’s better moments, but if you’ve seen the film’s trailers then you’ve already seen most of how it plays out.
The trailers also spoiled Tomorrowland‘s best, and arguably only good action sequence, in which androids invade Frank’s house in an attempt to capture Casey, who possesses that coveted Tomorrowland token. It’s a well-crafted and exciting moment that demonstrates Brad Bird’s talent, but it’s also an unfortunately rare instance of entertainment in what is otherwise a dull film. As for the aforementioned androids, they’re unbelievably cheesy and lame. These robot villains are sourced from the pinnacle of technological advancement, and yet they’re remarkably derivative and hokey. The most original thing about them is that they blink their eyelids alternatively. That’s some real cutting edge creativity right there! To top it off, Tomorrowland even throws in an android-to-human love story for good measure, because why not? Robots need love too, you guys!
You know what the most troubling thing about Tomorrowland is for me? The fact that Brad Bird was the very first choice to direct Star Wars: Episode 7 and he turned it down to make this movie instead. That is almost incomprehensible to me. Even more so when you consider that Tomorrowland features a comic book store scene that is literally brimming with Star Wars props. It’s a decision that may come back to haunt him, but given how poor this movie is, I’m now actually thanking my lucky Death Stars that he’s not the one making the upcoming Star Wars: The Force Awakens.
In the end, Tomorrowland is a movie that I don’t feel any connection to. I wasn’t captivated by the characters or the performances (not even George Clooney could save this one). The plot was a total bore. The sci-fi elements missed the mark. The visuals were mostly just decent, and tended to look more fake than impressive. The underlying message of hope was weak, and please, don’t even get me started on that cliché “two wolves” story that was needlessly tacked in. Nothing about the movie ever reminded me of the actual Tomorrowland from Disneyland Park, nor did it share its level of creativity. The longer the movie went on, the more I wanted it to end. I can honestly tell you that I have had more enjoyment standing in line for two hours for a ride in Disneyland’s Tomorrowland than I ever had while watching this movie. If this is how dull our ideal future is going to be, then sign me up for a front row ticket to the apocalypse where the future belongs to the mad!
(This review was originally posted at 5mmg.com on 5.26.15.)
Purple Phoenix Games (2266 KP) rated The Seals of Cthulhu in Tabletop Games
Jun 9, 2021
I don’t really know the origins/history of Cthulhu, but it has always been a theme that draws me in when I see it. Just the concept of these Elder Gods is creepy, yet exciting, and rarely will I turn down the chance to play a Cthulhu-esque game. That being said, when I stumbled upon The Seals of Cthulhu on Kickstarter, and checked out the page, I knew I had to back. Did my unfaltering fascination with the Cthulhu theme lead me astray, or did this game enhance my existing opinions?
The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!
On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.
Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?
And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.
Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!
The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!
On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.
Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?
And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.
Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!
Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Gareth von Kallenbach (980 KP) rated Shining Resonance Refrain in Video Games
Aug 14, 2019
I’ll be the first to admit that I’ve never been a huge fan of JRPG’s, but I really don’t have any reasons why. Growing up I loved watching the Shogun Warrior feature length cartoons and I’m a huge fan of RPG’s in general, so you’d think they’d be right up my alley. I’ve tried and tried to figure out why I have such a hard time sinking into them, and while I have never completed a Final Fantasy game, I continue to buy them in the hopes that one of these days I’ll just get it. So, I’m probably not the first person that would come to mind to review a game like Shining Resonance Refrain, a game that was released exclusively in Japan on PS3 back in 2014. Yet here we are, 4 years later, with a version released for the PS4, Xbox One, PC, and Nintendo Switch, with updated graphics and English voice acting.
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.
Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.
In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.
Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.
So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.
What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.
Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.
In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.
Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.
So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.
What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects
Garrett (1099 KP) rated Joker (2019) in Movies
May 18, 2020
Set design (2 more)
Costumes
Most of the acting
Story (2 more)
Theme
Message/meaning
I think I need to note a few things about my review before I actually get into it. First, I got this for free in a giveaway. Second, having watched the trailers for this I thought I wasn't going to like it and I didn't see it in theaters, the buzz and good reviews made me want to enter the giveaway so I could see it because I likely wouldn't have paid for it. Third, I know that I can "grade" movies I don't like harsher than maybe they deserve. Finally, in an effort to prevent me from being too harsh I "forced" my sister to watch it with me and some of her views of the movie and review are mixed in with my opinion of it.
It was apparent to me, and my sister, that this movie was not an attempt at a comic book movie or even a movie about the Joker but a character study and a look into mental illness. This is confirmed in the special features with an interview with the director/writer/producer. I think that if this wasn't a "Joker" movie I would have liked it a little bit more. The biggest problem that this movie has, and many others like it, when the main character is a "bad guy" and they try to make you understand/sympathize with them and it doesn't work it messes up the movie's feel. It did that for both of us.
As a "DC" movie and set in the Batman "universe" this fails in almost every way possible. The actor and character are way too old (mid 30's to 40's at best), when compared to how young Bruce Wayne is (about 8). Joker is malnourished, frail, weak, incapable of planning anything out, and I can't stress this enough famous throughout the country for the actions in this movie with his real name... None of that fits the Joker from any Batman in the comics.
There are good to great parts in this movie but they are few and far between. Within this movie are the bones of a much better movie. Many of the choices the director made, that he is proud of, I think severely damage this movie. Chief among them is the dancing. With the exception of the celebrating down the stairs which is one of the most famous and favorite scenes in the movie (and that's how I saw it as celibating not dancing) the rest of them are useless, don't fit with the actual character (the Joker), and add to the run time of an already bloated and often very slow movie.
In the end I know I'm probably in the minority with my opinion on this movie, of those that have seen it, but I do think there is a good lesson here. If you see the trailers for this movie and it looks up your alley or it interests you then see it, but maybe just on streaming or renting. If you see the trailers for this and don't think you'd like it you are probably very right and shouldn't waste your money on it. If you get a chance to see it for free and you want to see what all the "hype" is about maybe check it out... but there are probably many better options that you should see before trying this out.
It was apparent to me, and my sister, that this movie was not an attempt at a comic book movie or even a movie about the Joker but a character study and a look into mental illness. This is confirmed in the special features with an interview with the director/writer/producer. I think that if this wasn't a "Joker" movie I would have liked it a little bit more. The biggest problem that this movie has, and many others like it, when the main character is a "bad guy" and they try to make you understand/sympathize with them and it doesn't work it messes up the movie's feel. It did that for both of us.
As a "DC" movie and set in the Batman "universe" this fails in almost every way possible. The actor and character are way too old (mid 30's to 40's at best), when compared to how young Bruce Wayne is (about 8). Joker is malnourished, frail, weak, incapable of planning anything out, and I can't stress this enough famous throughout the country for the actions in this movie with his real name... None of that fits the Joker from any Batman in the comics.
There are good to great parts in this movie but they are few and far between. Within this movie are the bones of a much better movie. Many of the choices the director made, that he is proud of, I think severely damage this movie. Chief among them is the dancing. With the exception of the celebrating down the stairs which is one of the most famous and favorite scenes in the movie (and that's how I saw it as celibating not dancing) the rest of them are useless, don't fit with the actual character (the Joker), and add to the run time of an already bloated and often very slow movie.
In the end I know I'm probably in the minority with my opinion on this movie, of those that have seen it, but I do think there is a good lesson here. If you see the trailers for this movie and it looks up your alley or it interests you then see it, but maybe just on streaming or renting. If you see the trailers for this and don't think you'd like it you are probably very right and shouldn't waste your money on it. If you get a chance to see it for free and you want to see what all the "hype" is about maybe check it out... but there are probably many better options that you should see before trying this out.
Heather Cranmer (2721 KP) rated The Golden Couple in Books
Aug 25, 2021
I've read every book that Greer Hendricks and Sarah Pekkanen have wrote together, so when I got the chance to read their latest book entitled The Golden Couple, I jumped at the chance! I've loved every novel they've written together, and I definitely loved The Golden Couple.
The synopsis for The Golden Couple reeled me in. The plot was solid albeit a little farfetched towards the ending when everything is revealed. Still, the writing was done fantastically, and I was instantly transported to this world Hendricks and Pekkanen had created. With all that was going on, I felt like there was one main storyline and two minor storylines going on. It was fun reading The Golden Couple and trying to figure out who all was guilty. In fact, there were times I thought it may even be Marissa creating problems for herself to make herself look more like the victim. While this book is more predictable and doesn't have as many plot twists as Hendricks' and Pekkanen's previous novels, the plot twists in this novel were interesting to say the least. I kind of suspected the culprit of the story, but then again, everyone was a suspect in my head. The ending is tied up nicely with no loose ends which is always a plus for me.
Hendricks and Pekkanen know how to write some stellar characters! I felt as if every character in The Golden Couple was fleshed out enough to feel realistic instead of just some writing on paper. Marissa showed that she was only human through her mistakes. (Personally, I don't think I would be as forgiving as her husband, Matthew, appeared to be if my spouse cheated on me.) I felt that I would probably be like Marissa if I were in her shoes. She was fairly easy to relate to. I loved how much love she had for her young son, and I liked how willing she was to work on her marriage. I felt sorry for Marissa's husband, Matthew, when Marissa revealed she had cheated on him. I did like how forgiving he was and how much it seemed that he wanted to work on the marriage even though he wasn't the one who cheated. Sometimes I did think he tried to hard though to make Marissa feel loved. Polly, Marissa's assistant, was definitely an interesting character for sure. I didn't know what to make of her or if she could be trusted. She seemed to eager to please Marissa and like she was trying to hard to be Marissa. Still, she was a well written and likeable character. I enjoyed Avery and her very logical mind as well as her very different approach to non-traditional therapy. Her tactics she used were definitely different (and probably illegal), but they always seemed to work. I also admired how dedicated she was to her clients and how much she wanted to help them. Avery came across as very smart and sophisticated.
Trigger warnings for The Golden Couple include infidelity, profanity, alcohol use, some violence, gun violence, death, and murder.
Overall, The Golden Couple is a highly entertaining read that you will not want to put down. It will leave you guessing until the very end. I would definitely recommend The Golden Couple by Greer Hendricks and Sarah Pekkanen to those aged 18+ who are after a fantastic thriller that will stay with them for awhile.
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(A special thank you to Netgalley and St. Martin's Press for providing me with an ARC eBook of The Golden Couple by Greer Hendricks and Sarah Pekkanen in exchange for a fair and unbiased review.)
The synopsis for The Golden Couple reeled me in. The plot was solid albeit a little farfetched towards the ending when everything is revealed. Still, the writing was done fantastically, and I was instantly transported to this world Hendricks and Pekkanen had created. With all that was going on, I felt like there was one main storyline and two minor storylines going on. It was fun reading The Golden Couple and trying to figure out who all was guilty. In fact, there were times I thought it may even be Marissa creating problems for herself to make herself look more like the victim. While this book is more predictable and doesn't have as many plot twists as Hendricks' and Pekkanen's previous novels, the plot twists in this novel were interesting to say the least. I kind of suspected the culprit of the story, but then again, everyone was a suspect in my head. The ending is tied up nicely with no loose ends which is always a plus for me.
Hendricks and Pekkanen know how to write some stellar characters! I felt as if every character in The Golden Couple was fleshed out enough to feel realistic instead of just some writing on paper. Marissa showed that she was only human through her mistakes. (Personally, I don't think I would be as forgiving as her husband, Matthew, appeared to be if my spouse cheated on me.) I felt that I would probably be like Marissa if I were in her shoes. She was fairly easy to relate to. I loved how much love she had for her young son, and I liked how willing she was to work on her marriage. I felt sorry for Marissa's husband, Matthew, when Marissa revealed she had cheated on him. I did like how forgiving he was and how much it seemed that he wanted to work on the marriage even though he wasn't the one who cheated. Sometimes I did think he tried to hard though to make Marissa feel loved. Polly, Marissa's assistant, was definitely an interesting character for sure. I didn't know what to make of her or if she could be trusted. She seemed to eager to please Marissa and like she was trying to hard to be Marissa. Still, she was a well written and likeable character. I enjoyed Avery and her very logical mind as well as her very different approach to non-traditional therapy. Her tactics she used were definitely different (and probably illegal), but they always seemed to work. I also admired how dedicated she was to her clients and how much she wanted to help them. Avery came across as very smart and sophisticated.
Trigger warnings for The Golden Couple include infidelity, profanity, alcohol use, some violence, gun violence, death, and murder.
Overall, The Golden Couple is a highly entertaining read that you will not want to put down. It will leave you guessing until the very end. I would definitely recommend The Golden Couple by Greer Hendricks and Sarah Pekkanen to those aged 18+ who are after a fantastic thriller that will stay with them for awhile.
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(A special thank you to Netgalley and St. Martin's Press for providing me with an ARC eBook of The Golden Couple by Greer Hendricks and Sarah Pekkanen in exchange for a fair and unbiased review.)
Purple Phoenix Games (2266 KP) rated Asator in Tabletop Games
Oct 20, 2020
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
Gareth von Kallenbach (980 KP) rated John Carter (2012) in Movies
Aug 7, 2019
Edgar Rice Burroughs is famous for literary creations that have inspired countless generations and given birth to numerous film and television projects. You would be hard-pressed to find anybody not familiar with Tarzan, one of Burrough’s great series. John Carter of Mars is another one, and at long last has finally made it to the big screen.
The film is based on the first book of eleven, a series that began in 1911 and ran through 1964 when the last book was published posthumously. John Carter stars Tylor Kitsch as the title character, a bitter Civil War veteran who, despite an accomplished service record, no longer wants anything to do with the military. Instead he is fixated upon finding a cave of gold.
Despite the fact that he served for the Confederacy, John Carter draws the attention of the U.S. Cavalry whose leader is anxious to recruit an officer of Carter’s skills and experience to aid them in their skirmishes with the Apache tribes. No longer willing to fight or get involved, Carter declines the offer but soon finds himself caught in the middle of an unplanned battle between both sides. As he attempts to find shelter for himself and a wounded officer, Carter accidentally stumbles upon the cave of gold he was seeking.
Carter’s surprise soon turns to shock when he’s attacked by a mysterious individual who presses a glowing amulet in his hand and utters a phrase that transports John Carter instantly to the planet Mars. Of course, Carter at first has no idea where he is but soon realizes that he has incredible leaping abilities due to the lower gravity of the planet.
Shortly after his arrival he gains the attention of Tars Tarkas (Willem Dafoe), the chief of a race of tall, skinny, four armed alien warriors. At first intrigued by Carter, Tarkas and his people become divided over what to do with the new arrival. This becomes further complicated when airships arrive and begin a massive gunbattle. Carter immediately leaps into action with his newfound ability which quickly gains the attention of Dejah Thoris (Lynn Collins), princess of the city of Helium.
It is learned that Princess Dejah is being forced to marry an evil warlord who possesses an awesome destructive ability and is using it to subjugate all those he encounters. Desperate to save their city, the princess is offered up to appease the warlord. Naturally this does not sit well with the free-spirited and feisty princess and before long she and John Carter find themselves united in their quest to save Helium. Despite his reluctance to get involved and fight, Carter realizes the princess may be his only way to get home.
A stranger in a strange land, with danger all around him, John Carter takes his audience on an epic adventure. Despite having little star power, the movie works exceptionally well with amazing special effects. The CGI used to create the various alien characters infuses them with personality and vitality rarely seen in artificially created characters. The film is visually spectacular from the legions of aliens locked in combat, to the stark splendor of the planet and its inhabitants.
Even though the film was presented in converted 3-D which, as many of you will know has long been a very touchy subject with me, the final product was actually better than most conversions. While it was nowhere near the quality of films shot in 3-D, it nonetheless offered an immersive quality to epic battle scenes and did not rely on the gimmicky trick of trying to make things pop out of the screen in order to sell the film.
Kitsch does a great job handling the action of the film and manages to interact with his CGI costars in a believable enough manner to establish as much chemistry with them as he did with the flesh and blood Collins. Although some moments of the film drag, it does have enough action to sustain the nearly two-hour runtime with a touch of humor and romance thrown in for good measure.
I first became aware of the film a year ago at the D23 Expo when Disney showed a few clips and had Kitsch, Collins and Dafoeon hand to promote the pending release. While intriguing, I did not see anything that really made the film stand out as a must-see. I am very happy to say that upon seeing the completed film, the scenes that were shown to us not only had even greater effects in the finished product but were also much more entertaining and dynamic once shown within the full context of the story line.
Director Andrew Stanton, who has made a name for himself with his animated films at Pixar, skillfully blends live-action and CGI to create a very energetic and enjoyable action-adventure film that was a very pleasant surprise.
While the acting, character development, and plot are nothing spectacular in and of themselves, they combined well and set the stage effectively for what should be a series of John Carter films in the future.
The film is based on the first book of eleven, a series that began in 1911 and ran through 1964 when the last book was published posthumously. John Carter stars Tylor Kitsch as the title character, a bitter Civil War veteran who, despite an accomplished service record, no longer wants anything to do with the military. Instead he is fixated upon finding a cave of gold.
Despite the fact that he served for the Confederacy, John Carter draws the attention of the U.S. Cavalry whose leader is anxious to recruit an officer of Carter’s skills and experience to aid them in their skirmishes with the Apache tribes. No longer willing to fight or get involved, Carter declines the offer but soon finds himself caught in the middle of an unplanned battle between both sides. As he attempts to find shelter for himself and a wounded officer, Carter accidentally stumbles upon the cave of gold he was seeking.
Carter’s surprise soon turns to shock when he’s attacked by a mysterious individual who presses a glowing amulet in his hand and utters a phrase that transports John Carter instantly to the planet Mars. Of course, Carter at first has no idea where he is but soon realizes that he has incredible leaping abilities due to the lower gravity of the planet.
Shortly after his arrival he gains the attention of Tars Tarkas (Willem Dafoe), the chief of a race of tall, skinny, four armed alien warriors. At first intrigued by Carter, Tarkas and his people become divided over what to do with the new arrival. This becomes further complicated when airships arrive and begin a massive gunbattle. Carter immediately leaps into action with his newfound ability which quickly gains the attention of Dejah Thoris (Lynn Collins), princess of the city of Helium.
It is learned that Princess Dejah is being forced to marry an evil warlord who possesses an awesome destructive ability and is using it to subjugate all those he encounters. Desperate to save their city, the princess is offered up to appease the warlord. Naturally this does not sit well with the free-spirited and feisty princess and before long she and John Carter find themselves united in their quest to save Helium. Despite his reluctance to get involved and fight, Carter realizes the princess may be his only way to get home.
A stranger in a strange land, with danger all around him, John Carter takes his audience on an epic adventure. Despite having little star power, the movie works exceptionally well with amazing special effects. The CGI used to create the various alien characters infuses them with personality and vitality rarely seen in artificially created characters. The film is visually spectacular from the legions of aliens locked in combat, to the stark splendor of the planet and its inhabitants.
Even though the film was presented in converted 3-D which, as many of you will know has long been a very touchy subject with me, the final product was actually better than most conversions. While it was nowhere near the quality of films shot in 3-D, it nonetheless offered an immersive quality to epic battle scenes and did not rely on the gimmicky trick of trying to make things pop out of the screen in order to sell the film.
Kitsch does a great job handling the action of the film and manages to interact with his CGI costars in a believable enough manner to establish as much chemistry with them as he did with the flesh and blood Collins. Although some moments of the film drag, it does have enough action to sustain the nearly two-hour runtime with a touch of humor and romance thrown in for good measure.
I first became aware of the film a year ago at the D23 Expo when Disney showed a few clips and had Kitsch, Collins and Dafoeon hand to promote the pending release. While intriguing, I did not see anything that really made the film stand out as a must-see. I am very happy to say that upon seeing the completed film, the scenes that were shown to us not only had even greater effects in the finished product but were also much more entertaining and dynamic once shown within the full context of the story line.
Director Andrew Stanton, who has made a name for himself with his animated films at Pixar, skillfully blends live-action and CGI to create a very energetic and enjoyable action-adventure film that was a very pleasant surprise.
While the acting, character development, and plot are nothing spectacular in and of themselves, they combined well and set the stage effectively for what should be a series of John Carter films in the future.
Darren (1599 KP) rated American Assassin (2017) in Movies
Jun 20, 2019
Story: American Assassin starts as normal American Mitch Rapp (O’Brien) sees his fiancée gunned down by terrorists and himself left for dead, 18 months later he has trained himself to eliminate the men responsible but little does he know that CIA agent Irene Kennedy (Lathan) has been watching his action.
When Kennedy arranges to save Mitch from a certain death, she recruits him for a special section of the CIA working under Stan Hurley (Keaton) who trains agents to go undercover but if caught or killed no one will come for them.
The first mission is to locate nuclear weapon components before former agent Ghost (Kitsch) can use or sell them giving somebody in the world a nuclear bomb that can wipe out millions.
Thoughts on American Assassin
Characters – Mitch Rapp is an American that loses everything at the hands of terrorists, he learns combat and language skills to go undercover in the terrorist cell for revenge, he gets recruited by the CIA where he must learn discipline but this is where he struggles because he always wants to go after the criminal. This character does feel like a young Jack Bauer because of his rule breaking attitude for the right reasons. Stan Hurley is the off the grid trainer who takes Mitch as part of his unit, he gets tired of the Mitch’s lack of discipline but knows he needs him to capture his former student. Irene Kennedy is the deputy director of the CIA, she sees the potential in Mitch forcing Hurley to take him on, but also falls into the standard CIA director figure that will risk their reputation to prove others wrong. Ghost is the former trainee of Hurley that is using all the skills gained to stay one step ahead of him while collecting the nuclear components.
Performances – Dylan O’Brien is an actor that got into the young adult films but this role showed an adult character, showing he could go onto action films without looking like the complete actions star. Michael Keaton looks like he did enjoy the mentoring role while also getting the action role he isn’t known for. Sanaa Lathan is good in her role even if the character is very generic. Taylor Kitsch does seem to be on the recovering his career tour showing everyone just how talented he is in the villainous role.
Story – The story does play out like an origin story for Mitch Rapp in the CIA, we see what motivated him to accept the offer, we see what makes him different from other potential agents. We have the standard level of threat, potential nuclear weapon and a story of needing to learn discipline to become a top agent while keeping his unique traits. This is an easy to watch but could easily be an over the top pilot for a television show.
Action/Thriller – The action starts out brutal with the terrorist attack, we also fall into the car chases, fights and shoot outs which are fun to watch, the final action sequences is just popcorn wow.
Settings – The settings take us on a tour of Europe which is fine and is giving us an iconic location moment, which is easy to locate for us.
Special Effects – The effects in the opening sequence are brutal but then it just becomes by the book stuff.
Scene of the Movie – Speed Boat fight.
That Moment That Annoyed Me – While it started with violent level, it did turn into Jack Bauer origin feeling.
Chances of Sequel: Easily could have one.
Post Credits Scene: No
Final Thoughts – This is an action film that is fun but not one of the greatest of the year.
Overall: Fun action packed blast.
https://moviesreview101.com/2017/09/17/american-assassin-2017/
When Kennedy arranges to save Mitch from a certain death, she recruits him for a special section of the CIA working under Stan Hurley (Keaton) who trains agents to go undercover but if caught or killed no one will come for them.
The first mission is to locate nuclear weapon components before former agent Ghost (Kitsch) can use or sell them giving somebody in the world a nuclear bomb that can wipe out millions.
Thoughts on American Assassin
Characters – Mitch Rapp is an American that loses everything at the hands of terrorists, he learns combat and language skills to go undercover in the terrorist cell for revenge, he gets recruited by the CIA where he must learn discipline but this is where he struggles because he always wants to go after the criminal. This character does feel like a young Jack Bauer because of his rule breaking attitude for the right reasons. Stan Hurley is the off the grid trainer who takes Mitch as part of his unit, he gets tired of the Mitch’s lack of discipline but knows he needs him to capture his former student. Irene Kennedy is the deputy director of the CIA, she sees the potential in Mitch forcing Hurley to take him on, but also falls into the standard CIA director figure that will risk their reputation to prove others wrong. Ghost is the former trainee of Hurley that is using all the skills gained to stay one step ahead of him while collecting the nuclear components.
Performances – Dylan O’Brien is an actor that got into the young adult films but this role showed an adult character, showing he could go onto action films without looking like the complete actions star. Michael Keaton looks like he did enjoy the mentoring role while also getting the action role he isn’t known for. Sanaa Lathan is good in her role even if the character is very generic. Taylor Kitsch does seem to be on the recovering his career tour showing everyone just how talented he is in the villainous role.
Story – The story does play out like an origin story for Mitch Rapp in the CIA, we see what motivated him to accept the offer, we see what makes him different from other potential agents. We have the standard level of threat, potential nuclear weapon and a story of needing to learn discipline to become a top agent while keeping his unique traits. This is an easy to watch but could easily be an over the top pilot for a television show.
Action/Thriller – The action starts out brutal with the terrorist attack, we also fall into the car chases, fights and shoot outs which are fun to watch, the final action sequences is just popcorn wow.
Settings – The settings take us on a tour of Europe which is fine and is giving us an iconic location moment, which is easy to locate for us.
Special Effects – The effects in the opening sequence are brutal but then it just becomes by the book stuff.
Scene of the Movie – Speed Boat fight.
That Moment That Annoyed Me – While it started with violent level, it did turn into Jack Bauer origin feeling.
Chances of Sequel: Easily could have one.
Post Credits Scene: No
Final Thoughts – This is an action film that is fun but not one of the greatest of the year.
Overall: Fun action packed blast.
https://moviesreview101.com/2017/09/17/american-assassin-2017/
Fiete Puzzle - Kids Games with Animals
Education and Games
App
The game Fiete Puzzle lets children discover cute animated animals in beautiful picture book...