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Darren (1599 KP) rated Dr. No (1962) in Movies
Nov 7, 2019
Characters – James Bond is on his first mission on the big screen, the resourceful British Spy that always seems to stay one step ahead of the enemies as he looks for answers to a colleague’s disappearance. We see how he is the womaniser we all know now and just how he can handle himself in a fight. Honey Ryder appears one hour into the film with one of the most iconic entrances in the franchise history, she assistance Bond on the mission with her knowledge of the island. Dr No is the mastermind behind the island plot, he keeps his plans secret and will get his men to eliminate any problems that come his way.
Performances – Sean Connery is great in his first outing as Bond, he uses the charm his character is famous for to make us want to come back for the next adventure. Ursula Andress is solid enough, she looks the part even if the character is mostly just made to be the damsel in distress. Joseph Wiseman does make for a good villain by the time we see him, he helps us reach the levels we know we can expect in the franchise.
Story – James Bond is one his first film mission, needing to show his skills to find a missing colleague against the first villain. This story is a simple one, it is designed to show us what James is capable off when it comes to save the world from a terrorist plot. This might not be the one everyone remembers because it does just introduce him without going too far with the difficulties of a mission that would need to be topped next time out. This is one that shows the style that he must work, the slow investigation before coming face to face with the villain.
Action/Adventure – The action gives us James the fight sequences needed to show how quickly he can get the job done when needed. The adventure takes our spy across the world to a tropical island, this time Jamaica to fight a villain.
Settings – The film is set in Jamaica, it gives us a tropical feeling from start to finish where we get to see the islands off the mainland as an early sign of where the bases for the masterminds will be.
Scene of the Movie – Base battle.
That Moment That Annoyed Me – We don’t meet the Bond girl till an hour into the film.
Final Thoughts –This is a great start to the Bond franchise, we get to learn Bond’s skills face a villain that has enough menace to be a threat and keep us ready for more.
Overall: Great start to the franchise.
Performances – Sean Connery is great in his first outing as Bond, he uses the charm his character is famous for to make us want to come back for the next adventure. Ursula Andress is solid enough, she looks the part even if the character is mostly just made to be the damsel in distress. Joseph Wiseman does make for a good villain by the time we see him, he helps us reach the levels we know we can expect in the franchise.
Story – James Bond is one his first film mission, needing to show his skills to find a missing colleague against the first villain. This story is a simple one, it is designed to show us what James is capable off when it comes to save the world from a terrorist plot. This might not be the one everyone remembers because it does just introduce him without going too far with the difficulties of a mission that would need to be topped next time out. This is one that shows the style that he must work, the slow investigation before coming face to face with the villain.
Action/Adventure – The action gives us James the fight sequences needed to show how quickly he can get the job done when needed. The adventure takes our spy across the world to a tropical island, this time Jamaica to fight a villain.
Settings – The film is set in Jamaica, it gives us a tropical feeling from start to finish where we get to see the islands off the mainland as an early sign of where the bases for the masterminds will be.
Scene of the Movie – Base battle.
That Moment That Annoyed Me – We don’t meet the Bond girl till an hour into the film.
Final Thoughts –This is a great start to the Bond franchise, we get to learn Bond’s skills face a villain that has enough menace to be a threat and keep us ready for more.
Overall: Great start to the franchise.
BankofMarquis (1832 KP) rated Star Wars: Episode IX - The Rise of Skywalker (2019) in Movies
Dec 24, 2019
"Satisfying Enough" Conclusion
I am a fan of the STAR WARS films. Ever since I first went to a place A LONG TIME AGO IN A GALAXY FAR, FAR AWAY I have enjoyed the adventures of the ragtag group of rebels taking on the evil Galactic Empire. Like most folks, I was blown away by the first STAR WARS film, LOVED the sequel, THE EMPIRE STRIKES BACK, thought the concluding film in the original trilogy, RETURN OF THE JEDI was "good enough", hated the prequels and have been cautiously optimistic when both THE FORCE AWAKENS and ROGUE ONE were good films. Finally, of course, I was disappointed (like everyone else) with THE LAST JEDI and SOLO. So...I was going to go to THE RISE OF SKYWALKER no matter what anyone else says.
And...I was satisfied.
STAR WARS: THE RISE OF SKYWALKER is an above average, "good enough" conclusion to the Skywalker saga of Star Wars, bringing enough action, energy, adventure and character moments - and character cameos - to satisfy my appetite for all things Star Wars.
Directed by returning Director J.J. Abrams, ROS picks up events after the events of THE LAST JEDI. Rey is training to be a Jedi and Poe, Finn, Leia and Chewie are fighting Kylo Ren and the First Order. The film starts out rapidly - perhaps too rapidly - as multiple events take place with action pieces and fast pacing that does leave you slightly breathless - it also feels just a bit rushed, as if J.J. is trying to pack 10 lbs. of movie into a 5 lb bag. By gosh, he was not going to accused of delivering a film that was not "fast-paced".
The performances of the leads are strong - Daisy Ridley (Rey), Adam Driver (Kylo), John Boyega (Finn) and Oscar Isaac (Poe) all know their characters by now and they are able to play in them well. Joined by the expected CGI and costumed droids and aliens (C3PO, R2D2, BB8 and good ol' Chewie), I was happily entertained to see them all together on screen - along with "veterans" like Lando (Billy Dee Williams) and General (not Princess) Leia (the late Carrie Fisher). The filmmakers put a loving tribute to her in this film that is effective (though I could see where they had to use a body double in places), but it is still well done. And, of course, there are plenty of callbacks and cameos to make any StarWars afficianado happy.
Ultimately, the emotional stakes of the denouement fell a bit short for me (as the "big bad" in this didn't have the emotional heft of Darth Vader), but it was a "good enough" emotional ending buried in an above average "final space battle" to have me leave the film satisfied.
And...that's all you can ask for from the 9th film of a series...enough to keep you "satisfied".
Letter Grade: B+
8 (out of 10) stars and you can take that to the Bank (ofMarquis)
And...I was satisfied.
STAR WARS: THE RISE OF SKYWALKER is an above average, "good enough" conclusion to the Skywalker saga of Star Wars, bringing enough action, energy, adventure and character moments - and character cameos - to satisfy my appetite for all things Star Wars.
Directed by returning Director J.J. Abrams, ROS picks up events after the events of THE LAST JEDI. Rey is training to be a Jedi and Poe, Finn, Leia and Chewie are fighting Kylo Ren and the First Order. The film starts out rapidly - perhaps too rapidly - as multiple events take place with action pieces and fast pacing that does leave you slightly breathless - it also feels just a bit rushed, as if J.J. is trying to pack 10 lbs. of movie into a 5 lb bag. By gosh, he was not going to accused of delivering a film that was not "fast-paced".
The performances of the leads are strong - Daisy Ridley (Rey), Adam Driver (Kylo), John Boyega (Finn) and Oscar Isaac (Poe) all know their characters by now and they are able to play in them well. Joined by the expected CGI and costumed droids and aliens (C3PO, R2D2, BB8 and good ol' Chewie), I was happily entertained to see them all together on screen - along with "veterans" like Lando (Billy Dee Williams) and General (not Princess) Leia (the late Carrie Fisher). The filmmakers put a loving tribute to her in this film that is effective (though I could see where they had to use a body double in places), but it is still well done. And, of course, there are plenty of callbacks and cameos to make any StarWars afficianado happy.
Ultimately, the emotional stakes of the denouement fell a bit short for me (as the "big bad" in this didn't have the emotional heft of Darth Vader), but it was a "good enough" emotional ending buried in an above average "final space battle" to have me leave the film satisfied.
And...that's all you can ask for from the 9th film of a series...enough to keep you "satisfied".
Letter Grade: B+
8 (out of 10) stars and you can take that to the Bank (ofMarquis)
Purple Phoenix Games (2266 KP) rated Century Golem: Eastern Mountains in Tabletop Games
Apr 21, 2021
Before I buy any new games, I like to do my research. I watch play-through videos, read reviews, check out ratings, etc. Hopefully I’ll even get a chance to play the game before I decide whether or not I want it in my collection. But when Century: Golem Edition – Eastern Mountains came out, I did none of that. I just immediately pre-ordered it blindly, no research done at all. I love Century: Golem Edition, and had faith in the quality of the Eastern Mountains version. Was my faith misplaced? Or does this second game in the Century: Golem trilogy live up to its predecessor and keep me hooked?
The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.
Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L
Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!
Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.
To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.
Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.
The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.
Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.
Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L
Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!
Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.
To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.
Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.
The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.
Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
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Heather Cranmer (2721 KP) created a post
Dec 7, 2021
Darren (1599 KP) rated On Her Majesty's Secret Service (1969) in Movies
Nov 7, 2019
Characters – James Bond is back, he is still a womaniser only now he doesn’t have the same spark of charisma that he had been showing in previous films, he still must go head to head with Blofeld, but he just doesn’t feel right this time around. Tracey is the Bond girl this time around, she isn’t as easy as the previous one showing a higher intelligence to stay ahead of Bond and not following the traditions that her father wants. Blofeld returns and for some reason doesn’t recognise Bond even after meeting him in the last film, so that is strange. He has a masterplan to take over the world or at least put money in his pocket, well bank account. Draco is the connection to locate Blofeld with him being Tracy’s father it also helps with the locating as part of a deal.
Performances – George Lazenby doesn’t have the same level of charisma or charm that Sean Connery brings, this only disappoints and takes us away from the film in places. Diana Rigg does bring class the to Bond girl role, showing more commitment to this role that Lazenby. Telly Savalas struggles to step into Donald Pleasence’s shoes in the Blofeld role almost being a parody of the character.
Story – The story here takes James on his latest mission which is to capture Blofeld after his escape last time out, this takes him in a new direction away from the tropical islands and into the snow-covered mountain ranges as Blofeld is working on his next plan to become rich. The story is a way too long compared to previous films and does drag at times, the fact Blofeld doesn’t remember James is a big issue for me because them coming face to face was a big moment in You Only Live Twice. The highlight of the story comes from the fact we get a surprise ending which does show us that we are ready to continue the battle.
Action/Adventure – The action is a complete mixed bag because certain fights are good, but then the horrible green screen moments just don’t work. The adventure takes James to a new location which is all we want at times.
Settings – We are set in the Swiss Alps on top of one of the mountains which shows us a base that isn’t easy to escape from and away from the bikinis we have been seeing too often.
Scene of the Movie – Ski escape.
That Moment That Annoyed Me – Blofeld not remember Bond.
Final Thoughts – This is the weakest in the series to date, we just don’t get drawn in like before and the attempted new technology use only hinders the film.
Overall: Weakest Bond film to date.
Performances – George Lazenby doesn’t have the same level of charisma or charm that Sean Connery brings, this only disappoints and takes us away from the film in places. Diana Rigg does bring class the to Bond girl role, showing more commitment to this role that Lazenby. Telly Savalas struggles to step into Donald Pleasence’s shoes in the Blofeld role almost being a parody of the character.
Story – The story here takes James on his latest mission which is to capture Blofeld after his escape last time out, this takes him in a new direction away from the tropical islands and into the snow-covered mountain ranges as Blofeld is working on his next plan to become rich. The story is a way too long compared to previous films and does drag at times, the fact Blofeld doesn’t remember James is a big issue for me because them coming face to face was a big moment in You Only Live Twice. The highlight of the story comes from the fact we get a surprise ending which does show us that we are ready to continue the battle.
Action/Adventure – The action is a complete mixed bag because certain fights are good, but then the horrible green screen moments just don’t work. The adventure takes James to a new location which is all we want at times.
Settings – We are set in the Swiss Alps on top of one of the mountains which shows us a base that isn’t easy to escape from and away from the bikinis we have been seeing too often.
Scene of the Movie – Ski escape.
That Moment That Annoyed Me – Blofeld not remember Bond.
Final Thoughts – This is the weakest in the series to date, we just don’t get drawn in like before and the attempted new technology use only hinders the film.
Overall: Weakest Bond film to date.
Phil Leader (619 KP) rated Havana Storm in Books
Nov 14, 2019
I've been reading some pretty demanding books recently and needed something a bit more lightweight and the Cussler template usually fits the bill. You always know what you are going to get and sometimes that's just what you need. I didn't expect this book to blow me away and it didn't - but it was better than my expectations.
This is another collaboration with Dirk Cussler and as usual it's hard to know how much of the book is down to Clive and how much to Dirk. But that's not the point. In this book you get lots of underwater action, 'bad guys' intent on making money and creating environmental disaster in the process and Cuban political intrigue.
In previous installments the children of Dirk Pitt (called Dirk and Summer) have sometimes appeared to have written in just to make sure they appear in the series leaving the actual meat of the story progression to the familiar team of Pitt and Giordino. But this is quite notable for the ensemble cast that get their hands dirty in the course of the story, especially when the usual pairings are split up and Pitt works with his daughter and Dirk is with Giordino.
There are the usual scrapes and death-defying escapes but again the reader is kept guessing as sometime the escapes leave the heroes free to continue their task of thwarting the bad guys but other times ingenious and risky plans work but end up with their almost immediate recapture.
Overall the book is indeed a little more realistic that previous ones (although still pretty far fetched). The threat is localised rather than global and the motivation of political power and greed seems plausible, as does the way the NUMA team pull the threads together to work out what is going on.
This is never going to be a must read book or on any kind of literary shortlist for me but for pure escapist adventure, it's really hard to beat.
Possibly one for Dirk Pitt fans only as the first few books are far superior, but a lot better than some installments in the series.
Rating: Some violence but not excessive
This is another collaboration with Dirk Cussler and as usual it's hard to know how much of the book is down to Clive and how much to Dirk. But that's not the point. In this book you get lots of underwater action, 'bad guys' intent on making money and creating environmental disaster in the process and Cuban political intrigue.
In previous installments the children of Dirk Pitt (called Dirk and Summer) have sometimes appeared to have written in just to make sure they appear in the series leaving the actual meat of the story progression to the familiar team of Pitt and Giordino. But this is quite notable for the ensemble cast that get their hands dirty in the course of the story, especially when the usual pairings are split up and Pitt works with his daughter and Dirk is with Giordino.
There are the usual scrapes and death-defying escapes but again the reader is kept guessing as sometime the escapes leave the heroes free to continue their task of thwarting the bad guys but other times ingenious and risky plans work but end up with their almost immediate recapture.
Overall the book is indeed a little more realistic that previous ones (although still pretty far fetched). The threat is localised rather than global and the motivation of political power and greed seems plausible, as does the way the NUMA team pull the threads together to work out what is going on.
This is never going to be a must read book or on any kind of literary shortlist for me but for pure escapist adventure, it's really hard to beat.
Possibly one for Dirk Pitt fans only as the first few books are far superior, but a lot better than some installments in the series.
Rating: Some violence but not excessive
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Phillip McSween (751 KP) rated Teen Titans Go! To the Movies (2018) in Movies
Feb 8, 2019
Good Fun
The Teen Titans go on yet another crazy adventure when Robin decides it’s time for them to up their popularity by making a movie.
Acting: 10
This crew has been around for years and knows their way around voice acting. Voices match respective characters perfectly. Raven sounds just like a moody spellcaster while Starfire is bright and bubbly. Meanwhile, Beast Boy tries to be cool, but comes off as the biggest nerd in the group. When you read the comics and see how the characters act and interact, you can envision their voices sounding just like this.
Beginning: 10
You get action. You get funny. You get exactly what you get from the show on an even more extreme level. These superheroes crack me up and act just like you think teenagers would if given these powers. The first ten minutes shows them kicking butt and cracking you up while doing it.
Characters: 10
The movie succeeds off more than just the appeal of the Titans, although it certainly helps to see funny familiar faces like Cyborg doing his usual Cyborg thing. There are a number of other characters here that fill the time and keep you entertained. Between the Justice League, given exaggerated personalities, and a couple of cameos I won’t dare ruin, I was happy to see, not only the depth of character choices, but each character contributing to the fun of the story.
Cinematography/Visuals: 8
It’s always a treat watching superhero teamups and this movie takes full advantage of that. The Teen Titans works so well together because all of their powers are unique so it’s cool to visually see them interact during action sequences. The movie also takes advantage of moving around to different locations so you’re taken on quite a journey by the end of it.
Conflict: 9
Action succeeds by not being overdone and contributing to the funny. The Titans kick butt, but they’re an extremely goofy bunch so I take even more pleasure in watching them fight. The movie has a pretty short run-time but directors Aaron Horvath and Peter Rida Michail make sure that time is maximized with quality action sequences.
Genre: 6
I’ve had a lot of good things to say so far, but the movie isn’t without its flaws. Those shortcomings keep it from extending into the classic realm of superhero films. Even animated superhero movies is starting to become a crowded genre and the challenge to find a place among the greats is getting tougher. Teen Titans Go! to the Movies holds its own…but I wouldn’t call it a classic.
Memorability: 10
Pace: 8
The funny gags within the movie not only take the show to new levels, it also helps to move the pace along quite nicely. Titans is not just kid-funny, but its subtle references make it funny on an adult level as well. Only adults that know DC movie history will pick up on some of the classic cameos within the story. One minute the crew is locked in a heated battle, the next you’re hearing hilarious jabs at Marvel. It’s meant to be fun and it succeeds greatly in that aspect.
Plot: 4
Resolution: 10
Overall: 85
The plot was probably the weakest point of Teen Titans Go! to the Movies and kept the movie from jumping to A-status. The show is typically much ado about nothing and it’s hard to translate that to the big screen. While the story lacked in some spots and the overall plot was meh, the movie itself is still really enjoyable. Don’t expect to have your mind blown, but expect to have a really good time.
Acting: 10
This crew has been around for years and knows their way around voice acting. Voices match respective characters perfectly. Raven sounds just like a moody spellcaster while Starfire is bright and bubbly. Meanwhile, Beast Boy tries to be cool, but comes off as the biggest nerd in the group. When you read the comics and see how the characters act and interact, you can envision their voices sounding just like this.
Beginning: 10
You get action. You get funny. You get exactly what you get from the show on an even more extreme level. These superheroes crack me up and act just like you think teenagers would if given these powers. The first ten minutes shows them kicking butt and cracking you up while doing it.
Characters: 10
The movie succeeds off more than just the appeal of the Titans, although it certainly helps to see funny familiar faces like Cyborg doing his usual Cyborg thing. There are a number of other characters here that fill the time and keep you entertained. Between the Justice League, given exaggerated personalities, and a couple of cameos I won’t dare ruin, I was happy to see, not only the depth of character choices, but each character contributing to the fun of the story.
Cinematography/Visuals: 8
It’s always a treat watching superhero teamups and this movie takes full advantage of that. The Teen Titans works so well together because all of their powers are unique so it’s cool to visually see them interact during action sequences. The movie also takes advantage of moving around to different locations so you’re taken on quite a journey by the end of it.
Conflict: 9
Action succeeds by not being overdone and contributing to the funny. The Titans kick butt, but they’re an extremely goofy bunch so I take even more pleasure in watching them fight. The movie has a pretty short run-time but directors Aaron Horvath and Peter Rida Michail make sure that time is maximized with quality action sequences.
Genre: 6
I’ve had a lot of good things to say so far, but the movie isn’t without its flaws. Those shortcomings keep it from extending into the classic realm of superhero films. Even animated superhero movies is starting to become a crowded genre and the challenge to find a place among the greats is getting tougher. Teen Titans Go! to the Movies holds its own…but I wouldn’t call it a classic.
Memorability: 10
Pace: 8
The funny gags within the movie not only take the show to new levels, it also helps to move the pace along quite nicely. Titans is not just kid-funny, but its subtle references make it funny on an adult level as well. Only adults that know DC movie history will pick up on some of the classic cameos within the story. One minute the crew is locked in a heated battle, the next you’re hearing hilarious jabs at Marvel. It’s meant to be fun and it succeeds greatly in that aspect.
Plot: 4
Resolution: 10
Overall: 85
The plot was probably the weakest point of Teen Titans Go! to the Movies and kept the movie from jumping to A-status. The show is typically much ado about nothing and it’s hard to translate that to the big screen. While the story lacked in some spots and the overall plot was meh, the movie itself is still really enjoyable. Don’t expect to have your mind blown, but expect to have a really good time.