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Thunderball (1965)
Thunderball (1965)
1965 | Action, Classics, Drama
Characters – James Bond is back once again, forcing himself on women while trying to recover missing warheads. He gets to do the sneaking around, while alluding capture from the people who know he is after them. We don’t learn much that we haven’t already seen from James in this movie. Domino is the woman on the side of Largo, one that James is trying to seduce to help uncover the location of the missiles and one that won’t give into his charm. Largo is number two in SPECTRE who is the mastermind behind this latest plan is he can pull of the plan he will help fund the criminal group. Fiona is another one of the women that Bond tries his best to get his hands on, another one of the women working for Largo.

Performances – Sean Connery continues to be strong in the leading role of the film, he is starting to have more fun with his performance too. When it comes to the Bond girls, they each have their own beauty while just being written as traditional, will sleep with Bond and more often than not, just pawns in the bigger game. Adolfo Celi is solid in the villainous role, even though it is his look that makes him more memorable than any of his actions.

Story – The story here follows James Bond on his latest mission to stop SPECTRE and their criminal actions against the world, now this is good to see the big villain return and yes, once again we don’t take on the head of SPECTRE as we continue to see plans for the organisation to bring terror on the world. the only negative is that we just glossed over them not being around in the last film and now suddenly they are back. As for the actual mission, we get the normal idea of Bond versus villain that will use weapons of mass destruction against the world with a limited time frame to stop them. This barely bring anything new to the world we are seeing Bond operate in and only continues the long running story against SPECTRE.

Action/Adventure – The action here is very unique and ambitious, we get most of the fight sequences happening underwater, something we rarely see even in this day of cinema, making the action the highlight of the film. the adventure gets to see James in another exotic location to save the day once again.

Settings – The film is set in the Bahamas for the most part, this gives us the beauty shots and as all Bond movies need, the women in bikinis. It shows how the remote islands can easily be used to harbour fugitives too.


Scene of the Movie – Mass underwater fight.

That Moment That Annoyed Me – It is more of the same.

Final Thoughts – This is another Bond movie that brings him against the criminal organisation known as SPECTRE once again as we continue to world build, it is easy to watch even if it isn’t going to be the most memorable in the series.

 

Overall: Simple Bond Film
  
Mass Effect Trilogy
Mass Effect Trilogy
2012 | Action, Role-Playing
An Example Of Why Dialogue Options In Video Games Are More Trouble Than They Are Worth
The first Mass Effect game was released 10 years ago this year and it pioneered many RPG mechanics that are still being used in RPG’s today. Like any pioneer, it spawned many clones that tried to emulate the cover based shooting mechanics that the game used, the romance situations that took place between the characters and the infamous dialogue options that the player could choose from during conversation cutscenes.

Mass Effect wasn’t the first game to do it, there are plenty of earlier examples of the mechanic being used before in games, such as the Fallout series. Bioware actually included the mechanic themselves in their earlier game in Knights Of The Old Republic, but its inclusion Mass Effect is what brought it to the mainstream and soon every developer was wanting a piece of the dialogue tree pie.

I never owned the original Mass Effect, the most exposure I got of it was through a few mates that owned the game at the time, but eventually the mechanic did end up creeping into games that I did own including; Alpha Protocall, Deus Ex, any Telltale game, The Amazing Spiderman 2, (for some reason,) and even in Uncharted 4.

As much as I enjoy a good ‘choose your own adventure,’ story and as much as I appreciate the trust that developers put in gamers to be able to tell their own story; whether that be through dialogue options, moral choices or customization options, I want you to tell me your story. I didn’t pay 50 quid to get given a setting and a bunch of characters to tell my own story. You guys get paid to craft amazingly immersive works of fiction, so do your job and suck me in. Whenever I’m playing a game with dialogue options and I am starting to get invested in the story and the characters, the inevitable dialogue tree pops up and takes me right out of the experience.

Sure, there are some movies that I watch and wonder why a writer or a director made a certain creative choice, but even if I don’t agree with the decision, it is the creator’s job to make those tough choices and that is what makes great art. One of my favorite movies of the last decade is Nicolas Winding Refn’s ‘Drive’ and that is purely because of the creative choices that the cast and crew made on that movie. I know people that hate Drive and I’m sure if given the option they would change it to be a less daring, more cookie cutter action thriller, but that wouldn’t have earned my respect like it has. Sometimes creators need to stop handholding the audience and make a tough call, even if it could potentially be a polarizing one.

In fact, when I think about it, all of my favorite stories are adored so much because of the definitive, drastic calls that they dare to make. I already spoke about Drive, Fight Club’s twist took some balls to pull off, the ambitious non linear storytelling of Pulp Fiction makes it iconic, Breaking Bad was consistently shocking and yet brilliant, MGS is insanely unconventional and I love it for it and The Last Of Us delivers a divisive finishing blow that we have no choice but to partake in.

That is how you tell a great story and that is how you stand out as a creator, by doing something that no one else could do, especially not your audience. When I come home after a long day at work, I don’t want to do much thinking. I want to relax and be told a story by the folks that are best at doing so. Personally, I think that you should believe in the story you are telling enough to make a definitive decision and if you don’t, is it really a story that’s worth telling?
  
    DRAGON QUEST VI

    DRAGON QUEST VI

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    Dragon Quest VI: Realms of Revelation , the final instalment in the Zenithian trilogy, is now...

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Sam (74 KP) rated Caraval in Books

Mar 27, 2019  
Caraval
Caraval
Stephanie Garber | 2017 | Young Adult (YA)
8
8.1 (97 Ratings)
Book Rating
I must be starting to enjoy fantasy and YA because in my past few reviews I’ve put my normal “I don’t usually read…” in front of my review because they’re not my genres. But… something must have changed because I’m finally starting to like them.

Caraval is the fantasy I never knew I needed in my life. It’s fast-paced, magical and gripping, and nothing like I expected. I got my copy for Christmas in a Book Matchmaker package. I don’t think if I’d have seen this on a shelf that I would have gone for it because as I’ve said, it’s not my usual type. But I was nicely surprised.

The novel opens with letters from Scarlett to Legend about Caraval as she’s always wanted to see it because of the stories her grandmother told her when she was younger. After years of trying to get an invite, Legend replies and the story begins.

Scarlett is thrown into an adventure with her sister Tella and a sailor, Julien. They all take part in Caraval – a magical game where nothing is ever as it seems – and compete against other players to win a wish from Legend.

I was a bit unsure where the book was going to go in the beginning because it took off quite slowly, but once the action started I couldn’t put it down. It was truly gripping and I was completely obsessed to the point I was reading it in whatever spare time I could find just to finish it.

It finishes with a bit of a cliffhanger but that just means that I absolutely cannot wait for the second book!
  
Lonely Undead
Lonely Undead
2021 | Adventure, Zombie / Survivalist
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.

Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. 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, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.

Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.

When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.

Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).


In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.

That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.

In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.

I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.

CHOMP!