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Death on the Nile (2022)
Death on the Nile (2022)
2022 | Mystery
I don't like to go into a film with a negative impression... but... #NotMyPoirot #SlashTheStash.

Linnet Ridgeway goes to Poirot with fears for her safety, and that of her new husband, when an old mutual acquaintance shows up at each new location on their honeymoon.

An Agatha Christie novel always makes for a great plot, and this one has had several different adaptations over the years. Don't go into it expecting a faithful adaptation though, this one comes out a bit spicier. It also takes some liberties with Poirot's backstory, which does add some interesting context to things about him, but at the same time, it's not the source material.

As with Death Train, Death Boat has a star-studded cast. While I love most of them in other things, I found the whole dynamic to be a little all over the place. Tom Bateman and Ali Fazal were solid, Russell Brand was surprisingly good, but everyone else was either rather bland or too over the top. Then there's Kenneth... I'll give it to them, it feels wrong thinking that Poirot is sexy... but there's one moment where even I, a Ken denier, took a sharp intake of breath.

Death on the Nile comes in at 2 hours and 7 minutes, had they cut what felt like 10 minutes of Gal Gadot walking down the length of the ship, it could easily have come in under 2 hours.

I think that identifies the issue I have with these new adaptations. This one in particular has a very theatrical feel to it. A lot of the boat shots early on feel like you're watching it happen on a stage. I don't object to that style, I like watching theatre, but having it thrown in randomly threw me.

My other big gripe was the choice of shots. Death Boat really likes to not show you faces when people are talking. Watching these scenes was off-putting, it felt like they'd been re-edited and had a new audio track overlaid... badly. There's also a scene where the camera swoops backwards and forwards between the people who are talking, and after a while, I could feel the motion sickness building.

It isn't until films like this come out that you realise just how much of one is computer generated. I have to assume that the majority of this budget went on the cast, it certainly wasn't spent on the effects. The de-aging on Branagh in the opening was awful, and must have cost more than hiring a younger actor to do those scenes. The generated scenery wasn't any better, it was painfully obvious which weren't real.

Death on the Nile is, at the end of the day, another classic Christie story, and even with some butchering, there's still a great mystery to unfold. That being said, I would rather sit through one of the other adaptations again if they were all laid out in front of me.

Originally posted on: https://emmaatthemovies.blogspot.com/2022/02/death-on-nile-movie-review.html
  
Evil dead rise (2023)
Evil dead rise (2023)
2023 | Horror
7
7.8 (4 Ratings)
Movie Rating
Usually when a film series is embarking on a fifth outing the challenges
of keeping things fresh and original yet being new and creative can be a
massive obstacle.

Horror series ranging from “Halloween” to “Friday the 13th”, “SAW”, and
“A Nightmare on Elm Street” all faced issues with moving the series along
yet trying to stay true to the original film that inspired them and in
every case; failing to fully capture what made the original film a hit.

“Evil Dead Rise” is not only the latest entry into the series but a bold
take on the cinematic series as it abandons the remote cabin setting of
the first two films and the reboot in favor of an urban setting.

The film does open in a remote lakeside locale before jumping a day
earlier to California where estranged sisters Ellie (Alyssa Sutherland)
and Beth (Lilly Sullivan) reunite. Beth has been working as a guitar
technician and bristles that her sister refers to her as a groupie.

Ellie is raising three children after their father left and informs her
sister that the building they are living in is scheduled to be demolished
so they will have to move soon which is a shock to Beth as she has learned
that she is pregnant and is trying to figure out her life all the while
seeing what she thought would be a source of stability for her upended.

The arrival of an earthquake allows access to a hidden area in the parking
garage of their building and since the locale was a former bank; the kids
soon find a hidden book and records which the only son Danny (Morgan
Davies) hopes he can sell despite his sister Bridget (Gabrielle Echols)
admonishing him constantly to leave it alone and return it to where it was
found.

The book turns out to be a Necronomicon or “Book of the Dead” and as fans
of the series know; nothing good ever comes from one and thanks to playing
old records left by a Priest describing his thoughts on the book; a
summoning incantation is read and this causes Ellie to become possessed
and unleash grotesque carnage and terror on her family.

What follows is a gory and at times intense game of cat and mouse
punctuated by moments of levity as the demonic infestation knows no end.

The film has the over-the top- gore that is expected of the series and the
makeup and effects are very effective. Writer?Director Lee Cronin has done
a great job capturing the tone of the series while moving it forward as he
cleverly incorporates lines and nods to the series without making them
seem forced.

Some may find the excess of blood too much but the series has always been
known for taking things to the extreme as the blend of horror and comedic
parody is what made the original film such a success.

In the end “Evil Dead Rise” does enough to keep fans of the series happy
and hopefully we will be seeing a new entry in the series in the future.

3.5 stars out of 5
  
Charisma Check (Dungeons and Dating #6)
Charisma Check (Dungeons and Dating #6)
Katherine McIntyre | 2023 | Contemporary, LGBTQ+, Romance
10
10.0 (3 Ratings)
Book Rating
saved the best til last, I reckon!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.


This is the final book in the Dungeons and Dating series, and I strongly recommend you read all 5 books previous to this one. Not strictly necessary, but it will give you a better view of Jasper, and how he is with everyone else, and of this amazing group of people. And you know, cos I SAID SO!


Jasper doesn't do commitment, he thinks he's too broken. So crushing after the straight owner of his fav cafe is a safe bet, cos ain't nothing gonna happen. Then, though, Matt turns up at a shibari lesson and is paired with Jasper. Which sets off all sorts of chain reactions from the both of them.


Oh Jasper, Jasper Jasper! I've been waiting, so very impatiently for Jasper to tell his tale, cos all through the other books, he SAYS he's happy with his lot, not having to commit to anyone, just hooking up as and when, but deep down, DEEP down, Jasper needed someone to love him. It comes out in all the other books, and here? Oh my days!


Jasper has crushed on Matt for a couple of years and while Matt looked forward to seeing Jasper every day, he was straight and in a relationship. Then that ends, the lesson occurs and Matt begins to question everything about his previous relationships and why they didn't work. Maybe, just maybe, it wasn't that he needed to be more dominant, like all the girlfriends asked for, but the opposite?


Loved the progression of Matt and Jasper, how well they fit together and moved things along. Jasper was always gonna say yes to Matt, but Matt wasn't sure what he was asking for, til Jasper said or did JUST what Matt needed. And I loved that, while there was some questioning of his sexual preferences by Matt, once he decided that he'd had it all wrong, he was ALL in with Jasper.


But then, Jasper does what he does and I was reading in bed, and I must have said out loud, "oh Jasper, you IDIOT!" cos my partner was, who is Jasper and what has he done?? And I rarely react verbally when reading, so it shows how powerfully what he did affected me, let alone Matt!


And then, against Jasper and Matt's story, we have the Tabletop tavern and what's happening there. Granted, Jasper leaves it late, but once he gets his head out his ass and goes to war, they pull that off wonderfully!


So, now, I'm sad. I'm sad cos all these wonderful people are partnered up and I am so going to miss them! There are lots of people here, with the battle to save the buildings from developers, people I don't recall meeting before. People with interesting hints about and I wonder if we'll get a follow up? I'd love one!


So, 6 books, 5 of those are 5 star reads, and one slipping to 4, but a series I strongly recommend.


5 full and shiny, but kinda sad, stars


*same worded review will appear elsewhere
  
Tidal Blades; Heroes of the Reef
Tidal Blades; Heroes of the Reef
2020 | Fantasy
Tidal Blades: Heroes of the Reef (which I shall just call Tidal Blades from here on) is a very successful Kickstarter that funded in 45 minutes and raised over $780,000 with the campaign. I was lucky enough to be able to back this one when it went live, and the hype was REAL. The box is large and in charge, and setup and tear down takes about 14 years, but did I like this one? Dude. YES. We don’t rate Solo Chronicles, but this is a STRONG 6 from me.

DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.


Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!

Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.


On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.

It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.

Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.

The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.
  
Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be 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 back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!