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Bob Mann (459 KP) rated Me Before You (2016) in Movies
Sep 29, 2021
“You are scored on my heart Clark”
“Me Before You” is a bit of a queer fish of a movie. It never quite decides whether it wants to be a romantic weepy, a drama, or a rom-com and as such ends up rather falling between all three stools.
Emelia Clarke (“Game of Thrones”, “Terminator: Genesys”) plays Lou Clark, an ‘invisible’ girl “with potential” who is trapped – due to unemployment-led poverty – living with her parents in a provincial castle town (a picturesque Pembroke, though notably hardly a Welsh accent in earshot). Her boyfriend Patrick (“Harry Potter”’s Matthew Lewis) is a running nut that doesn’t play to her romantic needs in any way. Circumstance leads her into the job of a carer for a quadriplegic, Will Traynor (Sam Claflin, from “The Hunger Games” sequels) who also happens to be the son of the local millionaire couple (played by Charles Dance and Janet McTeer). They own the castle, a large mansion and most of the surrounding countryside too.
Will – previously a sports jock – is paralyzed from the neck down after an accident and is a frustrated and suicidal mind in a useless body. Can the quirky and vivacious Lou bring him out of his morbid shell and find him a life worth living again?
From this outline, you might think the story almost writes itself, and for most of the film it does. But the writers have a number of twists and turns in store which – depending on your sentiments – might entertain or appall.
As her first leading actress role in a non-action feature it’s a bit difficult to sum up Emilia Clarke’s performance. At face value it could be described as an advanced case of over-acting, with an extensive array of kooky looks and gurning facial expressions. (Those eyebrows! At some point we’re going to have to see her acting opposite Cara DeLevingne in a “Batman v Superman” eye-brow-off). On the other hand, she plays the part with such vivacity and charm – and notably in a manner so in keeping with the character she portrays – that it is hard not to be enchanted by her: I certainly was.
Claflin plays the brooding and resentful Traynor well and Matthew Lewis shows he is growing into a really professional jobbing actor as he enters his mid-20’s.
Also radiant (she always is… sorry to break it to the wife like this… but I am basically in love with her!!) is the ever-gorgeous Jenna Coleman (“Dr Who”, “Victoria”) in what is to date a rare outing for her onto the big screen (she previously has only had a small role in the first “Captain America” film: she really needs a breakout movie like Carey Mulligan’s “An Education”). Coleman and Clarke make a very credible pair of sisters, with the “bed” discussion scene being very touching.
Elsewhere a number of other well-known faces crop up including Brendan Coyle (“Downton Abbey”) as Lou’s father and Joanna Lumley as a wedding guest with a handy line in references.
The soundtrack by Craig (“Love Actually”) Armstrong is top notch with pleasing songs from Ed Sheeran, Imagine Dragons, Cloves and We The Kings.
The production quality is as professional as you would expect from a British-made movie, although the Mallorca and Paris locations are not particularly well exploited, since for a large chunk of these scenes I was convinced they hadn’t left Pinewood!
So, a bit of a mixed bag, but enjoyable nonetheless. A guilty pleasure. If you like a romantic piece of escapism this is one for a wet Sunday afternoon, provided you have a box of tissues handy.
Emelia Clarke (“Game of Thrones”, “Terminator: Genesys”) plays Lou Clark, an ‘invisible’ girl “with potential” who is trapped – due to unemployment-led poverty – living with her parents in a provincial castle town (a picturesque Pembroke, though notably hardly a Welsh accent in earshot). Her boyfriend Patrick (“Harry Potter”’s Matthew Lewis) is a running nut that doesn’t play to her romantic needs in any way. Circumstance leads her into the job of a carer for a quadriplegic, Will Traynor (Sam Claflin, from “The Hunger Games” sequels) who also happens to be the son of the local millionaire couple (played by Charles Dance and Janet McTeer). They own the castle, a large mansion and most of the surrounding countryside too.
Will – previously a sports jock – is paralyzed from the neck down after an accident and is a frustrated and suicidal mind in a useless body. Can the quirky and vivacious Lou bring him out of his morbid shell and find him a life worth living again?
From this outline, you might think the story almost writes itself, and for most of the film it does. But the writers have a number of twists and turns in store which – depending on your sentiments – might entertain or appall.
As her first leading actress role in a non-action feature it’s a bit difficult to sum up Emilia Clarke’s performance. At face value it could be described as an advanced case of over-acting, with an extensive array of kooky looks and gurning facial expressions. (Those eyebrows! At some point we’re going to have to see her acting opposite Cara DeLevingne in a “Batman v Superman” eye-brow-off). On the other hand, she plays the part with such vivacity and charm – and notably in a manner so in keeping with the character she portrays – that it is hard not to be enchanted by her: I certainly was.
Claflin plays the brooding and resentful Traynor well and Matthew Lewis shows he is growing into a really professional jobbing actor as he enters his mid-20’s.
Also radiant (she always is… sorry to break it to the wife like this… but I am basically in love with her!!) is the ever-gorgeous Jenna Coleman (“Dr Who”, “Victoria”) in what is to date a rare outing for her onto the big screen (she previously has only had a small role in the first “Captain America” film: she really needs a breakout movie like Carey Mulligan’s “An Education”). Coleman and Clarke make a very credible pair of sisters, with the “bed” discussion scene being very touching.
Elsewhere a number of other well-known faces crop up including Brendan Coyle (“Downton Abbey”) as Lou’s father and Joanna Lumley as a wedding guest with a handy line in references.
The soundtrack by Craig (“Love Actually”) Armstrong is top notch with pleasing songs from Ed Sheeran, Imagine Dragons, Cloves and We The Kings.
The production quality is as professional as you would expect from a British-made movie, although the Mallorca and Paris locations are not particularly well exploited, since for a large chunk of these scenes I was convinced they hadn’t left Pinewood!
So, a bit of a mixed bag, but enjoyable nonetheless. A guilty pleasure. If you like a romantic piece of escapism this is one for a wet Sunday afternoon, provided you have a box of tissues handy.
Bob Mann (459 KP) rated Christine (2016) in Movies
Sep 29, 2021
If it bleeds, it leads.
Life is precious. Bad times always get good again eventually. Winter turns to spring and you feel the warmth of the sun on your face again. So what drives someone – anyone – to the point of despair sufficient for them to ignore all of the potential upturns and to take their own life?
Christine tells the tragic tale of Florida TV news reporter Christine Chubbuck who committed suicide live on air in 1974. Yes, this is a spoiler, but since most people have some sense of what a film is about before they go to see it, it’s not really a big one. And I think in this case, knowing the outcome is pretty essential since otherwise you will likely spend 2 hours getting increasingly irritated by the erratic behaviour of the lead character and may possibly turn it off. With this movie, the telling is in the journey – not the destination.
London-born Rebecca Hall (“The Town”) plays the 30 year old virgin Christine; a damaged article with past mental issues, she has been moved by her mother Peg (J Smith-Cameron) from Boston to Florida to make a fresh start. But the station is struggling and Christine’s insistence on pursuing dull but worthy stories, such as zoning disputes, isn’t helping: she is driving her boss (Tracy Letts) to distraction. Despite her spiky demeanour and unapproachable nature, her colleagues including Jean (Maria Dizzia), the show’s anchor (and potential deflowerer) George (Michael C Hall) and weatherman Steve (Timothy Simons from “Veep”) all do their best to support her. It is part of the true tragedy of the piece that her downward spiral continues despite their best efforts.
Hall is outstanding in the role. She portrays the crazily compulsive behaviour of Chubbuck extremely well: perfectionism gone wild as she attempts to edit out 3 seconds off a clip while the film is already in the machine. At times the other-worldliness and creepiness of her character become extremely unsettling; an excruciating scene with a married couple in a bar being a case in point. Overall it’s an extremely thoughtful portrayal that is as quiet and unassuming as Ruth Negga’s in “Loving” (but without the smiles or the charm). I would like to think that after the Oscars team picked the ‘obvious contenders’ of Portman, Stone and Huppert, and with a place ‘reserved’ for Streep, they were left with Negga and Hall and had a “dammit, we can only pick 1 out of 2 here” moment.
Letts as the crotchety station chief also delivers a fine performance, and it’s a shame that the script never gave us the chance to see his post-shooting reactions, since the ‘if only’ ramifications for him in particular must have been huge.
In retrospect, Chubbuck’s actions were bizarre: taking her life in such a public way (and insisting the show be recorded for her “reels”) strikes of narcissism and a bitter revenge. While the film is no doubt based on the true recollections of the real-life participants, the screenplay by Craig Shilowich, in an impressive writing debut, for me never quite closed that loop: why this way rather that a car and a hosepipe?
Directed by Antonio Campos, this is never an easy watch. It’s a bit like watching a car crash in ultra-slow motion, and pretty much mandates that you watch an episode of “Father Ted” afterwards to cheer yourself up! But it’s a fascinating study in mental decline, and it’s a useful reminder that it behoves all of us to pay more attention to others around us and reach out with real help if needed before the worst can happen.
Christine tells the tragic tale of Florida TV news reporter Christine Chubbuck who committed suicide live on air in 1974. Yes, this is a spoiler, but since most people have some sense of what a film is about before they go to see it, it’s not really a big one. And I think in this case, knowing the outcome is pretty essential since otherwise you will likely spend 2 hours getting increasingly irritated by the erratic behaviour of the lead character and may possibly turn it off. With this movie, the telling is in the journey – not the destination.
London-born Rebecca Hall (“The Town”) plays the 30 year old virgin Christine; a damaged article with past mental issues, she has been moved by her mother Peg (J Smith-Cameron) from Boston to Florida to make a fresh start. But the station is struggling and Christine’s insistence on pursuing dull but worthy stories, such as zoning disputes, isn’t helping: she is driving her boss (Tracy Letts) to distraction. Despite her spiky demeanour and unapproachable nature, her colleagues including Jean (Maria Dizzia), the show’s anchor (and potential deflowerer) George (Michael C Hall) and weatherman Steve (Timothy Simons from “Veep”) all do their best to support her. It is part of the true tragedy of the piece that her downward spiral continues despite their best efforts.
Hall is outstanding in the role. She portrays the crazily compulsive behaviour of Chubbuck extremely well: perfectionism gone wild as she attempts to edit out 3 seconds off a clip while the film is already in the machine. At times the other-worldliness and creepiness of her character become extremely unsettling; an excruciating scene with a married couple in a bar being a case in point. Overall it’s an extremely thoughtful portrayal that is as quiet and unassuming as Ruth Negga’s in “Loving” (but without the smiles or the charm). I would like to think that after the Oscars team picked the ‘obvious contenders’ of Portman, Stone and Huppert, and with a place ‘reserved’ for Streep, they were left with Negga and Hall and had a “dammit, we can only pick 1 out of 2 here” moment.
Letts as the crotchety station chief also delivers a fine performance, and it’s a shame that the script never gave us the chance to see his post-shooting reactions, since the ‘if only’ ramifications for him in particular must have been huge.
In retrospect, Chubbuck’s actions were bizarre: taking her life in such a public way (and insisting the show be recorded for her “reels”) strikes of narcissism and a bitter revenge. While the film is no doubt based on the true recollections of the real-life participants, the screenplay by Craig Shilowich, in an impressive writing debut, for me never quite closed that loop: why this way rather that a car and a hosepipe?
Directed by Antonio Campos, this is never an easy watch. It’s a bit like watching a car crash in ultra-slow motion, and pretty much mandates that you watch an episode of “Father Ted” afterwards to cheer yourself up! But it’s a fascinating study in mental decline, and it’s a useful reminder that it behoves all of us to pay more attention to others around us and reach out with real help if needed before the worst can happen.
BankofMarquis (1832 KP) rated No Time to Die (2021) in Movies
Oct 16, 2021
Works well enough - despite a weak villain
The Daniel Craig James Bond films are a different breed of Bond films. Instead of each one being a “one-off, fun romp” filled with Gadgets, Villains, Beautiful Ladies and Wild Stunts, the 5 films of the “Daniel Craig era” of Bond films was something else…gritty, serious and serialized, each film standing on it’s own but also building on the previous one to tell one long story.
It will be up to the individual to decide whether this type of storytelling works for Bond.
For me, it does.
Picking up where SPECTRE left off, NO TIME TO DIE follows Bond and his lady love from that film, Madeliene (Lea Seydoux) as they are followed and threatened by agents from SPECTRE. After an action-packed opening, Bond heads into retirement only to be drawn back in.
Director Cary Fukunaga (BEASTS OF NO NATION) crafts a satisfying, if somewhat too long and dragged out, finale for Craig as Bond battles villains joined by old friends (and fiends) along the way (as a bit of a final Curtain Call for them all), meets some new allies (and adversaries) all while dealing with his own feelings.
And it is this part of the film that “Bond purists” will be the most annoyed about. JAMES BOND HAS FEELINGS! He isn’t just a “Super-Spy” with a quip and a gadget, Fukunaga and perennial Bond writers Neal Purvis & Robert Wade (along with Fukunaga and Phoebe Waller-Bridge) craft a Bond that has cracks in his veneer that show doubts and fears underneath.
This rounding out of the character works for me in this film, especially if you put this film in the context of all 5 Craig Bond films. It is a natural growth for the character and one that Craig handles well.
As for the performances, regular Bond players Ralph Fiennes (M), Naomi Harris (Moneypenny), Ben Whishaw (Q), Rory Kinnear (Tanner) and Jeffrey Wright (CIA Agent Felix Leiter) all have a moment (or 2) to shine and they show up on the screen like old friends showing up at a going away party. Christoph Walz also reprises his role of Blofeld from SPECTRE (it’s not a spoiler, it’s in the trailers) and it was good to see Blofeld and Bond play chess one last time and Seydoux’s performance as Bond’s “lady love” is “good enough”.
But it is the newcomers to this story that stand out to me - with one strong exception. Lashana Lynch (as a fellow 00 agent) and Billy Magnussen both shine in this film as do Ana de Armas as another femme that Bond encounters - this is the 3rd strong performance I’ve seen from the former model (following strong turns in BLADE RUNNER 2049 and opposite Craig in KNIVES OUT) and am eagerly awaiting what she will do next.
Only Rami Malek as villain Safin fails to be interesting and that’s where this film falls down. Safin’s encounters with Bond bring the energy and excitement down, thanks to Malek’s “underplaying” of a role that should have been overplayed. His performance just doesn’t work.
But, this is a Bond film, so the acting and plot always take a backseat to the action - and the action in this film is better than average, but not A-M-A-Z-I-N-G as one expects from Bond films. Couple that with Malek’s underwhelming performance and this Bond film will leave audiences with an unfulfilled feeling.
Unless, you are invested in the journey that Craig has taken Bond on - and the culmination of that journey to conclude this film. If you are invested in that, this film work. If you are not, it will not.
It worked for me.
Letter Grade: B+
7 1/2 stars (out of 10) and you can take that to the Bank(ofMarquis)
It will be up to the individual to decide whether this type of storytelling works for Bond.
For me, it does.
Picking up where SPECTRE left off, NO TIME TO DIE follows Bond and his lady love from that film, Madeliene (Lea Seydoux) as they are followed and threatened by agents from SPECTRE. After an action-packed opening, Bond heads into retirement only to be drawn back in.
Director Cary Fukunaga (BEASTS OF NO NATION) crafts a satisfying, if somewhat too long and dragged out, finale for Craig as Bond battles villains joined by old friends (and fiends) along the way (as a bit of a final Curtain Call for them all), meets some new allies (and adversaries) all while dealing with his own feelings.
And it is this part of the film that “Bond purists” will be the most annoyed about. JAMES BOND HAS FEELINGS! He isn’t just a “Super-Spy” with a quip and a gadget, Fukunaga and perennial Bond writers Neal Purvis & Robert Wade (along with Fukunaga and Phoebe Waller-Bridge) craft a Bond that has cracks in his veneer that show doubts and fears underneath.
This rounding out of the character works for me in this film, especially if you put this film in the context of all 5 Craig Bond films. It is a natural growth for the character and one that Craig handles well.
As for the performances, regular Bond players Ralph Fiennes (M), Naomi Harris (Moneypenny), Ben Whishaw (Q), Rory Kinnear (Tanner) and Jeffrey Wright (CIA Agent Felix Leiter) all have a moment (or 2) to shine and they show up on the screen like old friends showing up at a going away party. Christoph Walz also reprises his role of Blofeld from SPECTRE (it’s not a spoiler, it’s in the trailers) and it was good to see Blofeld and Bond play chess one last time and Seydoux’s performance as Bond’s “lady love” is “good enough”.
But it is the newcomers to this story that stand out to me - with one strong exception. Lashana Lynch (as a fellow 00 agent) and Billy Magnussen both shine in this film as do Ana de Armas as another femme that Bond encounters - this is the 3rd strong performance I’ve seen from the former model (following strong turns in BLADE RUNNER 2049 and opposite Craig in KNIVES OUT) and am eagerly awaiting what she will do next.
Only Rami Malek as villain Safin fails to be interesting and that’s where this film falls down. Safin’s encounters with Bond bring the energy and excitement down, thanks to Malek’s “underplaying” of a role that should have been overplayed. His performance just doesn’t work.
But, this is a Bond film, so the acting and plot always take a backseat to the action - and the action in this film is better than average, but not A-M-A-Z-I-N-G as one expects from Bond films. Couple that with Malek’s underwhelming performance and this Bond film will leave audiences with an unfulfilled feeling.
Unless, you are invested in the journey that Craig has taken Bond on - and the culmination of that journey to conclude this film. If you are invested in that, this film work. If you are not, it will not.
It worked for me.
Letter Grade: B+
7 1/2 stars (out of 10) and you can take that to the Bank(ofMarquis)
Heather Cranmer (2721 KP) rated The Girl Who Could Breathe Under Water in Books
Jan 2, 2022
I will admit that I've been in a reading slump for awhile. However, when I read the synopsis for The Girl Who Could Breathe Under Water by Erin Bartels, it sounded just like the book I need to get me out of my slump. Luckily I was right!
I thoroughly enjoyed the plot of The Girl Who Could Breathe Under Water by Erin Bartels. It was definitely interesting to see how and why writers put a little bit of truth in their books. I was very interested in trying to find out what was truth and what was fiction in Kendra's life. I wanted to know if the bad thing was really as Kendra remembered it or if it was just something she had stretched the truth about. This book does have a few plot twists, and while I did predict one, I found myself guessing incorrectly at the other twists. The author does a fantastic job at typing up any and all loose ends by the end of the book. I must say that I also very much enjoyed the writing and language Erin Bartels used. Her descriptive prose put me right into the heart of the story. I was drawn in with every word, and once I started reading, it was hard for me to stop. Even though this book does deal with some heavy subjects, Bartels did an excellent job at writing about them with much care and sensitivity. (Be sure to read the author's note at the end of the book for a bit more insight into the novel. You won't regret it.)
The characters in The Girl Who Could Breathe Under Water were written very well. I found myself really loving the character of Kendra. She seemed like the type of girl I could relate to and that I'd love to be friends with. I enjoyed getting to see a glimpse into her memories (even the horrible ones). Her back story was interesting with what she had been through. I wish we could have read more about Andreas' back story. He was a strong character, don't get me wrong, but I felt like I didn't really know him all too well. He was always shrouded in a bit of mystery. Tyler's back story was the most interesting (and a little heartbreaking). Even though I never really cared for Tyler as a person, he was still a very well written character. I wish he would have gotten in trouble for what he did, but just as in real life, not everything happens as it should. I also loved the character of Cami. Although she seems a bit selfish, what she had been through makes it a bit easier to see why she was the way she was. I'm not excusing her actions by no means, but I can see the reasoning behind it. I also loved Robert as Kendra's mentor. He was such a laid back and loving character.
Trigger warnings for The Girl Who Could Breathe Under Water include some slight bullying, sexual harassment, molestation, rape (though not graphic), child prostitution, alcohol, mentions of drug use, death, and suicide.
All in all, The Girl Who Could Breathe Under Water is a beautifully written book showing that even in the fact of tragedy and trauma, we can still rise above our circumstances. I would definitely recommend The Girl Who Could Breath Under Water by Erin Bartels to those ages 16+ who are after a book with great emotional depth.
--
(A special thank you to Revell for providing me with a paperback of The Girl Who Could Breathe Under Water by Erin Bartels in exchange for a fair and honest review.)
I thoroughly enjoyed the plot of The Girl Who Could Breathe Under Water by Erin Bartels. It was definitely interesting to see how and why writers put a little bit of truth in their books. I was very interested in trying to find out what was truth and what was fiction in Kendra's life. I wanted to know if the bad thing was really as Kendra remembered it or if it was just something she had stretched the truth about. This book does have a few plot twists, and while I did predict one, I found myself guessing incorrectly at the other twists. The author does a fantastic job at typing up any and all loose ends by the end of the book. I must say that I also very much enjoyed the writing and language Erin Bartels used. Her descriptive prose put me right into the heart of the story. I was drawn in with every word, and once I started reading, it was hard for me to stop. Even though this book does deal with some heavy subjects, Bartels did an excellent job at writing about them with much care and sensitivity. (Be sure to read the author's note at the end of the book for a bit more insight into the novel. You won't regret it.)
The characters in The Girl Who Could Breathe Under Water were written very well. I found myself really loving the character of Kendra. She seemed like the type of girl I could relate to and that I'd love to be friends with. I enjoyed getting to see a glimpse into her memories (even the horrible ones). Her back story was interesting with what she had been through. I wish we could have read more about Andreas' back story. He was a strong character, don't get me wrong, but I felt like I didn't really know him all too well. He was always shrouded in a bit of mystery. Tyler's back story was the most interesting (and a little heartbreaking). Even though I never really cared for Tyler as a person, he was still a very well written character. I wish he would have gotten in trouble for what he did, but just as in real life, not everything happens as it should. I also loved the character of Cami. Although she seems a bit selfish, what she had been through makes it a bit easier to see why she was the way she was. I'm not excusing her actions by no means, but I can see the reasoning behind it. I also loved Robert as Kendra's mentor. He was such a laid back and loving character.
Trigger warnings for The Girl Who Could Breathe Under Water include some slight bullying, sexual harassment, molestation, rape (though not graphic), child prostitution, alcohol, mentions of drug use, death, and suicide.
All in all, The Girl Who Could Breathe Under Water is a beautifully written book showing that even in the fact of tragedy and trauma, we can still rise above our circumstances. I would definitely recommend The Girl Who Could Breath Under Water by Erin Bartels to those ages 16+ who are after a book with great emotional depth.
--
(A special thank you to Revell for providing me with a paperback of The Girl Who Could Breathe Under Water by Erin Bartels in exchange for a fair and honest review.)
INSTALL SOLAR POWER: Solar Energy Without any Upfront Costs
Book
Solar Power Is Always “On” This book is written for people who want to save on ENERGY....
Self-Help Home Improvement Reference
Emma @ The Movies (1786 KP) rated Avengers: Endgame (2019) in Movies
Jun 22, 2019 (Updated Sep 25, 2019)
Contains spoilers, click to show
I'm not really sure where to start with this so settle in for a ride. I've tried to avoid major spoilers but some of the things I've written might give away or hint at events in Endgame so please don't read this until you've seen it at the cinema.
We were left forlorn in the wilds of Wakanda after Thanos' snap in Infinity War. 50% of every living creatures on the planet, on every planet, wiped out of existence. Thanos has set off in his retirement while our heroes are reassembling. What's left of the team is trying to get back to a normal life, saving the world, saving each other. Some are moving on, some are stuck on the past, all are lost.
I wrote more notes for this than I've written for any other movie. It was so much of a problem that I condensed the original and then recondensed them into collected topics. I'm vaguely going to go in chronological order, let's do it!
We open with Hawkeye. The scene was simple and effective to help line up the change in him, but it wasn't the tone I expected for the beginning of the film. You have to start it somehow, and I don't know how I thought they would but tonally it didn't say "Marvel" to me. In the trailers we see his darker side coming through, after seeing the film I can't help but wonder if they needed to do this to him. It felt a little like they were just doing it to use for one scene. Clint is a stand-up guy, he would have been there for them regardless in this situation.
As we recap on what's happening in the wake of the snap we find Nebula and Tony attempting to return from Titan on the Guardian's ship. For me, Nebula was the best bit of the whole film. The scenes with Tony are wonderful and touching, she's able to make a connection that she's never really had before and her transformation through the film is a delight.
Something at this point that I feel I should bring up is the partnership that we witness. Tony and Nebula, Nebula and War Machine, Rocket and Thor. We're given lots of different Marvel Mash-ups with great results. Nebula, in particular, shone through in these. Watch out for her with Rhodey.
Steve, Cap, is very much in control throughout this movie, in leadership as well as of his emotions. He still has his positive outlook on life but even when it wanes he's determined. Visually they've left you no room to wonder on whether he is the first Avenger, he leads into a room and he gets a lot of shots that frame him perfectly. But he has changed... on more than one occasion I found myself going "Language, Steve!" I was unsure about his support group in the trailer and after the full scene it felt like it was just there to set up occurrences towards the end of the film. You'd be forgiven for thinking this was actually a Captain America film, it felt much more like one than Civil War did.
Before coming to Endgame one of the things I had been thinking about was how Scott was going to return from the quantum realm. What happens kind of feels like they had no idea how they were going to do it, and it was frustrating and leaves you with questions about what happened in the five years since the snap. There's also a potential horror movie spin-off teased in Scott's walk through San Francisco, he encounters a kid on a bike... classic horror movie moment in that scene.
Nat gets to flex her leadership muscles in the post-snap world trying to keep a new band of Avengers together. Still based in the Avengers complex she's coordinating with members around the world and out in space. We finally see some genuine raw emotion from her as they search for Hawkeye as he's off on his... well what is it? Redirected revenge? She's always had a trusted position with Fury and it seems like his dusting has pushed her to step up.
Carol is back after her recent debut... I still don't think we can call her Captain Marvel when no one else does. I still don't like her, I can't help it. She's cocky and she doesn't seem to have any desire to actually work with the team. If there's anything that I got from this film it's that Black Widow should have had her own film already rather than introducing Carol at the last minute. She's not really a massive feature of the film and her inclusion feels almost like they needed to a solution to a problem and she was the quickest way to fix it.
Now we get to the point where I had some major upset. In my opinion, Marvel have done wrong by Bruce/Hulk and Thor. I saw a spoiler on Twitter for Bruce that I hoped was fan-inspired, but when we get to him in the film I sat in annoyed silence as those around me murmured with excitement. As far as Thor goes, I can see why they made the choices they did with him but it felt like they just turned him into a joke, and that didn't sit right with me at all. Just one small step back from what they did and they would have nailed it, but it felt like they just went for the cheap laugh at his expense.
So it's time to talk about time travel, I think we all knew that we could expect to see it in some way or another in Endgame. Tony and Bruce obvious have a big hand in this one, and it was nice to see them acknowledging the "normal" person discussion of time travel with film references. Outside of that though they threw a lot of complicated script at it, it felt like a very random step away from how they usually deal with technical things in the universe.
From the one hour point of the movie(ish) everything starts to pick up, up until then I wasn't loving the film, and that was upsetting to me. What follows from the quantum suit walk is a lot of fun. There are a lot of nostalgic moments that brought humour and a fun layer to the older films and we get what is probably the most satisfying moment of the entire MCU.
Visually this is one of the better films in the sequence. Shots weren't overly cluttered and so busy that you couldn't see what was happening, and there were a lot more poignant visuals. There are however a few that make me think they had to be reshot because you get very specific angles that give you the back of someone's head and the audio sounds slightly off to the rest of the scene.
Two things left to specifically mention...
The women of Marvel. For so many films we had very few female heroes, certainly none that got their fair share of coverage until The Wasp, Captain Marvel and an excellent female ensemble in Black Panther. I'm all for more female characters but I think Endgame went too far. There is one scene near the end that felt more like they were worried they hadn't had enough women on screen and they really packed them in, it felt awkward rather than awesome.
Stan Lee's cameo. It wasn't the usual fun we're used to. Fleeting and forgettable. Stan deserved better, this just didn't feel right. I even briefly wondered if it was actually him.
For me, Endgame wasn't the finale that we deserved. It wasn't better than Infinity War but I don't think that it could have been because of how much it had to bring to the table. I went and saw it twice because I like to see the 3D and 2D when they come out, it was actually one of the better 3D films I've seen on a regular screen.
I probably would have given this 3 stars, while I had fun watching it I came out both times feeling kind of "meh" about it. Nebula, America's ass and the epic moment in the finale, as well as a few other amusing moments, bumped it up slightly. I sadly found that first hour rather challenging and couldn't get on board with some of the character choices that were made.
What you should do
Let's face it, you're going to watch it if you've invested time in watching all the Marvel movies and I'm sure you'll enjoy it. I'm aware I'm in a minority with my feelings about this, but not everyone can feel the same way about everything. What a world it would be if we could.
Movie thing you wish you could take home
I'd still like an infinity stone... but I don't know which one.
We were left forlorn in the wilds of Wakanda after Thanos' snap in Infinity War. 50% of every living creatures on the planet, on every planet, wiped out of existence. Thanos has set off in his retirement while our heroes are reassembling. What's left of the team is trying to get back to a normal life, saving the world, saving each other. Some are moving on, some are stuck on the past, all are lost.
I wrote more notes for this than I've written for any other movie. It was so much of a problem that I condensed the original and then recondensed them into collected topics. I'm vaguely going to go in chronological order, let's do it!
We open with Hawkeye. The scene was simple and effective to help line up the change in him, but it wasn't the tone I expected for the beginning of the film. You have to start it somehow, and I don't know how I thought they would but tonally it didn't say "Marvel" to me. In the trailers we see his darker side coming through, after seeing the film I can't help but wonder if they needed to do this to him. It felt a little like they were just doing it to use for one scene. Clint is a stand-up guy, he would have been there for them regardless in this situation.
As we recap on what's happening in the wake of the snap we find Nebula and Tony attempting to return from Titan on the Guardian's ship. For me, Nebula was the best bit of the whole film. The scenes with Tony are wonderful and touching, she's able to make a connection that she's never really had before and her transformation through the film is a delight.
Something at this point that I feel I should bring up is the partnership that we witness. Tony and Nebula, Nebula and War Machine, Rocket and Thor. We're given lots of different Marvel Mash-ups with great results. Nebula, in particular, shone through in these. Watch out for her with Rhodey.
Steve, Cap, is very much in control throughout this movie, in leadership as well as of his emotions. He still has his positive outlook on life but even when it wanes he's determined. Visually they've left you no room to wonder on whether he is the first Avenger, he leads into a room and he gets a lot of shots that frame him perfectly. But he has changed... on more than one occasion I found myself going "Language, Steve!" I was unsure about his support group in the trailer and after the full scene it felt like it was just there to set up occurrences towards the end of the film. You'd be forgiven for thinking this was actually a Captain America film, it felt much more like one than Civil War did.
Before coming to Endgame one of the things I had been thinking about was how Scott was going to return from the quantum realm. What happens kind of feels like they had no idea how they were going to do it, and it was frustrating and leaves you with questions about what happened in the five years since the snap. There's also a potential horror movie spin-off teased in Scott's walk through San Francisco, he encounters a kid on a bike... classic horror movie moment in that scene.
Nat gets to flex her leadership muscles in the post-snap world trying to keep a new band of Avengers together. Still based in the Avengers complex she's coordinating with members around the world and out in space. We finally see some genuine raw emotion from her as they search for Hawkeye as he's off on his... well what is it? Redirected revenge? She's always had a trusted position with Fury and it seems like his dusting has pushed her to step up.
Carol is back after her recent debut... I still don't think we can call her Captain Marvel when no one else does. I still don't like her, I can't help it. She's cocky and she doesn't seem to have any desire to actually work with the team. If there's anything that I got from this film it's that Black Widow should have had her own film already rather than introducing Carol at the last minute. She's not really a massive feature of the film and her inclusion feels almost like they needed to a solution to a problem and she was the quickest way to fix it.
Now we get to the point where I had some major upset. In my opinion, Marvel have done wrong by Bruce/Hulk and Thor. I saw a spoiler on Twitter for Bruce that I hoped was fan-inspired, but when we get to him in the film I sat in annoyed silence as those around me murmured with excitement. As far as Thor goes, I can see why they made the choices they did with him but it felt like they just turned him into a joke, and that didn't sit right with me at all. Just one small step back from what they did and they would have nailed it, but it felt like they just went for the cheap laugh at his expense.
So it's time to talk about time travel, I think we all knew that we could expect to see it in some way or another in Endgame. Tony and Bruce obvious have a big hand in this one, and it was nice to see them acknowledging the "normal" person discussion of time travel with film references. Outside of that though they threw a lot of complicated script at it, it felt like a very random step away from how they usually deal with technical things in the universe.
From the one hour point of the movie(ish) everything starts to pick up, up until then I wasn't loving the film, and that was upsetting to me. What follows from the quantum suit walk is a lot of fun. There are a lot of nostalgic moments that brought humour and a fun layer to the older films and we get what is probably the most satisfying moment of the entire MCU.
Visually this is one of the better films in the sequence. Shots weren't overly cluttered and so busy that you couldn't see what was happening, and there were a lot more poignant visuals. There are however a few that make me think they had to be reshot because you get very specific angles that give you the back of someone's head and the audio sounds slightly off to the rest of the scene.
Two things left to specifically mention...
The women of Marvel. For so many films we had very few female heroes, certainly none that got their fair share of coverage until The Wasp, Captain Marvel and an excellent female ensemble in Black Panther. I'm all for more female characters but I think Endgame went too far. There is one scene near the end that felt more like they were worried they hadn't had enough women on screen and they really packed them in, it felt awkward rather than awesome.
Stan Lee's cameo. It wasn't the usual fun we're used to. Fleeting and forgettable. Stan deserved better, this just didn't feel right. I even briefly wondered if it was actually him.
For me, Endgame wasn't the finale that we deserved. It wasn't better than Infinity War but I don't think that it could have been because of how much it had to bring to the table. I went and saw it twice because I like to see the 3D and 2D when they come out, it was actually one of the better 3D films I've seen on a regular screen.
I probably would have given this 3 stars, while I had fun watching it I came out both times feeling kind of "meh" about it. Nebula, America's ass and the epic moment in the finale, as well as a few other amusing moments, bumped it up slightly. I sadly found that first hour rather challenging and couldn't get on board with some of the character choices that were made.
What you should do
Let's face it, you're going to watch it if you've invested time in watching all the Marvel movies and I'm sure you'll enjoy it. I'm aware I'm in a minority with my feelings about this, but not everyone can feel the same way about everything. What a world it would be if we could.
Movie thing you wish you could take home
I'd still like an infinity stone... but I don't know which one.
Purple Phoenix Games (2266 KP) rated Magical Friends and How to Summon Them in Tabletop Games
Sep 29, 2021
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!





