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Ivana A. | Diary of Difference (1171 KP) rated Would I Lie to the Duke (Union of the Rakes, #2) in Books
Oct 5, 2020
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Thank you to Mills & Boon, for sending me a copy of Would I Lie to the Duke by Eva Leigh, and for the opportunity to participate on this blog tour.
Would I Lie to the Duke by Eva Leigh is the second book in the Union of the Rakes series. It can be easily read as a standalone though.
<b><i>Synopsis:</i></b>
This is the story of Jessica McGale. Her family business is in need of investors, after it collapses due to a fire. Jessica is determined to acquire investors for her business at any cost. When she realises that London’s elite will never give a chance to a humble farm girl like herself, she does the unthinkable. She poses as “Lady Whitfield” and joins the elite on the table. She especially tries to get close to the Duke of Rotherby, as his influence and support could save her company. But one thing Jess never expected to happen, is to grow feelings for him.
Noel is the carefree and notorious duke, but only his close friends truly know him. When he meets Lady Whitfield at the business bazaar, his world shifts. She makes him want to obey every command she tells, which is something he never imagined doing. He struggles to trust people, but trusting Jess is so easy.
But what happens when the business bazaar is over, and so is the fake portrayal of Lady Whitfield? How do you cope when someone has lied to you, but you want them in your life forever? Read this amazing book to find out!
<b><i>My Thoughts:</i></b>
I was so hooked about this book, and I finished it in two days. While the plot is a bit predictable and it has a Cinderella vibe to it, I still enjoyed it a lot.
I could completely understand where Jess was coming from, and in order to save her business, I don’t think there were any other options, given how much rejection she faced in the first chapters. But as soon as she started developing feelings, she should’ve been honest with Noel. The person in me felt uncomfortable for her every single time she would deliberately put herself in an awkward situation and not tell the truth when she had a chance to. And the business trip to the farm? Oh, that got me biting my nails again. I also understand that continuing with the deception was a crucial part of the plot, to produce the drama that it did, but I am just not a fan of dishonesty.
<b><i>Noel was an amazing character, even though, at times, he seemed like the typical rich boy.</i></b>
I loved the way his relationship with Jess progressed during the couple of days, and how he started opening up. Honestly, I didn’t believe it at first, given that it was based on a lie. I thought that given the fact how much trust issues he had, he could never get past her betrayal. And for me, his way of coping and resolving the issue didn’t fit with his character. I have the feeling that people who are lucky enough to have a high income and live in the elite societies are much more wary of “gold diggers”, and everything Jess does (even though for a good reason), seems to be for her business. So I wouldn’t have blamed him if he reacted in a way more different way and just told her to “bugger off”.
Overall, I enjoyed Would I Lie to the Duke and it was a very pleasurable short read to get me away from reality. I don’t always dive into historical romance, and this was a surprising change that ended on a positive note. Honestly, I am glad that it sparks a debate in my mind and makes me think of “what I would have done” on either side of the relationship. I would have acted very differently. And maybe that’s the reason I’m not married to a duke (yet).
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Thank you to Mills & Boon, for sending me a copy of Would I Lie to the Duke by Eva Leigh, and for the opportunity to participate on this blog tour.
Would I Lie to the Duke by Eva Leigh is the second book in the Union of the Rakes series. It can be easily read as a standalone though.
<b><i>Synopsis:</i></b>
This is the story of Jessica McGale. Her family business is in need of investors, after it collapses due to a fire. Jessica is determined to acquire investors for her business at any cost. When she realises that London’s elite will never give a chance to a humble farm girl like herself, she does the unthinkable. She poses as “Lady Whitfield” and joins the elite on the table. She especially tries to get close to the Duke of Rotherby, as his influence and support could save her company. But one thing Jess never expected to happen, is to grow feelings for him.
Noel is the carefree and notorious duke, but only his close friends truly know him. When he meets Lady Whitfield at the business bazaar, his world shifts. She makes him want to obey every command she tells, which is something he never imagined doing. He struggles to trust people, but trusting Jess is so easy.
But what happens when the business bazaar is over, and so is the fake portrayal of Lady Whitfield? How do you cope when someone has lied to you, but you want them in your life forever? Read this amazing book to find out!
<b><i>My Thoughts:</i></b>
I was so hooked about this book, and I finished it in two days. While the plot is a bit predictable and it has a Cinderella vibe to it, I still enjoyed it a lot.
I could completely understand where Jess was coming from, and in order to save her business, I don’t think there were any other options, given how much rejection she faced in the first chapters. But as soon as she started developing feelings, she should’ve been honest with Noel. The person in me felt uncomfortable for her every single time she would deliberately put herself in an awkward situation and not tell the truth when she had a chance to. And the business trip to the farm? Oh, that got me biting my nails again. I also understand that continuing with the deception was a crucial part of the plot, to produce the drama that it did, but I am just not a fan of dishonesty.
<b><i>Noel was an amazing character, even though, at times, he seemed like the typical rich boy.</i></b>
I loved the way his relationship with Jess progressed during the couple of days, and how he started opening up. Honestly, I didn’t believe it at first, given that it was based on a lie. I thought that given the fact how much trust issues he had, he could never get past her betrayal. And for me, his way of coping and resolving the issue didn’t fit with his character. I have the feeling that people who are lucky enough to have a high income and live in the elite societies are much more wary of “gold diggers”, and everything Jess does (even though for a good reason), seems to be for her business. So I wouldn’t have blamed him if he reacted in a way more different way and just told her to “bugger off”.
Overall, I enjoyed Would I Lie to the Duke and it was a very pleasurable short read to get me away from reality. I don’t always dive into historical romance, and this was a surprising change that ended on a positive note. Honestly, I am glad that it sparks a debate in my mind and makes me think of “what I would have done” on either side of the relationship. I would have acted very differently. And maybe that’s the reason I’m not married to a duke (yet).
BankofMarquis (1832 KP) rated Joker (2019) in Movies
Oct 10, 2019
Joaquin's Performance Elevates This Film
Give Joaquin Phoenix the Oscar right now. His bravura performance as the titular character in JOKER is one for the ages. He is on the screen in every scene of this film and captivates and repulses you at the same time. This performance raises this film to another level.
The question is - what level was this film at, and where does this performance raise it to?
Set in Gotham City right around the time of the murder of Bruce Wayne's parents, JOKER tells the origin story of...well...a character that calls himself JOKER. This sad sack, with the name of Arthur Fleck, is a part-time clown (standing outside of store closings with a spinning sign or going to Children's Hospital). We watch his origins as he rises (or perhaps...falls?) to the anarchic symbol that is JOKER. And that's the interesting thing about this film. You are watching the fall of a man and the rise of a symbol - does Fleck find comfort or madness in this journey - or, perhaps, maybe he finds comfort in madness?
Embodying this broken spirit that keeps getting up despite whatever beatings (sometimes physical, sometimes mental, always with the potential to finally break him) is the unique talent that is Joaquin Phoenix. You can tell from his portrayal of Arthur that there is something just "off" with him and you continually wait for the breaking point that will drive him down the road of JOKER. But it is not only his acting that is on display here, it the manipulation and movements of his body that is amazing and outstanding. Much like a professional dancer, Phoenix/Fleck waltzes through this film like there is a musical score that only he can hear - and that is both fascinating and disturbing at the same time. There is a fine line that needs to be trod here, for if you don't, this character and performance can easily be one of total madness (a.k.a. Jack Nicholson as Jack Torrance in the SHINING) but Phoenix balances sanity/insanity very well and you are waiting for the final blow that will send him, inevitably, over the edge. It's like watching a ticking time bomb that you cannot see the clock counting down to zero - but count down to zero you are sure it will do.
Exchanging blows with Phoenix for about 1/3 of this film is Robert DeNiro as talk show host Murray Franklin (think a meaner version of Johnny Carson). DeNiro is VERY good in this role and it is good to see that he still can "bring it" as a serious actor when he wants to. Unfortunately, DeNiro's character isn't really in the first 2/3 of this film and that's too bad. Phoenix' Arthur Fleck is a force to be reckoned with and he really could have used another character just as strong to play against.
Unfortunately, Writer/Director Todd Phillips (THE HANGOVER films) doesn't really give Phoenix anyone strong to play against for the first 2/3 of this film though Frances Conroy (overbearing mother), Zazie Beetz (potential love interest) and Brett Cullen (billionaire Thomas Wayne, father of Bruce) come and go in all too brief appearances that never really are on screen long enough to stand their ground (though Conroy comes close). This makes the first part of this film very on-sided, dreary, depressing and dark. I get that Director/Writer Phillips was going for the "Decaying of Gotham" theme as seen through the eyes of Fleck, but it became a slog after awhile. I wanted to yell at the screen at about the 1 hour mark "All right, I get it!"
Now...to give Phillips credit, he creates an interesting version of this world that we all know well (through the Dark Knight and various other DC Universe films), so I give him points for originality. And...he really NAILS the ending (the last 1/3 of the film - the part WITH DeNiro). I thought it was effective and potent and left it's mark.
Which brings me back to my opening thought. Phoenix raises this film up with his performance - the question is "from where to where". I'd have to say (because of the slowness of the first 2/3 of this film) that Phoenix fearless performance raises this dark and dreary film from a "C" to a "B". So with that in mind, I give JOKER...
Letter Grade: B
7 (out of 10) stars and you can take that to the Bank(ofMarquis)
The question is - what level was this film at, and where does this performance raise it to?
Set in Gotham City right around the time of the murder of Bruce Wayne's parents, JOKER tells the origin story of...well...a character that calls himself JOKER. This sad sack, with the name of Arthur Fleck, is a part-time clown (standing outside of store closings with a spinning sign or going to Children's Hospital). We watch his origins as he rises (or perhaps...falls?) to the anarchic symbol that is JOKER. And that's the interesting thing about this film. You are watching the fall of a man and the rise of a symbol - does Fleck find comfort or madness in this journey - or, perhaps, maybe he finds comfort in madness?
Embodying this broken spirit that keeps getting up despite whatever beatings (sometimes physical, sometimes mental, always with the potential to finally break him) is the unique talent that is Joaquin Phoenix. You can tell from his portrayal of Arthur that there is something just "off" with him and you continually wait for the breaking point that will drive him down the road of JOKER. But it is not only his acting that is on display here, it the manipulation and movements of his body that is amazing and outstanding. Much like a professional dancer, Phoenix/Fleck waltzes through this film like there is a musical score that only he can hear - and that is both fascinating and disturbing at the same time. There is a fine line that needs to be trod here, for if you don't, this character and performance can easily be one of total madness (a.k.a. Jack Nicholson as Jack Torrance in the SHINING) but Phoenix balances sanity/insanity very well and you are waiting for the final blow that will send him, inevitably, over the edge. It's like watching a ticking time bomb that you cannot see the clock counting down to zero - but count down to zero you are sure it will do.
Exchanging blows with Phoenix for about 1/3 of this film is Robert DeNiro as talk show host Murray Franklin (think a meaner version of Johnny Carson). DeNiro is VERY good in this role and it is good to see that he still can "bring it" as a serious actor when he wants to. Unfortunately, DeNiro's character isn't really in the first 2/3 of this film and that's too bad. Phoenix' Arthur Fleck is a force to be reckoned with and he really could have used another character just as strong to play against.
Unfortunately, Writer/Director Todd Phillips (THE HANGOVER films) doesn't really give Phoenix anyone strong to play against for the first 2/3 of this film though Frances Conroy (overbearing mother), Zazie Beetz (potential love interest) and Brett Cullen (billionaire Thomas Wayne, father of Bruce) come and go in all too brief appearances that never really are on screen long enough to stand their ground (though Conroy comes close). This makes the first part of this film very on-sided, dreary, depressing and dark. I get that Director/Writer Phillips was going for the "Decaying of Gotham" theme as seen through the eyes of Fleck, but it became a slog after awhile. I wanted to yell at the screen at about the 1 hour mark "All right, I get it!"
Now...to give Phillips credit, he creates an interesting version of this world that we all know well (through the Dark Knight and various other DC Universe films), so I give him points for originality. And...he really NAILS the ending (the last 1/3 of the film - the part WITH DeNiro). I thought it was effective and potent and left it's mark.
Which brings me back to my opening thought. Phoenix raises this film up with his performance - the question is "from where to where". I'd have to say (because of the slowness of the first 2/3 of this film) that Phoenix fearless performance raises this dark and dreary film from a "C" to a "B". So with that in mind, I give JOKER...
Letter Grade: B
7 (out of 10) stars and you can take that to the Bank(ofMarquis)
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Purple Phoenix Games (2266 KP) rated Tales & Games: The Three Little Pigs in Tabletop Games
Aug 18, 2020
The Wolf always gets a bad rap. Think of all the stories you know that include an anthropomorphic wolf and tell me three that show The Wolf in a positive light. Can’t think of any? Me neither. But they need to eat to survive and it’s tough in these streets! errm, trees! Such is the plight of The Wolf in this one, as he is attempting to wrest the Little Pigs out of their hidey-holes so he can have a nice bacon dinner. And honestly, who can blame him? Bacon!
Tales & Games: The Three Little Pigs (which I will fondly refer to as 3LP for the remainder of this review) is a cute little family dice and take-that game about building houses for maximum points while avoiding The Wolf’s hungry advances. The winner of the game is the Little Piggy who has built the most complete structures using the best materials that afford them the most endgame points.
To setup, sort the building tiles by material type and house level type as shown inside the box cover. Place the dice and spinner nearby. Let the youngest or cutest player go first. The game is now ready to be played!
On a player’s turn they will roll all the dice Yahtzee-style (so with two re-roll attempts), and the remainder of the turn is based on what is rolled. Players are not required to re-roll, but must stop once two or more Wolf symbols are rolled, or after the second re-roll. The player may then use the dice to purchase house materials corresponding to what was rolled. If three doors are rolled, a player may purchase a straw door (which cost two door symbols) or a wooden door (which cost three door symbols). These house parts can be of mixed materials, so once the pieces have been purchased, house construction can then be done.
Should a player roll The Wolf, then the “breath” spinner will be spun. The player who rolled The Wolf dice will choose an opponent AND one of their houses to target. Spin the spinner and destroy all matching pieces in their house. Some children have issues with this, but hey, they should have built more brick sections! Play continues in this fashion taking turns rolling and purchasing and building until several stacks of house sections are gone (depending on player count). All incomplete houses are crumbled, and piggy faces on standing houses are scored to determine the victor! When playing with my kiddo I don’t use the bonus cards, but they are available if playing with older and more strategic players.
Components. As this is one of the famed (and first in the line) Tales & Games Bookshelf games, it has set a standard for the series. These games come in boxes that look like books on the outside, open like a book, and contain a story to be read as a prelude to the game, if wished. The box is very very cool, and the insert is pink and wonderfully designed. The house tiles are thick and colorful, and the pink dice are just a joy to roll. I love the components in this one!
So obviously this is a game really designed to target younger gamers. And though it says 7+ on the box, I have successfully played this with my 3 year old with zero issues. He loves it, and in turn, makes me love it too. Now, I will certainly not pull this out at any given Game Night with adults (unless we have gamer spouses or friends who have NEVER played modern games at all). However, I really do enjoy playing it with my son for now, and for super-newbies. It is colorful, light on rules, offers some choices, and of course, has a touch of luck and take-that. All this while still feeling like you are in the story of The Three Little Pigs. So I say, if you were ever on the fence with this one – get it. Play it with whomever you like and just enjoy it. It is light enough with just a touch of adultness to keep you smiling. But don’t invite your Twilight Imperium or Mage Knight friends. They won’t like it. We at Purple Phoenix Games know how to get down with the simpler games as well, so that’s why we give this one a blown-over 9 / 12.
Tales & Games: The Three Little Pigs (which I will fondly refer to as 3LP for the remainder of this review) is a cute little family dice and take-that game about building houses for maximum points while avoiding The Wolf’s hungry advances. The winner of the game is the Little Piggy who has built the most complete structures using the best materials that afford them the most endgame points.
To setup, sort the building tiles by material type and house level type as shown inside the box cover. Place the dice and spinner nearby. Let the youngest or cutest player go first. The game is now ready to be played!
On a player’s turn they will roll all the dice Yahtzee-style (so with two re-roll attempts), and the remainder of the turn is based on what is rolled. Players are not required to re-roll, but must stop once two or more Wolf symbols are rolled, or after the second re-roll. The player may then use the dice to purchase house materials corresponding to what was rolled. If three doors are rolled, a player may purchase a straw door (which cost two door symbols) or a wooden door (which cost three door symbols). These house parts can be of mixed materials, so once the pieces have been purchased, house construction can then be done.
Should a player roll The Wolf, then the “breath” spinner will be spun. The player who rolled The Wolf dice will choose an opponent AND one of their houses to target. Spin the spinner and destroy all matching pieces in their house. Some children have issues with this, but hey, they should have built more brick sections! Play continues in this fashion taking turns rolling and purchasing and building until several stacks of house sections are gone (depending on player count). All incomplete houses are crumbled, and piggy faces on standing houses are scored to determine the victor! When playing with my kiddo I don’t use the bonus cards, but they are available if playing with older and more strategic players.
Components. As this is one of the famed (and first in the line) Tales & Games Bookshelf games, it has set a standard for the series. These games come in boxes that look like books on the outside, open like a book, and contain a story to be read as a prelude to the game, if wished. The box is very very cool, and the insert is pink and wonderfully designed. The house tiles are thick and colorful, and the pink dice are just a joy to roll. I love the components in this one!
So obviously this is a game really designed to target younger gamers. And though it says 7+ on the box, I have successfully played this with my 3 year old with zero issues. He loves it, and in turn, makes me love it too. Now, I will certainly not pull this out at any given Game Night with adults (unless we have gamer spouses or friends who have NEVER played modern games at all). However, I really do enjoy playing it with my son for now, and for super-newbies. It is colorful, light on rules, offers some choices, and of course, has a touch of luck and take-that. All this while still feeling like you are in the story of The Three Little Pigs. So I say, if you were ever on the fence with this one – get it. Play it with whomever you like and just enjoy it. It is light enough with just a touch of adultness to keep you smiling. But don’t invite your Twilight Imperium or Mage Knight friends. They won’t like it. We at Purple Phoenix Games know how to get down with the simpler games as well, so that’s why we give this one a blown-over 9 / 12.
Emma @ The Movies (1786 KP) rated La La Land (2016) in Movies
Jun 2, 2020
Let me give you the background on this one. Many years ago (when La La Land was due out in the cinemas) ITV2 were showing the new series of Scorpion in their prime time drama spot, this feature was sponsored by something and quite often that's a film. For the season's entire run it was sponsored by... you guessed it... La La Land. Every episode you'd have to see up to 8 clips of the film without any real context about what it was, and worst of all there was very little deviation, you could be seeing the same clip over and over again for 20 or so episodes. I love musicals and I love Emma Stone but this pushed me so far over the edge that I swore I'd never watch it. (The same goes for Moulin Rouge which I also now have to watch) Evidently though I'm a grown ass adult and can't hold petty grudges against films so now I have to watch them... partially so I can make other people watch films they don't want to watch in an underhanded deal on Twitter.
But I digress.
When Mia and Sebastian's lives cross unexpectedly it is impossible to know how much the future will change for both of them. What at first is a wholesome whirlwind of romance begins to fall apart as their careers progress and pull them apart.
At its heart it's a simple romance story for Mia and Sebastian as they build each other up for the lives they want and the perils that that brings, but when you add the extra depth into it all with the music it takes on a whole other dimension. As a spoiler alert for my take on the film, at one point I had to stop and I just wrote in my notes "oh god, why am I crying?!" That wasn't a feeling I had throughout the film though, in fact, straight off the bat I thought I was going to hate the film because of that opening musical number. That number made no impact on me and I was massively concerned, thankfully that didn't hold true for the next number.
On the acting... Emma Stone is glorious and should be in everything... end of review... okay, fine. I loved the way she made Mia come to life, she's fun, got some sass to her and I loved the way she behaved through her auditions. Emma Stone may be my spirit animal, I absolutely love her.
And then there's Ryan Gosling... As an indication of how I feel about him please accept this reenactment of a recent conversation:
Friend: Did you see they're talking about the new Wolfman movie?
Me: Oh my god, really?! Yay! It'll be great!
Friend: Yeah, it's going to have Ryan Gosling in it!
Me: *crickets chirp and a tumbleweed bounces past*
His acting does nothing for me. It's very much the Brad Pitt style of acting without the humour, he always acts the same way, but... I would genuinely say this is the first of his films I've seen where it felt like he was acting. I genuinely enjoyed him in it, it didn't feel like he was hiding all his emotions in a box in his dressing room. I was so thankful.
The chemistry between the pair was brilliant and that really helped carry me through the film. With lots of musical numbers and elaborate looking sets to deal with I was worried that it might end up looking more like theatre than film, it obviously does have that vibe because that's part of the idea but it flowed incredibly well.
La La Land has a wonderful feel to it with vibrant sets and costumes, it gives a glow of the old school and this works incredibly well with the jazz side of the story. This, however, is part of my main problem with the film.
You've got the golden age vibe with the colours and the music, but the modern creeps in everywhere and I wasn't a fan of this mix. Every time it popped up I noticed it and it made me frown. That being said, I don't know if it would have worked being an entirely modern film but it could easily have gone back in time and lived happily ever after.
Even with me disliking that part of the film's story I really enjoyed watching La La Land. It's stunning visually, the music is (mainly) beautiful and I was incredibly surprised by the acting. The moral of this story is don't let excessive advertising put you off something.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/06/la-la-land-movie-review.html
But I digress.
When Mia and Sebastian's lives cross unexpectedly it is impossible to know how much the future will change for both of them. What at first is a wholesome whirlwind of romance begins to fall apart as their careers progress and pull them apart.
At its heart it's a simple romance story for Mia and Sebastian as they build each other up for the lives they want and the perils that that brings, but when you add the extra depth into it all with the music it takes on a whole other dimension. As a spoiler alert for my take on the film, at one point I had to stop and I just wrote in my notes "oh god, why am I crying?!" That wasn't a feeling I had throughout the film though, in fact, straight off the bat I thought I was going to hate the film because of that opening musical number. That number made no impact on me and I was massively concerned, thankfully that didn't hold true for the next number.
On the acting... Emma Stone is glorious and should be in everything... end of review... okay, fine. I loved the way she made Mia come to life, she's fun, got some sass to her and I loved the way she behaved through her auditions. Emma Stone may be my spirit animal, I absolutely love her.
And then there's Ryan Gosling... As an indication of how I feel about him please accept this reenactment of a recent conversation:
Friend: Did you see they're talking about the new Wolfman movie?
Me: Oh my god, really?! Yay! It'll be great!
Friend: Yeah, it's going to have Ryan Gosling in it!
Me: *crickets chirp and a tumbleweed bounces past*
His acting does nothing for me. It's very much the Brad Pitt style of acting without the humour, he always acts the same way, but... I would genuinely say this is the first of his films I've seen where it felt like he was acting. I genuinely enjoyed him in it, it didn't feel like he was hiding all his emotions in a box in his dressing room. I was so thankful.
The chemistry between the pair was brilliant and that really helped carry me through the film. With lots of musical numbers and elaborate looking sets to deal with I was worried that it might end up looking more like theatre than film, it obviously does have that vibe because that's part of the idea but it flowed incredibly well.
La La Land has a wonderful feel to it with vibrant sets and costumes, it gives a glow of the old school and this works incredibly well with the jazz side of the story. This, however, is part of my main problem with the film.
You've got the golden age vibe with the colours and the music, but the modern creeps in everywhere and I wasn't a fan of this mix. Every time it popped up I noticed it and it made me frown. That being said, I don't know if it would have worked being an entirely modern film but it could easily have gone back in time and lived happily ever after.
Even with me disliking that part of the film's story I really enjoyed watching La La Land. It's stunning visually, the music is (mainly) beautiful and I was incredibly surprised by the acting. The moral of this story is don't let excessive advertising put you off something.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/06/la-la-land-movie-review.html
Bob Mann (459 KP) rated Jurassic World: Fallen Kingdom (2018) in Movies
Sep 29, 2021
Greedy men + Dinosaurs = Lunch!
I’ve really had a rollercoaster of emotions on this one. As a general fan of dinosaurs running riot, since I saw the brilliant original in 1993, I was pretty disillusioned by the teaser trailer for this one: all over-the-top CGI. But as the lights dimmed and the Universal logo faded to ominous sonar sounds, the hairs stood up again and I thought J.A. Bayona (“A Monster Calls“) *might* deliver something really special here. Ultimately though, I left the theatre disappointed… but only slightly so.
With extreme topicality given what is happening on one of the Hawaiian islands at the moment, Isla Nublar – home to the now derelict Jurassic World theme park – is in serious trouble due to a volcanic eruption. Swayed by chaos theory expert Ian Malcolm (Jeff Goldblum), a US senate committee decides to do…. absolutely nothing, letting the dinosaurs face re-extinction. This is much to the fury of our heroine from the first film, Claire Dearing (Bryce Dallas-Howard), who now runs a “Save the Dinosaurs” group. When all seems lost, help comes from the wallet of philanthropist Benjamin Lockwood (James Cromwell, “Babe”, “LA Confidential”) and his ops manager Eli Mills (Rafe Spall, “The Big Short“) who propose to fund a private rescue mission: a mission that requires the involvement of Velociraptor-wrangler Owen Grady (Chris Pratt, “Guardians of the Galaxy“, “Passengers“). But are their motives truly honourable?
The film has its moments, with some well-executed action scenes, some nice munching of bad people and a few scenes that are truly touching: shots of a brachiosauruses’ last moments is a memorable piece of cinema. But that said, the film is extremely patchy. An exciting (but not particularly logical) pre-title sequence seques into a very wordy and action-free first reel, headed up by Goldblum (always seated: did he have his legs chewed off by a raptor?) droning on (blah blah blah), no doubt for a huge fee but not for much purpose. The early part of the movie is good however at introducing new characters: specifically the geeky Franklin (Justice Smith) and the pre-requisite 2018 ‘Times Up” kick-ass female character Zia ( Daniella Pineda), who is actually very good. As a whole though it’s not terribly engaging, leading to even the reveal of the derelict theme park – which should have been a high point – falling somewhat flat.
The much trailered volcano scenes that follow are impressive but should have been left to impress in the film.
Things ratchet up again though when the action moves to the more confining environment of Lockwood’s estate, bringing in arch-villain Gunnar Eversol played by Toby Jones (“The Snowman“, “Atomic Blonde“), who really should have taken the stairs, and Lockwood’s granddaughter Maisie ( Isabella Sermon) who is excellent as the ‘child in peril’. Some of the character’s actions don’t make a lot of sense (laser-targeting Owen? Why?) but they do generate some memorable scenes, supported by Michael Giacchino’s stirring soundtrack.
So, it pretty much works as an action film, but in terms of character development it doesn’t go anywhere in particular: Claire and Owen come out in about the same condition as they came in. I was expecting something deeper from Bayona (with his “A Monster Calls” being my personal No. 2 film of last year) than just a ‘running and screaming’ film.
It’s also difficult to avoid the fact that after five of these films there’s nothing much new under the Isla Nublar sun. Some of the plot here is a retread of the genetic shenanigans of the last film, mixed with the ‘off-island’ antics of “The Lost World”. And most of the action scenes are just stripped and re-painted from the earlier films. For example, the “about to get eaten but saved by another dinosaur” trope so expertly done by Spielberg in the finale of JP1 is re-hashed not once but THREE times in this movie: leading to more yawning that excitement if I’m honest.
Overall though, it’s an effective summer blockbuster that mostly delivers on the thrills and should be a good crowd-pleaser. By the way, staying through the endless credits is worth it not just for getting the full force of Giacchino and Williams’ majestic themes: there is quite a nice “monkey” at the end, illustrating that gambling might involve more than just money in the future!
With extreme topicality given what is happening on one of the Hawaiian islands at the moment, Isla Nublar – home to the now derelict Jurassic World theme park – is in serious trouble due to a volcanic eruption. Swayed by chaos theory expert Ian Malcolm (Jeff Goldblum), a US senate committee decides to do…. absolutely nothing, letting the dinosaurs face re-extinction. This is much to the fury of our heroine from the first film, Claire Dearing (Bryce Dallas-Howard), who now runs a “Save the Dinosaurs” group. When all seems lost, help comes from the wallet of philanthropist Benjamin Lockwood (James Cromwell, “Babe”, “LA Confidential”) and his ops manager Eli Mills (Rafe Spall, “The Big Short“) who propose to fund a private rescue mission: a mission that requires the involvement of Velociraptor-wrangler Owen Grady (Chris Pratt, “Guardians of the Galaxy“, “Passengers“). But are their motives truly honourable?
The film has its moments, with some well-executed action scenes, some nice munching of bad people and a few scenes that are truly touching: shots of a brachiosauruses’ last moments is a memorable piece of cinema. But that said, the film is extremely patchy. An exciting (but not particularly logical) pre-title sequence seques into a very wordy and action-free first reel, headed up by Goldblum (always seated: did he have his legs chewed off by a raptor?) droning on (blah blah blah), no doubt for a huge fee but not for much purpose. The early part of the movie is good however at introducing new characters: specifically the geeky Franklin (Justice Smith) and the pre-requisite 2018 ‘Times Up” kick-ass female character Zia ( Daniella Pineda), who is actually very good. As a whole though it’s not terribly engaging, leading to even the reveal of the derelict theme park – which should have been a high point – falling somewhat flat.
The much trailered volcano scenes that follow are impressive but should have been left to impress in the film.
Things ratchet up again though when the action moves to the more confining environment of Lockwood’s estate, bringing in arch-villain Gunnar Eversol played by Toby Jones (“The Snowman“, “Atomic Blonde“), who really should have taken the stairs, and Lockwood’s granddaughter Maisie ( Isabella Sermon) who is excellent as the ‘child in peril’. Some of the character’s actions don’t make a lot of sense (laser-targeting Owen? Why?) but they do generate some memorable scenes, supported by Michael Giacchino’s stirring soundtrack.
So, it pretty much works as an action film, but in terms of character development it doesn’t go anywhere in particular: Claire and Owen come out in about the same condition as they came in. I was expecting something deeper from Bayona (with his “A Monster Calls” being my personal No. 2 film of last year) than just a ‘running and screaming’ film.
It’s also difficult to avoid the fact that after five of these films there’s nothing much new under the Isla Nublar sun. Some of the plot here is a retread of the genetic shenanigans of the last film, mixed with the ‘off-island’ antics of “The Lost World”. And most of the action scenes are just stripped and re-painted from the earlier films. For example, the “about to get eaten but saved by another dinosaur” trope so expertly done by Spielberg in the finale of JP1 is re-hashed not once but THREE times in this movie: leading to more yawning that excitement if I’m honest.
Overall though, it’s an effective summer blockbuster that mostly delivers on the thrills and should be a good crowd-pleaser. By the way, staying through the endless credits is worth it not just for getting the full force of Giacchino and Williams’ majestic themes: there is quite a nice “monkey” at the end, illustrating that gambling might involve more than just money in the future!
Bob Mann (459 KP) rated Murder on the Orient Express (2017) in Movies
Sep 29, 2021
You’ll never guess who dunnit…
There’s a big problem with Kenneth Branagh’s 2017 filming of the Hercule Poirot-based murder mystery…. and that’s the 1974 Sidney Lumet classic featuring Albert Finney in the starring role. For that film was so memorable – at least, the “who” of the “whodunnit” (no spoilers here) was so memorable – that any remake is likely to be tarnished by that knowledge. If you go into this film blissfully unaware of the plot, you are a lucky man/woman. For this is a classic Agatha Christie yarn.
The irascible, borderline OCD, but undeniably great Belgian detective, Poirot, is dragged around the world by grateful police forces to help solve unsolvable crimes. After solving a case in Jerusalem, Poirot is called back to the UK with his mode of transport being the famous Orient Express. Trapped in the mountains by an avalanche, a murder is committed and with multiple suspects and a plethora of clues it is up to Poirot to solve the case.
Branagh enjoys himself enormously as Poirot, sporting the most distractingly magnificent facial hair since Daniel Day-Lewis in “The Gangs of New York”. The moustache must have had its own trailer and make-up team!
Above all, the film is glorious to look at, featuring a rich and exotic colour palette that is reminiscent of the early colour films of the 40’s. Cinematography was by Haris Zambarloukos (“Mamma Mia” and who also collaborated with Branagh on “Thor) with lots of innovative “ceiling down” shots and artful point-of-view takes that might be annoying to some but which I consider as deserving of Oscar/BAFTA nominations.
The pictures are accompanied by a lush score by Patrick Doyle (who also scored Branagh’s “Thor”). Hats off also to the special effects crew, who made the alpine bridge scenes look decidedly more alpine than where they were actually filmed (on a specially made bridge in the Surrey Hills!).
All these technical elements combine to make the film’s early stages look and feel truly epic.
And the cast… what a cast! Dame Judi Dench (“Victoria and Abdul“); Olivia Coleman (“The Lobster“); Johnny Depp (“Black Mass“); Daisy Ridley (“Star Wars: The Force Awakens“); Penélope Cruz (“Zoolander 2“); Josh Gad (Olaf!); Derek Jacobi (“I, Claudius”); Willem Dafoe (“The Great Wall“) and Michelle Pfeiffer (“mother!“). A real case again of an “oh, it’s you” film again at the cinema – when’s the last time we saw that?
It’s also great to see young Lucy Boynton, so magnificent in last year’s excellent “Sing Street“, getting an A-list role as the twitchy and disturbed countess.
With all these ingredients in the pot, it should be great, right? Unfortunately, in my view, no, not quite. The film’s opening momentum is really not maintained by the screenplay by Michael Green (“Blade Runner 2049“; “Logan“). At heart, it’s a fairly static and “stagey” piece at best, set as it is on the rather claustrophobic train (just three carriages… on the Orient Express… really?). But the tale is made even more static by the train’s derailment in the snow. Branagh and Green try to sex up the action where they can, but there are lengthy passages of fairly repetitive dialogue. One encounter in particular between Branagh and Depp seems to last interminably: you wonder if the problem was that the director wasn’t always looking on to yell “Cut”!
All this leads to the “revelation” of the murderer as being a bit of an anticlimactic “thank heavens for that” rather than the gasping denouement it should have been. (Perhaps this would be different if you didn’t know the twist).
However, these reservations aside, it’s an enjoyable night out at the flicks, although a bit of a disappointment from the level of expectation I had for it. I can’t be too grumpy about it, given it’s a return to good old-fashioned yarn-spinning at the cinema, with great visuals and an epic cast. And that has to be good news.
For sure, Branagh does make for an amusing and engaging Poirot, even if his dialogue did need some ‘tuning in’ to. There was a suggestion at the end of the film that we might be seeing his return in “Death on the Nile” – the most lush and decorous of Peter Ustinov’s outings – which I would certainly welcome. He will have to find another 10 A-list stars though to decorate the boat, which will be a challenge for casting!
The irascible, borderline OCD, but undeniably great Belgian detective, Poirot, is dragged around the world by grateful police forces to help solve unsolvable crimes. After solving a case in Jerusalem, Poirot is called back to the UK with his mode of transport being the famous Orient Express. Trapped in the mountains by an avalanche, a murder is committed and with multiple suspects and a plethora of clues it is up to Poirot to solve the case.
Branagh enjoys himself enormously as Poirot, sporting the most distractingly magnificent facial hair since Daniel Day-Lewis in “The Gangs of New York”. The moustache must have had its own trailer and make-up team!
Above all, the film is glorious to look at, featuring a rich and exotic colour palette that is reminiscent of the early colour films of the 40’s. Cinematography was by Haris Zambarloukos (“Mamma Mia” and who also collaborated with Branagh on “Thor) with lots of innovative “ceiling down” shots and artful point-of-view takes that might be annoying to some but which I consider as deserving of Oscar/BAFTA nominations.
The pictures are accompanied by a lush score by Patrick Doyle (who also scored Branagh’s “Thor”). Hats off also to the special effects crew, who made the alpine bridge scenes look decidedly more alpine than where they were actually filmed (on a specially made bridge in the Surrey Hills!).
All these technical elements combine to make the film’s early stages look and feel truly epic.
And the cast… what a cast! Dame Judi Dench (“Victoria and Abdul“); Olivia Coleman (“The Lobster“); Johnny Depp (“Black Mass“); Daisy Ridley (“Star Wars: The Force Awakens“); Penélope Cruz (“Zoolander 2“); Josh Gad (Olaf!); Derek Jacobi (“I, Claudius”); Willem Dafoe (“The Great Wall“) and Michelle Pfeiffer (“mother!“). A real case again of an “oh, it’s you” film again at the cinema – when’s the last time we saw that?
It’s also great to see young Lucy Boynton, so magnificent in last year’s excellent “Sing Street“, getting an A-list role as the twitchy and disturbed countess.
With all these ingredients in the pot, it should be great, right? Unfortunately, in my view, no, not quite. The film’s opening momentum is really not maintained by the screenplay by Michael Green (“Blade Runner 2049“; “Logan“). At heart, it’s a fairly static and “stagey” piece at best, set as it is on the rather claustrophobic train (just three carriages… on the Orient Express… really?). But the tale is made even more static by the train’s derailment in the snow. Branagh and Green try to sex up the action where they can, but there are lengthy passages of fairly repetitive dialogue. One encounter in particular between Branagh and Depp seems to last interminably: you wonder if the problem was that the director wasn’t always looking on to yell “Cut”!
All this leads to the “revelation” of the murderer as being a bit of an anticlimactic “thank heavens for that” rather than the gasping denouement it should have been. (Perhaps this would be different if you didn’t know the twist).
However, these reservations aside, it’s an enjoyable night out at the flicks, although a bit of a disappointment from the level of expectation I had for it. I can’t be too grumpy about it, given it’s a return to good old-fashioned yarn-spinning at the cinema, with great visuals and an epic cast. And that has to be good news.
For sure, Branagh does make for an amusing and engaging Poirot, even if his dialogue did need some ‘tuning in’ to. There was a suggestion at the end of the film that we might be seeing his return in “Death on the Nile” – the most lush and decorous of Peter Ustinov’s outings – which I would certainly welcome. He will have to find another 10 A-list stars though to decorate the boat, which will be a challenge for casting!
Gareth von Kallenbach (980 KP) rated Seeking a Friend for the End of the World (2012) in Movies
Aug 7, 2019
How many times have you seen this premise played out in film or other forms of entertainment: The world is going to end and there’s one last ditch plan or effort to save it (It inevitably succeeds, of course!); alternatively, the world has ended already and we’re left with post-apocalyptic society picking up the pieces. The premise is everywhere; the fascination with the end of days has been evident throughout our popular culture for decades. Yet, the thing about these two premises is that it avoids a (quite large) important question about the nature of the situation. What if our last ditch effort doesn’t succeed? What if there is no post-apocalyptic setting giving us hope for a re-built future. “Seeking a Friend for the End of the World”, a brand new film directed and written by Lorene Scafaria (“Nick and Nora’s Infinite Playlist”) attempts to focus on that gap often glossed over by apocalyptic fiction. It assumes there is no hope, there is a conclusion, and how do we deal with that?
It’s a comedy drama that pokes fun of the absurdity of a monotonous society coping with the conclusion of all civilization, while interweaving a touching romance between two people with broken pasts and deep regrets. Yet, it is a movie with some notable flaws, mainly in how it focuses its attention.
The premise is fairly simple, and rightly so. There is a large asteroid named “Matilda” barreling towards Earth and its impact will wipe out all life on our beloved planet. The film starts with the announcement that the last chance for Earth’s survival, a space mission to destroy the asteroid, has failed due to a fire on board the vessel. With only three weeks left to live, insurance salesman Dodge Peterson (Steve Carell) must decide how to spend the rest of his life. He decides to chase down an old highschool sweetheart and is accompanied by his neighbor, Penny (Keira Knightley) who wishes to return home to see her family one last time. They meet several characters in their roadtrip journey through pre-apocalyptica, including characters played by Rob Corddry and Martin Sheen.
The simple premise seems familiar due to its subject matter (C’mon, it’s 2012. I’m surprised there hasn’t been even more apocalypse movies flooding the theaters). Yet, strangely it feels fresh simply in how it handles itself. As said, most movies focus on the last daring mission to save mankind from certain destruction, or assumes that certain destruction really isn’t the end. People like to see hope, they don’t want to be confined by fate. This movie takes a different approach. Right off the bat it basically tells you there is zero hope, zero chance of getting out of this mess. Now what do you do? This particular premise lets comedy shine for the first two acts of the movie. There are subtle jokes, like the absurdity of naming a rock about to destroy all of mankind “Matilda”.
There are more traditional joke set-ups, favoring quick joke-punchline material that is mostly laugh-out-loud funny. And there is a fair amount of dark humor, simple funniness in the absurdity of how people treat the end of days. People mowing their lawns, still cleaning houses, even cops who continue to pull people over all poke fun of how people cannot let go of even the most monotonous of tasks that define their lift – regardless of how pointless they are due to the situation. Or the people who just let go and want to spend their last days without care, throwing themselves into orgies, drugs or riots. However, the tone of the drama limits the humor of the movie, favoring those kinds of moderate laughs over hysterical or hilarious moments. That’s the underlying issue of the film: that it feels like the humor is constrained due to fear of it undermining its drama.
Those who expect a comedy movie will only get two-thirds of one. And those who expect a drama movie will get mostly one. By no means does it fail at comedy or drama, but it just does not strike that delicate balance to be both in the same setting. The last act of the movie almost completely drops the comedy in favor of a dramatic and romantic conclusion. It’s not a huge fault, because the writing, and well-paced relationship development between the two main protagonists (Dodge and Penny), means that their inevitable romance seems natural, honest, and believable. The comedy is really only around in the first two thirds of the movie to try and keep your attention away from the obvious conclusion to their story – the fact that they end up together (and, perhaps, another conclusion entirely). So, when it does eventually happen, even though it was obvious from the start that it would, it does feel very endearing. The natural chemistry between Steve Carell and Keira Knightley is quite good, so buying their romance is not difficult in the slightest.
Yet, even still, that underlying issue keeps coming back. The fact that the comedy feels like a tool to facilitate a good dramatic ending ,instead of natural focus of the movie, undermines the experience for those who want to get some laughs. If there was a more natural balance between the romantic elements and comedy elements throughout the whole movie and not just the first two thirds, it could bring forth much more powerful comedy and/or drama. That way those who desire comedy or romance would be delighted to get a good deal of both intertwined.
I commend the film for how it handles the subject matter of inevitability. Even though it pokes fun at absurdity and really garners good laughs, it always has this underlying sense of regret, sadness and dread. You’re always reminded in the back of your mind that the world is going to end, but it does a good enough job pulling you into the characters’ last struggle to piece together their lives after decades of failure and regret that you end up really wanting to see them pull through somehow. Its last act is especially poignant, and definitely emotionally strong. Even though the themes of throwing away your past in favor of a happier future (despite it being such a short future) are not well concealed, they still end up being particularly strong. A film that can really make you appreciate what you have outside the film and the limited time you have left to enjoy it has to be commended for making you think.
“Seeking a Friend for the End of the World” is a fairly powerful romance drama that focuses on how people deal with loss, regret and the prospect of inevitable fate. More importantly, though, is that it focuses on how people can build something profoundly beautiful even in the last moments of their lives – regardless of their pasts or (lack) of future prospects. It has comedy in the movie, but it never really shines nor intertwines with the drama. They almost feel like two separate elements that struggle to mix together. Yet, the comedy is mostly laugh-out-loud funny and the drama is quite poignant and endearing. It definitely had the potential to make us laugh to tears or even bring us to tears through drama, but instead it settles for simply making us laugh and reflect.
It’s a comedy drama that pokes fun of the absurdity of a monotonous society coping with the conclusion of all civilization, while interweaving a touching romance between two people with broken pasts and deep regrets. Yet, it is a movie with some notable flaws, mainly in how it focuses its attention.
The premise is fairly simple, and rightly so. There is a large asteroid named “Matilda” barreling towards Earth and its impact will wipe out all life on our beloved planet. The film starts with the announcement that the last chance for Earth’s survival, a space mission to destroy the asteroid, has failed due to a fire on board the vessel. With only three weeks left to live, insurance salesman Dodge Peterson (Steve Carell) must decide how to spend the rest of his life. He decides to chase down an old highschool sweetheart and is accompanied by his neighbor, Penny (Keira Knightley) who wishes to return home to see her family one last time. They meet several characters in their roadtrip journey through pre-apocalyptica, including characters played by Rob Corddry and Martin Sheen.
The simple premise seems familiar due to its subject matter (C’mon, it’s 2012. I’m surprised there hasn’t been even more apocalypse movies flooding the theaters). Yet, strangely it feels fresh simply in how it handles itself. As said, most movies focus on the last daring mission to save mankind from certain destruction, or assumes that certain destruction really isn’t the end. People like to see hope, they don’t want to be confined by fate. This movie takes a different approach. Right off the bat it basically tells you there is zero hope, zero chance of getting out of this mess. Now what do you do? This particular premise lets comedy shine for the first two acts of the movie. There are subtle jokes, like the absurdity of naming a rock about to destroy all of mankind “Matilda”.
There are more traditional joke set-ups, favoring quick joke-punchline material that is mostly laugh-out-loud funny. And there is a fair amount of dark humor, simple funniness in the absurdity of how people treat the end of days. People mowing their lawns, still cleaning houses, even cops who continue to pull people over all poke fun of how people cannot let go of even the most monotonous of tasks that define their lift – regardless of how pointless they are due to the situation. Or the people who just let go and want to spend their last days without care, throwing themselves into orgies, drugs or riots. However, the tone of the drama limits the humor of the movie, favoring those kinds of moderate laughs over hysterical or hilarious moments. That’s the underlying issue of the film: that it feels like the humor is constrained due to fear of it undermining its drama.
Those who expect a comedy movie will only get two-thirds of one. And those who expect a drama movie will get mostly one. By no means does it fail at comedy or drama, but it just does not strike that delicate balance to be both in the same setting. The last act of the movie almost completely drops the comedy in favor of a dramatic and romantic conclusion. It’s not a huge fault, because the writing, and well-paced relationship development between the two main protagonists (Dodge and Penny), means that their inevitable romance seems natural, honest, and believable. The comedy is really only around in the first two thirds of the movie to try and keep your attention away from the obvious conclusion to their story – the fact that they end up together (and, perhaps, another conclusion entirely). So, when it does eventually happen, even though it was obvious from the start that it would, it does feel very endearing. The natural chemistry between Steve Carell and Keira Knightley is quite good, so buying their romance is not difficult in the slightest.
Yet, even still, that underlying issue keeps coming back. The fact that the comedy feels like a tool to facilitate a good dramatic ending ,instead of natural focus of the movie, undermines the experience for those who want to get some laughs. If there was a more natural balance between the romantic elements and comedy elements throughout the whole movie and not just the first two thirds, it could bring forth much more powerful comedy and/or drama. That way those who desire comedy or romance would be delighted to get a good deal of both intertwined.
I commend the film for how it handles the subject matter of inevitability. Even though it pokes fun at absurdity and really garners good laughs, it always has this underlying sense of regret, sadness and dread. You’re always reminded in the back of your mind that the world is going to end, but it does a good enough job pulling you into the characters’ last struggle to piece together their lives after decades of failure and regret that you end up really wanting to see them pull through somehow. Its last act is especially poignant, and definitely emotionally strong. Even though the themes of throwing away your past in favor of a happier future (despite it being such a short future) are not well concealed, they still end up being particularly strong. A film that can really make you appreciate what you have outside the film and the limited time you have left to enjoy it has to be commended for making you think.
“Seeking a Friend for the End of the World” is a fairly powerful romance drama that focuses on how people deal with loss, regret and the prospect of inevitable fate. More importantly, though, is that it focuses on how people can build something profoundly beautiful even in the last moments of their lives – regardless of their pasts or (lack) of future prospects. It has comedy in the movie, but it never really shines nor intertwines with the drama. They almost feel like two separate elements that struggle to mix together. Yet, the comedy is mostly laugh-out-loud funny and the drama is quite poignant and endearing. It definitely had the potential to make us laugh to tears or even bring us to tears through drama, but instead it settles for simply making us laugh and reflect.
Purple Phoenix Games (2266 KP) rated Century Golem: Eastern Mountains in Tabletop Games
Apr 21, 2021
Before I buy any new games, I like to do my research. I watch play-through videos, read reviews, check out ratings, etc. Hopefully I’ll even get a chance to play the game before I decide whether or not I want it in my collection. But when Century: Golem Edition – Eastern Mountains came out, I did none of that. I just immediately pre-ordered it blindly, no research done at all. I love Century: Golem Edition, and had faith in the quality of the Eastern Mountains version. Was my faith misplaced? Or does this second game in the Century: Golem trilogy live up to its predecessor and keep me hooked?
The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.
Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L
Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!
Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.
To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.
Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.
The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.
Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.
Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L
Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!
Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.
To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.
Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.
The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.
Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
Purple Phoenix Games (2266 KP) rated Dreams of Tomorrow in Tabletop Games
Sep 17, 2020
Let’s talk about dreams. They can range from simply reliving a stressful day at work, to remembering THAT embarrassing moment from your past, to maybe even discovering that you have superpowers. In your dreams, there are endless possibilities – but what if they meant something more? According to Dreams of Tomorrow, our dreams actually serve a bigger purpose!
Dreams of Tomorrow is game of set collection that utilizes a shifting rondel (I had to look up the definition too) in which players are working to weave a series of dreams into a complete Dream Sequence. Set in the future, players take on the roles of Dream Engineers, who are tasked with creating Dream Sequences to be sent to the past in an effort to save the future. Can you weave the most powerful Dream Sequence to alter the path of your present life, or is the future doomed to fall?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -L
To setup the game, place the Collective Consciousness (the rondel) in numerical order within reach of all players. Reveal a number of Dream cards from the Dream deck, based on the number of players, and these cards will create the communal Dreamscape. Each player receives a player card, cubes, and meeple in their chosen color, and sets their resources to the starting numbers, as described in the rulebook. All players begin with their meeples in the first space of the rondel, and in clockwise order, will select and pay for a Dream from the Dreamscape to be placed in their Dream Catcher (waiting area). Once all players have selected a Dream, and adjusted their resources accordingly, the game is ready to begin.
Dreams of Tomorrow is played over a series of rounds in which players will take turns performing 2 actions: Move and Take Action. Movement happens sequentially around the rondel, and players may choose how many spaces to move. To move 1-3 spaces is free, but to move more than 3 spaces will cost a number of resources. When a player decides to end their movement, they will then take the action indicated on the space on which they landed. These actions include: Gaining resources, Catching a Dream, Weaving a Dream, or Activating a Dream Ability. Gaining resources is pretty self-explanatory, and there is one neat thing to note: even if it is not your active turn, most of the rondel spaces have a Shared Effect, which grants an off-turn action to all non-active players. Catching a Dream means that you pay the requisite resources and select a Dream from the Dreamscape. Any caught Dreams go into your Dream Catcher until you are able to perform the Weave a Dream action. When you Weave a Dream, you again pay the requisite resources displayed on the Dream card and move the Dream from your Dream Catcher into your Dream Sequence (play area). To Activate a Dream Ability, you select a Dream card in your tableau, and use the ability printed on it. It is important to note that once Dreams are woven into your Dream Sequence, they will overlap each other, and only one Dream Ability will ever be available for use, so create that sequence wisely! Play continues in turns until one player has woven a Dream Sequence of five Dreams total. The round ends once all players have taken the same number of turns, and then final points are counted. The player with the highest score is the winner!
So all-in-all, how is Dreams of Tomorrow as a whole? I actually was very surprised at how much I enjoyed this game. When reading through the rules, it seemed kind of complicated and I was a bit worried before my first play. Once you actually get playing, however, the game is pretty intuitive and simple to play. One thing I particularly enjoyed about this game is its iconography. With only three resources and four actions, there are only seven icons of which to keep track. It keeps the cards from being cluttered with text, and makes the costs/abilities clear to understand. The iconography of the Dream Abilities, however, can be a liiiittle more complicated, but the game does come with Reference Cards which explain what every single icon means!
Another neat thing I enjoyed about this gameplay is the addition of Shared Effects. Even if you are not the active player, you will always gain some resource on everyone else’s turn. That adds an extra element of strategy because you have to amass your own resources for Dreams, but you have to be careful not to be giving your opponents too much extra help for themselves! Probably my favorite part of Dreams of Tomorrow are the actual Dream Abilities themselves. Performing the regular turn actions are pretty straight-forward, but Dream Abilities are more special and allow you to do even more on your turn. For example, some Dream Abilities allow you to change directions, move extra spaces, or even alter the Collective Consciousness, re-arranging the cards in a way to benefit you and hopefully hinder your opponents. The Dream Abilities are literal game-changers, and they really keep all players on their toes.
Talking about components, this game is of a pretty good quality. The cards are nice and sturdy, the player boards are decent, and the meeples and cubes are your standard wooden tokens. I’ve said in reviews before, but I always appreciate when games include Reference Cards for players, and Dreams of Tomorrow certainly delivered on theirs. The cards are clear, concise, and helpful during play. The artwork of this game is very vibrantly colorful and just plain pretty to look at. I found myself getting distracted by admiring the artwork, or catching Dreams based on their artwork, instead of taking their point-values or resources requirements into consideration. Oops. That’s just my bad, but the artwork really helps make the game more immersive.
Overall, I would say that Dreams of Tomorrow is a great little game. Admittedly, the rulebook is kind of daunting and seems a little overly complicated at first, but once you get into an actual game, it flows very quickly and easily. After just one turn, I got exactly what was happening and had no further questions about the gameplay. It really went above and beyond my expectations, and is one that I definitely look forward to bringing out in future game nights. Purple Phoenix Games gives it a dreamy 10 / 12. Check this one out if you haven’t before, it may just be the game of your dreams. (Ha, get it?)
Dreams of Tomorrow is game of set collection that utilizes a shifting rondel (I had to look up the definition too) in which players are working to weave a series of dreams into a complete Dream Sequence. Set in the future, players take on the roles of Dream Engineers, who are tasked with creating Dream Sequences to be sent to the past in an effort to save the future. Can you weave the most powerful Dream Sequence to alter the path of your present life, or is the future doomed to fall?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -L
To setup the game, place the Collective Consciousness (the rondel) in numerical order within reach of all players. Reveal a number of Dream cards from the Dream deck, based on the number of players, and these cards will create the communal Dreamscape. Each player receives a player card, cubes, and meeple in their chosen color, and sets their resources to the starting numbers, as described in the rulebook. All players begin with their meeples in the first space of the rondel, and in clockwise order, will select and pay for a Dream from the Dreamscape to be placed in their Dream Catcher (waiting area). Once all players have selected a Dream, and adjusted their resources accordingly, the game is ready to begin.
Dreams of Tomorrow is played over a series of rounds in which players will take turns performing 2 actions: Move and Take Action. Movement happens sequentially around the rondel, and players may choose how many spaces to move. To move 1-3 spaces is free, but to move more than 3 spaces will cost a number of resources. When a player decides to end their movement, they will then take the action indicated on the space on which they landed. These actions include: Gaining resources, Catching a Dream, Weaving a Dream, or Activating a Dream Ability. Gaining resources is pretty self-explanatory, and there is one neat thing to note: even if it is not your active turn, most of the rondel spaces have a Shared Effect, which grants an off-turn action to all non-active players. Catching a Dream means that you pay the requisite resources and select a Dream from the Dreamscape. Any caught Dreams go into your Dream Catcher until you are able to perform the Weave a Dream action. When you Weave a Dream, you again pay the requisite resources displayed on the Dream card and move the Dream from your Dream Catcher into your Dream Sequence (play area). To Activate a Dream Ability, you select a Dream card in your tableau, and use the ability printed on it. It is important to note that once Dreams are woven into your Dream Sequence, they will overlap each other, and only one Dream Ability will ever be available for use, so create that sequence wisely! Play continues in turns until one player has woven a Dream Sequence of five Dreams total. The round ends once all players have taken the same number of turns, and then final points are counted. The player with the highest score is the winner!
So all-in-all, how is Dreams of Tomorrow as a whole? I actually was very surprised at how much I enjoyed this game. When reading through the rules, it seemed kind of complicated and I was a bit worried before my first play. Once you actually get playing, however, the game is pretty intuitive and simple to play. One thing I particularly enjoyed about this game is its iconography. With only three resources and four actions, there are only seven icons of which to keep track. It keeps the cards from being cluttered with text, and makes the costs/abilities clear to understand. The iconography of the Dream Abilities, however, can be a liiiittle more complicated, but the game does come with Reference Cards which explain what every single icon means!
Another neat thing I enjoyed about this gameplay is the addition of Shared Effects. Even if you are not the active player, you will always gain some resource on everyone else’s turn. That adds an extra element of strategy because you have to amass your own resources for Dreams, but you have to be careful not to be giving your opponents too much extra help for themselves! Probably my favorite part of Dreams of Tomorrow are the actual Dream Abilities themselves. Performing the regular turn actions are pretty straight-forward, but Dream Abilities are more special and allow you to do even more on your turn. For example, some Dream Abilities allow you to change directions, move extra spaces, or even alter the Collective Consciousness, re-arranging the cards in a way to benefit you and hopefully hinder your opponents. The Dream Abilities are literal game-changers, and they really keep all players on their toes.
Talking about components, this game is of a pretty good quality. The cards are nice and sturdy, the player boards are decent, and the meeples and cubes are your standard wooden tokens. I’ve said in reviews before, but I always appreciate when games include Reference Cards for players, and Dreams of Tomorrow certainly delivered on theirs. The cards are clear, concise, and helpful during play. The artwork of this game is very vibrantly colorful and just plain pretty to look at. I found myself getting distracted by admiring the artwork, or catching Dreams based on their artwork, instead of taking their point-values or resources requirements into consideration. Oops. That’s just my bad, but the artwork really helps make the game more immersive.
Overall, I would say that Dreams of Tomorrow is a great little game. Admittedly, the rulebook is kind of daunting and seems a little overly complicated at first, but once you get into an actual game, it flows very quickly and easily. After just one turn, I got exactly what was happening and had no further questions about the gameplay. It really went above and beyond my expectations, and is one that I definitely look forward to bringing out in future game nights. Purple Phoenix Games gives it a dreamy 10 / 12. Check this one out if you haven’t before, it may just be the game of your dreams. (Ha, get it?)