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Black Adam (2022)
Black Adam (2022)
2022 | Action, Adventure
About As Middle-Of-The-Road As You Can Get
The DC Extended Universe (DCEU) has been criticized by many (including the BankofMarquis) for being too dark, dour and somber. The powers-that-be at DC clearly have heard that criticism and with their latest installment - BLACK ADAM - they ditched that grim tone.

If only they would have spent time on character and plot development instead of blowing things up and dispatching nameless/faceless henchmen.

Based on a DC Comics character the BankofMarquis knew nothing about - and featuring SOME characters from DC that the BankofMarquis had heard of (o’k, one character, Hawkman), BLACK ADAM stars Dwayne “The Rock” Johnson as the titular anti-hero who comes out of hibernation after about 5,000 years to exact vengeance on those who wronged him.

It’s a tricky line to walk when you are working with an anti-hero bent on death and destruction, but it can be done if you bring some humanity and humility to the character and have this anti-hero character go on some sort of journey of discovery along the way.

While this film succeeds for the most part in bringing a lighter tone and some fun to the proceedings, it seems that Director Jaume Collet-Serra (Orphan) and the trio of writers that penned this weak script opted to play it safe and didn’t go too dark (at the beginning) or too “Super-Heroey” (if that is a word) at the end, so what you get is a safe, middle-of-the-road entertainment that is “good enough” and (this is damning with faint praise), one of the better offerings in the DCEU.

Let’s start with the Johnson in the titular role. The film (and film-makers) play down Johnson’s inherent charm throughout the film - to the detriment of all. Johnson plays Black Adam with a focus of purpose and a lack of awareness and humor. While this could have been played with great effect neither Johnson nor Director Collet-Serra leans into this enough to make it a strong part of the offering. True, Johnson’s inherent charisma and screen presence shines through no matter how much it is attempted to be tamped down, but the character just comes off as plain vanilla.

Of course, Johnson’s physical form has never looked better and he excels in the action sequences - which are plentiful and full of explosions and destruction (destruction that is never commented on). These scenes overwhelm the story and the plot - and is one of the reasons that this film doesn’t rise above decent. It has lots of blowing things up and SuperHeroes going “smashy-smashy” with no real emotional resonance or consequence to them.

As for the other actors in this film, Aldis Hodge (ONE NIGHT IN MIAMI) is strong as the only DC Character previous known to the BankofMarquis - Hawkman. He is a welcome addition to this universe and it would be great if he showed up in more DCEU films - including adding him to any Justice League films.

Sarah Shahi (PERSON OF INTEREST on TV) is always a welcome sight in a film - and she more than capably fills in as the representative of the filmgoing audience as the human who is wrapped up the proceedings of these SuperHeroes while Mohammed Amer (the TV series RAMY) provides strong comic relief as Shahi’s brother.

Unfortunately, the film felt the need to put in 2 teenage Superheroes (I guess to appeal to their target audience) in the guise of Atom Smasher, Noah Centineo (THE PERFECT DATE) and Cyclone, Quintessa Swindell (the TV Series IN TREATMENT). These are both decent enough - and good looking enough - performers to put on screen, and they both would look good in a CW TV Series like THE FLASH, but their characters are pointless in this film. They are add-ons that don’t really add anything to the events.

And then there is good ol’ former James Bond Pierce Brosnan as Dr. Fate, a character the BankofMarquis knew nothing about before this film, but now am clamoring for a standalone movie for Brosnan and this character. He was the best thing in this move and this veteran actor understood the assignment, bringing humor and gravitas when needed while doling out sage advice - Obi-Wan style - to both Hawkman and Black Adam throughout the film.

All-in-all, a decent time at the theater (the DCEU has certainly done worse), but, in the end, BLACK ADAM is as disposable as Cotton Candy, fun while it lasts, but not anything that will stay with you for any length of time.

Letter Grade: B (the most solid “B” that a film can have).

7 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
Sir Apropos of Nothing
Sir Apropos of Nothing
Peter David | 2001 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Shelf Life – Sir Apropos of Nothing Skewers the Hero’s Journey
Contains spoilers, click to show
Fantasy and satire are two of my favorite genres in any medium, but especially so in books. Satirical fantasy, then, holds a special place on my shelves. I grew up on Sir Terry Pratchett’s Discworld series, and desire to imitate him and his style is what led me in middle school to begin writing in earnest, for fun, and for myself rather than just for my teachers and their assignments.

So when I picked up Sir Apropos of Nothing, I did so based on the title pun and the back-of-the-book synopsis that promised “a berserk phoenix, murderous unicorns, mutated harpies, homicidal warrior kings, and – most problematic of all – a princess who may or may not be a psychotic arsonist.” I expected another lighthearted riff on the familiar archetypes. Murderous unicorns? Unicorns are not typically described as such! Oh teehee, how unexpectedly humorous!

Sir Apropos of Nothing is a satirical fantasy, just like it promised, though at times it’s hard to tell how much of the story is played for laughs and how much is played straight. See, the thing about satire that’s easy to forget at times is that it’s not synonymous with buffoonery. Make no mistake – Apropos is a funny book, full of witty dialogue and groan-inducing puns. It’s a book that takes great delight in lampshading traditional fantasy tropes and archetypes, as well as the entirety of Joseph Campbell’s Hero’s Journey idea. But it is not always a silly lampshade; sometimes a cliche or trope is pointed out to have its inherit ridiculousness laughed at, and sometimes it is pointed out because it is causing real and lasting pain or damage, either to the society in which it is set or, more often, to the titular Apropos himself and his ever-degrading esteem of both the people around him and himself.

The tone, at first, is hard to pin down. The story starts in media res with the main character being caught by a knight while in mid-coitus with that knight’s wife and escalates from there. The second chapter opens with a fourth wall-breaking narrative admission by Apropos himself that this was done with the express purpose of catching your attention, and now we’re going back to cover Apropos’s childhood, which ends up being equal parts dark, tragic, punny, and conveniently trope-filled – all of which Apropos, as narrator, approaches with the same resigned, blasé outlook.

If this sounds a bit jarring, well, it kind of is. Early on, I wasn’t sure what to think of where the story was trying to go or what I was expected to feel about it. After the first turn from cliché to dark and visceral to light and punny, all within a few pages, I caught myself thinking, “Crap, is this book gonna try and mix goofy jokes with serious drama and thoughtful moral quandary?”

The answer is yes. And it pulls it off fantastically.

This is due in large part to the interesting depths of the antihero, Apropos, who seems to be so named purely for the joke in the title. In Apropos we see a deep sense of justice and rightness that is entirely eclipsed by an even deeper cynicism and an unshakeable instinct for self-preservation. His life is objectively terrible, but rather than brood and lament, he adjusts. He keeps his head down when he can, weathers abuse when he can’t, and learns to deal with the constant shit storm, all the while bottling his growing anger and resentment at a world that would allow such amounts of suffering and hypocrisy to go unchecked. The fact that he himself becomes a selfish, hypocritical, and generally awful person is not lost on him, and the result is a flawed, unheroic, pathetic coward of a protagonist, a magnificently multifaceted bastard who doesn’t spare even himself from his vast and withering contempt.

And it’s a blast. It really is. Apropos is refreshingly pragmatic and unabashedly pessimistic, a welcome change from the typical righteous-yet-humble heroes of traditional fantasy, or even the loveable and untalented everyman in over his head of traditional fantasy spoofs. Despite a portentous birthmark (on his ass, no less) and beginnings that are not “humble” so much as “poverty of the dirtiest kind,” Apropos is everything a hero should not be short of outright evil.

And this, as it turns out, is entirely the point. This is where the satire, funny or otherwise, really shines through. This is the crux that elevates Sir Apropos of Nothing from a generically self-aware fantasy story to an original and memorable subversion of storytelling as a whole.

Without giving too much away, there comes a point in the plot where Apropos realizes that the events surrounding his miserable life are part of a heroic tale that has been preordained by Fate and is now being epically written out by Destiny. And despite his birthmark, his tragic past, and his mother’s constant reassurances that he has some sort of great destiny hovering over him, he is not the hero. He is only a minor character. A walk-on role on the hero’s stage. A brief pit-stop along the hero’s journey. An NPC whose dreams, desires, and continued existence are so far below importance to the story as to be utterly negligible.

And once this finally clicks with him, he violently, brazenly rebels against it. He gives an emphatic middle finger to Fate’s ideas and sets about making Destiny sit up and take notice of him again. He momentarily and violently overcomes his own abject cowardice just long enough to find a way to completely wreck the traditional heroic ballad in which he lives, all on the basis that, dammit, the world owes him more than this, and nobody should be so miserably cursed as to live their entire life as a foil character.

At this point in my own reading, I didn’t know whether to cheer him on or worry about the repercussions of his actions, because he doesn’t suddenly become heroic when this happens. He’s exactly as much of a selfish, lying bastard as before, and however bad you feel for him, you can completely understand why he was never cast for this role in the first place. Add to this the complete disregard of the author for following what seems to be the obvious progression of events in favor of twists that take you completely by surprise, but still make complete sense and arise organically from the story itself, and you eventually give up thinking that you have any sense of where the story’s going or how any event is going to play out. From beginning to end, it feeds you familiar ideas and then completely subverts them, introduces clichés and then proceeds to tear them apart, and you laugh and pity and feel something the entire way through.

In short, Sir Apropos of Nothing is a book that will keep you turning page after page – not necessarily because of the gripping drama (although it has that) or because of any breezy humor (although it has that too), or because the narration itself oozes suspense (although it often does), but because, with the rapid infusion of new and creative ideas and the hidden depths of character constantly bubbling to the surface in everyone involved, you honestly never know what’s going to happen next. If you like fantasy and can stand to have your expectations messed with, Apropos is certainly apropos.
  
The Life of Pablo by Kanye West
The Life of Pablo by Kanye West
2016 | Hip-hop
8
6.3 (4 Ratings)
Album Rating
Kanye West is an iconic rapper from Chicago, Illinois. Not too long ago, he released his seventh studio album, entitled, “The Life of Pablo“.

ULTRA LIGHT BEAMS
The opening track functions as a Sunday-morning church revival, where Kanye is the ordained minister. He’s standing in the pulpit, preaching a time-sensitive sermon to his loyal congregation.

His message: God over Satan, keep the faith, pray for Paris, pray for parents, and we’re living God’s dream.

West sets the tone and declares where he stands on religious and socially-driven issues.

A Gospel choir emerges. The Dream and Kelly Price reinforce West’s message by singing verses of encouragement, leading to a heartfelt testimonial by Chance The Rapper.

While the collection plates are being filled with hopes of a better tomorrow, Kirk Franklin concludes the service by praying for everyone. He uplifts those who feel they are not good enough or have said, “I’m sorry,” too many times.

Father Stretch My Hands (Pt. 1)
A spiritual figure, Pastor T.L. Barrett, ushers in the second track with praises to The Most High. Future appears for a brief moment and Kid Cudi delivers a stunning chorus.

A liberated West returns to the pulpit and gives a brief, but somewhat explicit testimony of his past and present relationships to Amber Rose and Kim Kardashian.

Father Stretch My Hands (Pt. 2)
West continues his testimony and raps about his personal experiences. He speaks on the importance of returning his wife’s phone calls and not wanting to make the same mistakes his father made. Also, he mentions the passing of the mother in Hollywood, being broke, and the reason why he broke his jaw.

West’s words hit home, making room for another liberated soul to tell his story of triumph.

Desiigner, a newly-signed artist of G.O.O.D. Music, emerges from the underbelly of the ghetto. He raps about getting money illegally, drugs, and violence-familiarized by urban-street hustlers.

Though his grim subject matter contradicts the song’s hopeful message of liberation, it somehow adds mysticism or substance to Kanye’s brutally-honest testimony.

Desiigner, blessed with a futuristic flow, highlights a few things that West’s congregation needs to examine in order to be totally liberated.

FAMOUS
Whenever an important event occurs in an urban community, an after party is sure to follow. And a host of celebrities are always on standby to attend it. The Life of Pablo is no exception.

The fourth song features Rihanna and legendary-producer Swizz Beatz. Also, it contains timeless vocals from Sister Nancy and Nina Simone.

West, no longer in church clothes, stands out lyrically with witty, braggadocios lyrics.

Whether that statement is factual or not, it’s doesn’t really matter because West believes it is.

FEEDBACK
The fifth song serves as a transformational period, where West shows signs of the old Kanye.

West doesn’t need a psychiatrist to diagnose his problems. He does that himself by wearing them on his sleeves.

LOW LIGHTS
On the sixth track, West wrote via Twitter, “I put Low Lights on my album just thinking about all the moms driving their kids to school, then going to work.”

Listeners can now relate to the everyday struggle that mothers endure.

The song features an acapella sample from “So Alive” by Kings of Tomorrow.

The woman gives a grateful-testimony of God’s graciousness over a laid-back, simple piano groove. Her honesty is felt. Also, she sounds liberated because her Creator has accepted her for who she is.

HIGH LIGHTS
From lows to high, the seventh track is in direct correlation to “Low Lights”.

West and Young Thug put on their festive robes because it’s time to celebrate life. El Debarge and The Dream chime in, and West addresses a lingering issue.

But this is only the beginning. West finishes strong with more thought-provoking lyrics.

FREESTYLE 4
The eighth track features Desiigner. Again, when he and West are together, all hell breaks loose.

The once festive scene transforms into a grimy underworld filled with a prostitute that West is explicitly lusting after. The temptation makes it difficult for him to stand on his opening statement of Jesus over Satan. But the power of darkness is more powerful than West thinks. So, he subconsciously indulges in sexual misconduct.

I LOVE KANYE
On the ninth track, West realizes that he’s at war with himself. The old Kanye, known for chopping up soul records is fighting against the new Kanye that everyone hates. But Kanye wants to go back to being sweet again if that’s even possible. His multiple egos are fighting for control over the ‘real’ Kanye.

WAVE
West doesn’t stare in the mirror for too long. On the tenth track, redemption happens. Chris Brown, disguised as an angel, comes to West’s aid by providing much-needed light.

Miraculously, the sun emerges from the shade, a bird flies out its cage, and a nostalgic feeling is felt.

West realizes that nothing is impossible because waves don’t die and feelings don’t really go away.

FML (FOR MY LADY)
On the eleventh track, West realizes what’s really important to him and that’s his wife. Someone he won’t jeopardize for no other woman. Also, his children are all layers of his soul.

The Weeknd appears in the form of West’s conscience.

West remains focused and listeners can feel the positive aura of God surrounding him. He is determined to remain faithful to only Kim, no other woman.

REAL FRIENDS
West continues his introspective outlook and raps about trust issues that everyone can relate to. His honest, down-to-earth lyrics, mixed in with Ty Dolla $ign’s vocals, paints a vivid picture. Also, it forms a collectible souvenir that hangs nicely in listeners’ collective memories.

WOLVES
The thirteenth track provides a cooling effect with wild emotions and bizarre-sounds.
The setting, maybe an extraterritorial realm in West’s subconscious mind. Perhaps, it’s the Milky Way Galaxy or a dream-state of Saturn.

A time for relaxation, preparing listeners for a surprise guest.

SILVER SURFER INTERMISSION
The fourteenth track features a phone conversation between incarcerated Max B and French Montana. Also, Max voices his gratitude to West for showing him love.

30 HOURS
On the fifteenth track, West takes a trip down memory lane and raps about an ex-girlfriend that he used to drive 30-hours to see. He used to drive from Chicago to St. Louis, St. Louis to Chicago. He recalls the good times they shared. But unfortunately, her infidelity was the reason why they broke up.

NO PARTIES IN L.A.
The sixteenth track will go down in history as a legendary bar-fest between two elite emcees. Kendrick Lamar and West rap with dope punchlines and clever metaphors over a Madlib-produced track. Once again, West is flowing like the old Kanye that people love.

FACTS
The seventeenth track is a standout anthem where West brags that Yeezy just jumped over Jumpman. He’s in boss-mode, talking that big-money talk.

FADE
The final track features Post Malone and Ty Dollar $ign. The song has a reoccurring sample from Rare Earth, “Your love is fading/I feel it fade.”

The Eli Linnetz-directed video shows Teyana Taylor explicitly dancing.

CONCLUSION
Kanye West’s “The Life of Pablo” is a memorable hip-hop album with solid content and heavy replay value.

https://www.bongminesentertainment.com/kanye-west-life-pablo/
  
Viceroy
Viceroy
2014 | Bluff, Card Game, City Building, Civilization, Fantasy
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?

DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T

Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!

The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.

Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).

Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.

Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!

https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
  
Tail Story
Tail Story
2020 | Animals, Card Game, Print & Play
The saying goes, “If you can dream it, you can achieve it.” I know there were points in my life when I wanted to be a rock star, a zookeeper, or even a professional mascot. But who says that dreams only apply to people? Our beloved pets can dream too! Haven’t you ever seen a sleeping pup, legs twitching from an imaginary chase? Or caught your cat prowling around, as if on a secret mission? What do animals dream about? Well, Tail Story allows you to create dreams and achieve the impossible with your chosen pet!

Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L

Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.

Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.


Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.

Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!


I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.

Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!
  
40x40

Gareth von Kallenbach (980 KP) rated the PC version of Outriders in Video Games

Apr 10, 2021  
Outriders
Outriders
2020 | Action/Adventure, Shooter
Once Patched: Outriders Is A Fun And Engaging Adventure Which Provides Plenty Of Action
With the Earth deemed unsalvageable and with mounting natural disasters, humanity plans to send colony ships to the distant planet of Enoch in an effort to save humanity. After 86 years in space, an elite unit known as Outriders land to pave the way and soon finds themselves under attack by rival security forces and a deadly and bizarre storm that has decimated the Outriders.

Seriously injured the player character is put in stasis and is awakened 31 years later to find what is left of humanity engaged in a violent Civil War with the player being their best chance for survival.

Thus begins Outriders; an ambitious game from People Can Fly and Square Enix which looks to combine action, combat, loot, and Science Fiction into a bold gaming experience.

Players can customize the look of their characters and must select a class such as Trickster, Pyromancer, Devastator, and Technomancer. The classes have specific abilities which as players gain experience, unlocks and allows them to select and use devastating powers as it seems the exposure to the storm has given the player character God-like abilities and has earned them the title of “Altered”. I selected the Devastator class and enjoyed being able to suspend and reflect incoming fire, add a protective barrier, produce spikes to impale enemies, crush enemies with a gravity-based attack, dash and smash, and my favorite; a propelled leap that reduced all in my landing area to a pulp. Each power has a cool-down timer after use but as the game is very customizable; players can unlock and assign new perks which can increase damage, duration, and more for their powers, weapons, and such.

The game had an extensive demo available pre-launch and this allowed me to get to know the screens to equip, modify, swap, or deconstruct gear as there is a huge variety of armor and weapons for players to use and modify.

While the menu system at times was confusing at first in terms of what the main mission was and what were numerous side missions and such; I was able to get things up to speed and with strategic capture points; players can always jump back to various locales.

Since the early missions involved being around the main base filled with trade and other options; I had figured it would play into the game going forward. However, as I went deeper into the game I found it easier to simply deconstruct or not gather loot that I did not want and simply equip better gear and weapons as they came my way.

The progress I had made in the demo also carried over onto the main game so long as you use the same platform for release that you did in the demo. This was great to experience as I did not have to replay the lengthy intro and setup nor the early missions.

With a crew of NPC characters along for the mission, the player will journey into dangerous zones each with their own unique biosphere and dangerous creatures and enemies who come at you in waves and can be overwhelming even with the ability to set the game difficulty.

Outriders is setup to be played with a party of characters and much has been made of the rough launch for the game which included server issues, cross-play problems, missing HUD Displays, and such hampered gamers. I was able to connect with a player I found in the forums for the game and he helped me through some battles that I could not figure out how anyone could be expected to complete on their own at the skill level they originated at.

Players can randomly join a party but did not have a clue where they would be in the story progress or how many were in a party, but it was very easy to resume a campaign where I left off should the party I joined be further ahead of or back of where I wished to be.

I did jump into a game that is done randomly and was able to get some higher-level gear and weapons which helped when I returned to my campaign, but in time I again found myself in need of help. One player had issues with getting in my game and then being booted as an example. The HUD display would vanish often which required a return to the lobby, sometimes multiple trips; to get it back. While it seems like no big deal and I worked my way through at times without it; not being able to see a mini-map, health, and if your powers were recharged does make it difficult.

The game offers lavish locales from snow-covered mountains to a jungle, desert, temples, and more. The enemies can be very challenging as I found the ones with guns to be easier at times than the wildlife which came in waves and could take all I had to bring down.

The graphics of the game are solid and the combat mechanics reminded me of a mix of Gears of War and The Division series as from a third-person perspective; players could take cover and shoot from a shelter, or wade on into the oncoming enemies and use the vast arsenal of pistols, machine guns, shotguns, and sniper rifles to win the day.

The numerous cut scenes dive the story forward and upon completion of the story; there is a mode where players can work to retrieve items. It was humbling to have weapons that reduced powerful enemies to mush do little more than annoy the enemies I encountered as it was clear that this mode was best suited for advanced gamers in a party.

A new patch arrived yesterday which seemed to resolve the issues I had with matchmaking, server connections, and the missing heads-up display. I was able to match up with another player where I was in the game and the two of us powered through the main missions as well as some side missions to complete the game. We did not have any in-game chat/communication but we were able to work well as a team. I would suggest using Discord or a similar service if you are looking to play with friends on PC or chat with console users.

While the launch was rough due to the numerous issues; they were addressed and the final result once patched is a deeply enjoyable action game that provides plenty of fun and challenges. Some may say waves of wildlife and enemies may become repetitive but the vast array of them as well as the varied locales, weapons, and powers had me hooked from start to finish.

I was a big fan of People Can Fly’s Bulletstorm game and have longed for a sequel ever since that game arrived. Here is hoping that Outriders will become a new franchise and we will see more content in the not too distant future.
  
A Deadly Education: Lesson One of the Scholomance
A Deadly Education: Lesson One of the Scholomance
Naomi Novik | 2020 | Paranormal, Science Fiction/Fantasy, Young Adult (YA)
8
6.6 (5 Ratings)
Book Rating
A darker version of Harry Potter (1 more)
Witchcraft/occult
Main character was unlikable (1 more)
Too much internal dialogue
It's nice knowing that books about witches aren't dead. The main idea of Naomi Novik's new novel, A Deadly Education - - - a new series with the second book already slated to release in 2021 - - - is about a school of magic that is focused on survival. Of course, this may bring about similarities of J.K. Rowling's Harry Potter series, but this story is no way the same, A Deadly Education is a much darker witch school story with young murderers and also monsters that eat the students alive.

Yet this dark and morbid story is about a young girl who has been foreseen to possess powers that could destroy millions of people as our main character, and she can be quite off-putting at times. Her personality - - - a need to be liked, but refuses to allow anyone to like her, her need to show that she is always the smartest person in the room, and her blatant rudeness to a young man that saves her life more than once - - - makes it hard, as a reader, to root for this character. She does have moments of dark humor that made me laugh, moments of sarcasm that were pretty good, but she quickly assumes that everyone hates her and wants her to die before making it to senior graduation.

Galadriel is her name, but she prefers to go by El, and both of her parents were students at this Scholomance. She begins by talking about different kinds of witches there are at the school, including ones that use malia. Malia is a form of magic that takes it's mana from living things, including people. One such student she knows that uses malia is Yi Liu. El describes how malia of this sort slowly kills the one using it by telling the reader that Liu's eyes are turning all white, and her nails have gone completely black (and it's not polish).

Early on, readers are told about enclaves at the school, usually rich kids whose families have had more survivors from graduating classes than others. Students who are not part of these cliques know that it is very important to try to get an invitation to join one before senior year because your chances of survival are higher with a group than by yourself. El spends most of her time debating whether she wants to be part of one or not; her shifts in decisions are quite annoying. After she is saved by a student named Orion Lake, who is an enclaver from New York, she quickly decides to use him to obtain a seat in his enclave: " I couldn't blame her, really. It wasn't stupid to want to be pals with Orion if that looked like a real possibility. Aadhya's family lives in New Jersey: if she got into the New York enclave, she could probably pull them all inside. And I couldn't afford to alienate one of the vanishing few people who are willing to deal with me. "

Throughout the story, El becomes angrier and angrier every time that Lake saves her from being killed (which ends up almost being ten times), but one such time that he isn't able to, readers finally get to see what her powers have taught her, and this is practically the only time that we do: while an attack is happening in the library, El decides to go after Lake and help him save other students, but you can easily get lost in the library due to the shelves constantly moving, or you can be eaten because of the dark areas the shelves create; this is when a giant creature appears called a maw-mouth: "My whole body was clenched and waiting for it, and in the next flare of deep-red light I met half a dozen human eyes watching me, scattered over the thick rolling folds of the translucent, glossy mass that was just bulging its way out of the vent, many mouths open and working for air. " El tells us that the only way to stop a maw-mouth is to give it indigestion. "I stopped, and I used the best of the nineteen spells I know for killing an entire roomful of people, the shortest one; it's just three words in French, a la mort, but it must be cast carelessly, with a flick of the hand that most people get wrong, and if you get it even a little wrong, it kills you instead. " She does it correctly and the maw-mouth is defeated.

El believes that she saved a majority of the students from being killed by defeating the maw-mouth, but when she goes to breakfast the next morning, she finds out that a student had been 'poached' by a senior student. Every student's dorm room has a wall or spot that is nothing but a black abyss, where if anything that enters it will disappear forever. 'Poaching' is an act that has happened at the school before, and it's when a student pushes another student into the void, usually to take over their dorm room because the former's is unsafe. Oddly, this isn't surprising that it happened, when life at the school is life or death, people, especially teenagers, will make rash decisions without adults being present - - - yes, there are no teachers at this school, and everything seems to appear out of thin air.

The novel finally picks up pace when the wall leading to the graduation hall, which contains two maw-mouths for the senior class, is starting to break away, threatening to release any and all creatures into the school: "If a hole opened up to the graduation hall before the senior dorms were closed off, the seniors went from being the whole buffet to the toughest and most stale entrees on the menu. "

When the students decide to work together to patch up the hole, they soon find out that the senior students don't want it patched up: " 'But we also don't want to let you buy your lives with ours. That's what I hear seniors saying. Not, let's rip open the school, but why don't we make you, your class, graduate with us. Your class are the ones Orion has saved the most.' Chloe flinched visibly, and a lot of the other kids at our table tensed. 'So? Are you all willing to do that, graduate early, to save the poor little freshmen? If not, you can stop ' - - - she waved a hand in a spiraling circle, making a gesture of drama - - -'about how evil we are because we don't want to die...' "

The atmosphere in the story makes the threat of death in the school very real, but Novik's main character isn't well-written; there are side characters that I found much more interesting than El, and were better written. Lake is even a better character - - - especially when readers find out why he has a need to save people - - - I honestly believe it would have been a better story from Lake's point-of-view. Also, the amount of explaining that Novik does in the novel really breaks up the flow of the story, sometimes stopping right in the middle of an important scene just to explain something about the school.

I will be reading the sequel when it comes out because I do want to know what happens to a lot of the side characters and their senior graduation, but I can only recommend this book to people who love stories about witches and the occult. As for horror fans, I don't think you would get your fix from this novel.
  
Tranquility
Tranquility
2020 | Card Game, Numbers Game
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.

Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.

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. -T


To setup the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.

When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.

Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.


Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.

The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.

Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.

I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
  
Matryoshka
Matryoshka
2016 | Card Game
I don’t know about you, but I have always been fascinated by Russian nesting dolls, known as Matryoshka dolls. Something about opening the outer-most doll and finding an exact replica, but smaller, just brings me so much joy and satisfaction. I could play with them all day. So whilst perusing Miniature Market, I came across this little card game. Does Matryoshka give me the same sense of satisfaction as playing with physical nesting dolls? Or does it leave me feeling empty, like a Matryoshka that is missing its inner dolls? (This analogy is a stretch, but I’m sticking with it)


Matryoshka is a card game of hand management and set collection in which players are antique collectors attempting to gather complete sets of valuable Matryoshka dolls. Over the course of 4 rounds, players will be trading (in a sort of auction/bidding way) cards in their attempts to collect different sets of numerically ascending Matryoshka dolls. To setup for a game, you will first create the game deck. Depending on the player count, you will use a specific number of Matryoshka sets for the game – each set ranging from values 1-7. Shuffle the deck and deal 6 cards to each player, placing the remaining cards in the middle of the play area in a face-down draw deck. Players will then select 2 cards from their hand to place in their Display (tableau), organized as described in the rules. Cards in your display are visible to all players, and provide information as to what cards you have, and what cards you may be looking for. So deciding which cards to Display is part of your strategy. Select a starting player, and the game is ready to begin! Pictured below is the setup for a four-player game.
Each round is consists of 3 phases: Draw, Exchange, and Display. To begin the round, all players will draw 2 new cards from the deck. The Exchange phase is played in turns, beginning with the starting player as the active player. The active player will select one card from their hand to be placed face-up in the middle of the table. This is the card that is up for trade. All other players must then choose one card from their hands to be offered in exchange. Players keep their offer cards hidden, and the active player will secretly look at all offer cards. The active player then chooses one of the offer cards to take into their hand, and the player whose card was chosen takes the active player’s face-up card. All other players take their offer cards back into their own hand. Play then moves clock-wise, beginning another Exchange with a new active player.


When all players have had the opportunity to be the active player, the game moves to the Display phase. Players take all cards from their Display into their hand, and will then create a new Display. As the game rounds progress, the number of cards in each Display increases. To start the game, all players Display 2 cards. After the first round, the Display will have 4 cards, then 6, 8, and finally 13 to end the game. Again, cards in your Display are visible to all players, and that information could be used strategically when Exchanging cards in the second game phase. After the fourth and final round, players will have a total of 13 cards in their Display. Each Display is now scored, earning points for consecutive cards per row as well as sets of the same size of doll. The player with the highest total score is the winner of the game!
I should probably start by saying that I’m a sucker for set collection. So when I stumbled across Matryoshka, the theme drew me in and the set collection mechanic prompted me to hit ‘Add to Cart.’ And I have to say that I am loving this game. One major element that I like about Matryoshka is the simplicity of the gameplay. Draw 2 cards each round, offer cards from your hand in Exchange for others, create Displays of your sets. Easy as pie.

What really takes this game above and beyond for me are the strategic elements. Deciding which cards to Display at the end of each round is a major strategy point of the game. You have to be careful with which cards you choose to Display, because they are visible to all players. So maybe you’ve got a set of 5 consecutive cards, but do you really want your opponents to know that? Is it better to only Display a couple and use other sets to finish your Display? Or maybe you do want people to know you’re gunning for that set, as it may prompt them to offer any of those cards from their hand, for which you would pay a pretty price. You scratch my back, I’ll scratch yours, right? Along with that comes the negotiation tactic. During every Exchange, players are allowed to try to influence the active player for certain trades. Take my card now and I’ll owe you a favor later sort of thing. It’s neat to see what strategies players will try with each passing round.

ALSO it pays to pay careful attention to all opponents each round. When creating your Display at the end of every round, you do not have to use the same cards as in your last Display. So you can strategize to bait opponents to giving you cards you want, or to try and keep your chosen sets secret. That being said, paying attention to opposing Displays can be a good tactic. Maybe your neighbor just had a consecutive run of 3 cards in their Display, but now are choosing to only Display 1 of those cards – just because you can’t see the others, doesn’t mean they’re not necessarily there. So changing up Displays can be a way to maybe trick your opponents into thinking you do or do not have specific cards. If you keep a careful eye out, you may be able to deduce what everyone is hiding…

A quick note on components – this game is a stack of cards in a small magnetically-closing box. The artwork is thematic and unique, the rules and scoring aids are understandable, and the box itself is nice and sturdy. The cards are not the most high-quality I’ve seen in games, but as long as my players are gentle, that shouldn’t be a problem in the long run.

So all in all, I think you can tell that I love Matryoshka. The gameplay is simple and fast, yet the strategic options really get you thinking and perhaps second-guessing every Exchange that is made. I really like the element of changing Displays at the end of every round, as it allows players to adapt their strategy for the coming round. I wasn’t really sure what to expect when I picked up this game, but I was pleasantly surprised. It’s one that I’m definitely happy to have, and can see myself pulling it out often for a quick, yet strategic game between some of the bigger games out there. To bring back my analogy from my intro (yep, I’m committed to this joke), I would say that Matryoshka is nearly as satisfying as playing with a physical set of nesting dolls. If you’re looking for something light yet engaging, I would definitely recommend picking this one up. Purple Phoenix Games gives Matryoshka a nestled 5 / 6.
  
X-Men: Days of Future Past (2014)
X-Men: Days of Future Past (2014)
2014 | Action, Sci-Fi
This is the X-Men movie you've always hoped for. (3 more)
James McAvoy and Michael Fassbender further prove they are worthy successors to Patrick Stewart and Ian McKellan.
The action and special effects are brilliantly executed and undeniably satisfying.
An effective and engaging story with commendable performances all around.
This is what most superhero movies should strive to emulate. X-Men: Days of Future Past is a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.
The future in X-Men: Days of Future Past is more desolate than ever. Mutants are being hunted to extinction, with the few remaining survivors living together as refugees as they try to escape their all-too-certain fate of captivity or death. They are hunted by Sentinels, versatile and powerful machines programmed to locate and imprison any and all mutants, as well as any humans that attempt to help them. The entire world has been transformed into an apocalyptic dystopia at the mercy of these machines. In order to prevent their inevitable demise, the mutants devise a plan that will rewrite the course of history by telepathically sending the consciousness of one of their own back in time in order to stop the Sentinels from ever rising to power. Doing so means averting the assassination of their designer, Dr. Bolivar Trask, and accomplishing this will require the disbanded X-Men crew to put aside their differences and reunite for a common goal; to save the fate of mutants.

X-Men: Days of Future Past is personally only the second X-Men film that I have seen, and I believe that’s to my disadvantage when watching it. That’s not to say the film isn’t accessible to people that are unfamiliar with X-Men, but you will certainly get the most out of it if you’ve seen the other films, or at least are somewhat knowledgeable about the super mutant group. Fortunately for me, even though I haven’t seen the original X-Men trilogy, nor the Wolverine spin-off films, I saw plenty of the popular X-Men cartoon of the ‘90s when growing up, and probably read more than a handful of the comics. Therefore I felt right at home with the story, even when it quickly thrusts the audience right into the thick of the action. I can imagine newcomers might at times feel a little overwhelmed, especially with such a wide array of unique characters, and so much going on. Although I do believe that the film manages to very effectively balance the action and characters, and create an immensely entertaining and engaging experience regardless of your history with X-Men.

I think it speaks of the true power and quality of the film when I say that after watching X-Men: Days of Future Past, I am now eager to watch all of the other entries in the movie series. Not only to help myself better understand the numerous references to past films, but because the film is so good and so expertly made that I don’t want to miss anything else. Make no mistake, X-Men: Days of Future Past is not only one of the best superhero movies ever made, it’s also the perfect homage to the X-Men. The film merges the two timelines seamlessly, combining the legendary cast of the original trilogy with the equally impressive cast of X-Men: First Class. It ties everything together so well and concludes in such an extraordinary manner that I would feel perfectly content if they ended the X-Men series entirely with Days of Future Past. While I don’t expect the already announced X-Men: Apocalypse (2016) to be able to top this one, I will admit that I am still more than excited to see what they have in store for the future.

Days of Future Past has an incredible, star-studded cast. It brings back the beloved X-Men stars of old, highlighted by Hugh Jackman as Wolverine, as well as with Patrick Stewart and Ian McKellan reprising their roles as Professor X and Magneto. In addition, it includes the cast of X-Men: First Class, with James McAvoy and Michael Fassbender playing younger versions of Professor X and Magneto, while Jennifer Lawrence returns as Mystique. The more substantial newcomers include Game of Thrones star Peter Dinklage as Trask, the creator of the Sentinels, and Evan Peters, playing a teenage Quicksilver. Despite the film having a large number of characters, it doesn’t feel like any of them get the short end of the stick. While some of them may not get much screen-time, Days of Future Past still gives you a solid display of what each of the mutants are capable of. It’s a truly wonderful thing to be able to witness the new era of X-Men actors in the same film as their older counterparts, and it makes it all the more apparent just how remarkably well-cast McAvoy and Fassbender are for their roles. These two young stars in particular have especially large shoes to fill, but they each do an exceptional job. The way in which the film combines the young actors with the old makes it feel as though it’s honoring a proper passing of the torch from one generation to the next.

This action-packed film features some great acting performances, and even though there are a lot of characters, I don’t believe there is a single weak performance among them. The real star of the show is James McAvoy as young Charles Xavier, otherwise known as Professor X. McAvoy nails the inner-conflict of his character in what is surely the most demanding role of the movie. He portrays a convincing struggle of a great man who has lost his way and fallen into despair and desolation. He is a man torn apart by the tension between his feelings of compassion and his guilt-ridden capitulation. Fassbender, on the contrary, is unnerving and yet engrossing as the magnificent Magneto. I personally loved the way in which his character continuously throws a wrench into everyone’s plans by opting to take an alternative and selfish approach. I found him to be notably riveting during a tense scene that takes place on an airplane, where Fassbender really demonstrates his talent. Then of course, there’s everybody’s favorite mutant, Wolverine. Hugh Jackman’s Wolverine is wonderfully enthralling, insanely ripped, and appropriately arrogant. Jackman has turned Wolverine into a career-defining role. There is no doubt about it, he is Wolverine, and no one will ever do it better. Meanwhile, everybody’s favorite actress, Jennifer Lawrence, adds an emotional and memorable performance as Mystique. Lastly, newcomer Evan Peters is a real-stand out as Quicksilver, in a performance that surely will become an instant fan favorite. His big scene alone makes me wish I had seen the movie in 3D, and in fact, the movie is so good that I just might do that. The stellar cast of X-Men: Days of Future Past hit all the right notes, making the characters memorable, and personable.

The action in Days of Future Past is simply phenomenal. This is what most superhero movies should strive to emulate. What I admire most about the action of this film is that it’s smart. It’s well-thought-out and well-executed. It never feels derivative, nor uninspired. Everything has its purpose and has a tangible weight to it. Rather than cluttering the film with unnecessary action pieces, it instead focuses on making its important action sequences really memorable and really good. It also handles its use of violence extremely well, making it powerful and satisfying, without making it feel sugarcoated because of its PG-13 rating. The movie’s score is suitably powerful, helping to escalate the action and establish a tense, grandiose ambiance. The special effects seen here are outstanding. This is a big upgrade over First Class, not only in visual quality, but certainly also in scale. It reaches an epic level and yet it never hinders in quality or takes any shortcuts. It shows you what you want to see, and does it better than you’d ever expect. The result is a movie that’s as visually remarkable as it is entertaining. The true enemies of Days of Future Past, the Sentinels, look awesome. I don’t know how they looked in the older movies, if they’re even present at all, but I never liked their appearance in the comic books. I’m glad they’ve been completely reimagined from their original design, and I love how the movie demonstrates their ability to adapt to make them more efficient mutant-killing machines. The character Beast also looks better than ever, unlike in First Class where his appearance was embarrassingly bad, and borderline laughable. In X-Men: Days of Future Past, everything looks stellar. You won’t want to look away as you’re sitting on the edge of your seat in sheer delight.

The majority of the film is set in the 1970s, taking place after the events of X-Men: First Class, as the Vietnam War is coming to an end. Considering that the film deals with themes of discrimination, it’s fitting that this setting coincides with the Civil Rights movement, even though it’s not explicitly referenced. This was a time in American history when the country was divided, and it offers a strong parallel to the grim, segregated world depicted in the film’s present-day wasteland. The story of Days of Future Past is rather dark, dealing with an apocalyptic future fueled by fear, jealousy and hatred. Although, it still has its fair share of laughs, thanks to the always charming Wolverine and the lightning fast Quicksilver. The movie does an admirable job in recreating the ‘70s, and additionally with juggling the different time periods, while maintaining a steady, coherent pace. However, as much as I enjoyed the ending, I must say that using time travel as a method to clean up a series’ loose ends seems a little cheap, but it’s entirely forgivable given just how beautifully it all comes together. X-Men: Days of Future Past is ultimately a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.

X-Men: Days of Future Past embodies everything I love about movies. It has great action, unforgettable characters, an engaging story, top-notch special effects, and a nice healthy dose of comedy, while never feeling unoriginal or insignificant. I really believe this movie is every X-Men fan’s dream come true. To be honest, I have never considered myself much of an X-Men fan. Now that I’ve seen Days of Future Past, I’m an X-Men fan for life.

(This review was originally posted at 5mmg.com on 5.26.14.)