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Neil Hannon recommended Man-Machine by Kraftwerk in Music (curated)

 
Man-Machine by Kraftwerk
Man-Machine by Kraftwerk
1978 | Dance
8.0 (1 Ratings)
Album Favorite

"I think I was definitely one of the people who saw an excerpt on Tomorrow's World on Kraftwerk in 1975, and they were saying this is the mental, extreme edge of music, where they're doing it all with electronics and Kraftwerk were just about the only band who did this. Before The Human League, you would have heard 'Autobahn' on the radio occasionally, and maybe 'The Model', but that's about it, if you were lucky. And it was looked upon as really out there. It's more naturally linked with classical music, synth-pop, whereas rock & roll came from a different branch of music. I don't think I actually bought The Man Machine until I was 14 or 15, probably six or seven years after it was released. There's an awful lot of records that I love that I didn't really give a proper listen to until I was in my early twenties. I think there's a lot of fear in music, and listening to music, and a lot of people not wanting to go outside of their comfort zone. I remember when I was 12 or 13, my elder brother listening to some very strange music that he would have heard off John Peel or something, and I would half listen out of the corner of my ear and then run away, because it was so alien to me! It's only with time and with age and experience that you let yourself listen to things that would've sent you running in the old days. I've seen them live twice. The first time, I think I almost wet myself, it was at Tribal Gathering in 1997. It was the first time they'd performed in years and it was like a whole generation had come through absolutely worshipping Kraftwerk and suddenly they were back on the scene. The five minutes in that steaming tent were just the most exciting moments - the whole crowd was just feeling and waiting that this is finally going to happen after years and years. Then the curtains finally opened with the vocoder'ed voice and everybody just completely wet themselves - brilliant! They really give it some on stage, don't they - show men! It's all pretty static, but you wouldn't want it any other way."

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Final Fantasy: The Spirits Within (2001)
Final Fantasy: The Spirits Within (2001)
2001 | Adventure, Animation, Sci-Fi
I have almost nothing new to add, everything you've heard is true: the animation is almost religiously astounding for the time and even now (in spite of some expected hiccups for the rudimentary motion capture of the time: i.e. speed being an issue - anything that moves above 0.1 MPH has an unsightly motion blur all over it and all the running looks like mall-jogging), CGI wouldn't look this good for years and years afterward but the thing moves at a snail's pace with an oddly apparent avoidance of any sort of fun. Certainly still weird and visually prepossessing enough to get a pass (if this didn't have its unforgettable photorealistic animation it would suck just as hard as any other generic sci-fi fodder, this is home to some truly bracing imagery) - but what the actual hell were they thinking with this writing? All the characters are nonentities in their own story (delivered with similarly boring voice acting by an all-star cast, which most animated films would later replicate directly) and whatever remnants of a story are left behind in the rubble *do* have the potential to be poignant and thought-provoking but are rather just passively mentioned a time or two by way of banal exposition into a mess of things that don't add up to anything more than a stupid story. Can't believe they thought this would work with... anyone (especially fans of the character-driven games given that they turned this into some odd but rather bland alien film for some confounding reason lol) considering all the massive amounts of money they shoveled into it - and minus a few more points for being another tech-heavy future fantasy set in a world that's entirely grey and decrepit. However, the last half hour is some squarely invigorating, enigmatic spectacle that finds an intense beauty in how mind-boggling and glamorous it all is - you'd think the whole thing is always one second away from collapsing into the best of non-western genre surreality. In fact It seems almost unreal in and of itself to be watching something so conventional yet so unrestrained and auteurish. Really needed like eight movies to fully explore these themes but I'm also kind of glad they didn't - half epic and half yawnsville but the epic is more epic than the yawnsville is yawnsville.
  
Valerian and the City of a Thousand Planets (2017)
Valerian and the City of a Thousand Planets (2017)
2017 | Sci-Fi
Alpha, the inter-universal coalition of a thousand planets that has evolved to support millions of life forms, is under attack. Valerian and his partner, Laureline are assigned to find the culprits and destroy them. Based on the main characters in the 1967 French comic book series Valerian and Laureline. Luc Besson sends us out into the vastness of the universe and shows us how wondrous it can be.

The director of The Fifth Element has been working on this film for about ten years. Besson has mentioned he had wanted to work on this project for years and it would not have been made before the technology used in James Cameron’s Avatar. The film is a eye-gasming smorgasbord of star systems, planets and five hundred different alien species. The story itself does not hold many surprises. Heroes looking for villains, lasers pew-pewing across time and space. Goal to save the world as they know.

Valerian (Dane DeHann) and Laureline (Cara Delevingne) have a cool/electric repartee of partners who know each other well and are working to combat the underlying…tensions. We learn that Valerian, quite confident in his abilities does not work as well without Laureline by him. Not as the sidekick, but equal. Throughout the film, we see the humor in their relationship with the push and push of their personalities trying to gain the upper hand. The film has some visual and physical comedic moments that tip the hat to screwball, buddy comedies.

The movie is such an incredible visually dazzling event throughout, there’s so much going on that at times I wondered what I could have been missing . The characters are striking: Rhianna’s performance as Bubble was an ocular delight. The costuming and makeup were fanciful, artistic and offbeat. All the CG work in this movie truly makes me wonder what it is like to live in Luc Besson’s mind. I can see the inspiration taken from the comic books which give us the characters and storyline, but the imagination that illustrates Valerian and Laureline’s universe on the big screen is absolutely mind-blowing.

If you are a fan of the Fifth Element, you will enjoy this film. However, you don’t need to be a fan to enjoy this adventure. I highly recommend that you view this in 3D, it enhances the vision created by Besson.
  
    Secret Files: Sam Peters

    Secret Files: Sam Peters

    Games and Entertainment

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    [ The acclaimed point and click adventure Secret Files Sam Peters has now found its way back onto...

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ClareR (6037 KP) rated I, Julian in Books

May 16, 2023  
I, Julian
I, Julian
Claire Gilbert | 2023 | Fiction & Poetry, Religion
10
10.0 (1 Ratings)
Book Rating
The concept of an anchorite, or in this case an anchoress, has fascinated me ever since I googled the term when my dad sent me a CD by someone called The Anchoress (she’s very good, by the way!). So when this book popped up on NetGalley, I was all in. And to be fair, the front cover would pretty much mean an insta-buy for me (it is gorgeous).

This novel imagines, what the autobiography of Julian of Norwich would be like. Julian was born in the mid-1300s, and after some serious losses during periods of pestilence - her father and then husband and daughter - she decides that she doesn’t want to remarry.

When she becomes very I’ll and almost dies, Julian experiences visions of God, and decides that she will devote her life to prayer. When a position as an anchorite in Norwich Cathedral becomes available, Julian Starts to prepare.

I found this an absolutely fascinating read. Basically, as an anchorite, you become dead to the world. You go to your own funeral wearing a shroud, and then you’re taken into a room where the door is bricked up. Your only contact with the world is through two small windows: one is for contact with a servant (you need to be able to afford one - they feed and clothe you, and pass cleaning materials as well through hole), the other opens on to the altar in the church. You pray, you listen to penitents or people wanting to confess, and your speak to your confessor (how on earth would you be able to sin?!). And then you pray more.

Ok, I admit that this review may not sell the book (I hope it does!) to its best advantage, but I really did find it fascinating! The fact that Julian’s faith was so strong that she could lock herself away from the world entirely was so alien to me. To be honest, I would imagine that devoting yourself to the cloistered life as a nun might be more favourable to dying young in childbirth as so many women did then. However, I very much doubt that the life of an anchorite was easy!

This is a thoroughly believable, well-written book. One to be savoured. I loved it.
  
Stellar Leap
Stellar Leap
2018 | Exploration, Science Fiction, Space
You are the member of an alien species, and your mission is to explore the galaxy! Discover new solar systems, build colonies on new planets, and gather resources along the way to sustain your species. Some neighboring alien species have also decided to foray into exploration, and will likely cross your path at some point or another. Are you a friendly race, willing to cooperate and maybe even cohabit a new planet? Or are you more aggressive and less willing to share? Only time, the cards, and the dice, will tell. Put your strategy to the test as you race to become the most prestigious alien species in the galaxy. So suit up and get ready for blast off!

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. We 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

Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.

To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!

The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.

At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!

So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.

The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.

Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.

Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
  
Faza
Faza
2020 | Science Fiction
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.

Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.

In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??

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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.

During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.

During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.


Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!

The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.

As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.

If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.