Search
GPSRecorder Free
Navigation and Lifestyle
App
The “GPS Recorder Free” is a recorder capable of operating in all kinds of measuring...
GPS Tracks
Navigation and Health & Fitness
App
"One of the better GPS apps for sporting enthusiasts for the iPhone..." - Bryan Wolfe, AppAdvice.com...
Gareth von Kallenbach (980 KP) rated the Xbox One version of XCOM 2 in Video Games
Jun 19, 2019
Back in the day when having a 486 CPU make you the envy of many gamers, game called XCOM arrived and quickly establish the bar for which all other turn-based strategy games would be judged against. The sequel XCOM: Terror From The Deep was also very worthy but sadly subsequent entries and the series including a flight Sim, Exo-Suit Combat game, and a canceled first-person shooter left the game pretty much being a fondly remembered relic of an age long ago. When 2K 10 the rights to the franchise and put out the very solid XCOM: The Bureau and X-Com, fans could not be happier. XCOM was a modern day turn-based strategy game that contains all the elements that made the original game such a success along with updated graphics and capabilities that are made possible by today’s modern computers.
The success of the game spawned XCOM 2 were once again players must take command of the team of soldiers fighting against an alien incursion.
This timeout players need to command a resistance unit and as before, delegate valuable resources to areas such as combat research, weapons research, scientific research, base expansion, equipment, and much more.
From there base players are free to upgrade the facilities, research new technologies, select which missions to take, and which soldiers and equipment to use. The level of detail is so high that players can even promote their troops, and mourn fallen comrades at the base Memorial.
Typically a player quips their vehicle and assigns squad of soldiers to a combat area where they can use their relegated turn units to move, take cover, assume support position, attack, reload, and so much more. When a turn is complete, players must watch while the enemy takes their turn and he can be a little frustrating to have your poor helpless Squaddie cut down in their prime by enemy you did not notice.
The enemies are extremely advanced, well-armed, incapable of Psionic powers such as being able to mind control your troops and even raise the dead which can be very frustrating is nothing is more demoralizing than cutting down an elite enemy unit only to see them resurrected back in the game.
As with the best elements of the series you’re constantly in an arms race to research new technology and weaponry to keep up with the enemy and just when you think you have turned the corner. The enemy will roll out new units and weaponry to once again put you at a disadvantage. Combine this with the fact that resources and funding are always paramount to your success, players must always maintain good relationships with there’s financial supporters as a lack of funds is more deadly than any combination of alien assaults.
The game is graphically impressive and highly diverse as there are multiple styles of play that can be employed which gives the game an unparalleled level of strategy. It should also be noted that the game is exceedingly difficult at times and I spoke to one player who said that he nearly deleted the game several times while playing it in frustration but was glad he stuck it out because the final confrontation was absolutely epic.
There is a multiplayer mode for the game that allows players to assemble a trained team of units and take on various challenges and while entertaining, I must admit that I spent the majority of my time playing the campaign mode but look forward to playing this more in the future.
XCOM 2 is a very worthy sequel that in many ways surpasses the original in terms of a deeper and more intense story and gaming experience that really draws you in. One can almost feel the horror at seeing the latest alien terror up close and watching your squad members could cut down as you desperately attempt to achieve the mission objective. Whether you want a dose of nostalgia or a solid challenge, I highly recommend XCOM 2 as it is not only a first rate game, it is one of the best games of the year and likely will be the recipient of several awards in the not too distant future.
http://sknr.net/2016/02/29/xcom-2/
The success of the game spawned XCOM 2 were once again players must take command of the team of soldiers fighting against an alien incursion.
This timeout players need to command a resistance unit and as before, delegate valuable resources to areas such as combat research, weapons research, scientific research, base expansion, equipment, and much more.
From there base players are free to upgrade the facilities, research new technologies, select which missions to take, and which soldiers and equipment to use. The level of detail is so high that players can even promote their troops, and mourn fallen comrades at the base Memorial.
Typically a player quips their vehicle and assigns squad of soldiers to a combat area where they can use their relegated turn units to move, take cover, assume support position, attack, reload, and so much more. When a turn is complete, players must watch while the enemy takes their turn and he can be a little frustrating to have your poor helpless Squaddie cut down in their prime by enemy you did not notice.
The enemies are extremely advanced, well-armed, incapable of Psionic powers such as being able to mind control your troops and even raise the dead which can be very frustrating is nothing is more demoralizing than cutting down an elite enemy unit only to see them resurrected back in the game.
As with the best elements of the series you’re constantly in an arms race to research new technology and weaponry to keep up with the enemy and just when you think you have turned the corner. The enemy will roll out new units and weaponry to once again put you at a disadvantage. Combine this with the fact that resources and funding are always paramount to your success, players must always maintain good relationships with there’s financial supporters as a lack of funds is more deadly than any combination of alien assaults.
The game is graphically impressive and highly diverse as there are multiple styles of play that can be employed which gives the game an unparalleled level of strategy. It should also be noted that the game is exceedingly difficult at times and I spoke to one player who said that he nearly deleted the game several times while playing it in frustration but was glad he stuck it out because the final confrontation was absolutely epic.
There is a multiplayer mode for the game that allows players to assemble a trained team of units and take on various challenges and while entertaining, I must admit that I spent the majority of my time playing the campaign mode but look forward to playing this more in the future.
XCOM 2 is a very worthy sequel that in many ways surpasses the original in terms of a deeper and more intense story and gaming experience that really draws you in. One can almost feel the horror at seeing the latest alien terror up close and watching your squad members could cut down as you desperately attempt to achieve the mission objective. Whether you want a dose of nostalgia or a solid challenge, I highly recommend XCOM 2 as it is not only a first rate game, it is one of the best games of the year and likely will be the recipient of several awards in the not too distant future.
http://sknr.net/2016/02/29/xcom-2/
Purple Phoenix Games (2266 KP) rated Abstract Academy in Tabletop Games
Feb 25, 2022
There’s just something about a well-thought out and appealing box cover to really get you into it, am I right? Look at that graphic. The negative space used for the A and Y in AcademY is just sublime! Wait, I recognize those names on the box. Didn’t they also design some other games I enjoy? (1 minute later after consulting BGG) IT’S THE TEAM BEHIND TRUFFLE SHUFFLE, POINT SALAD, AND DOLLARS TO DONUTS?? I love those games! Oh, this is going to be good! AND it’s from Crafty Games? Boom. Gotta be a hit, I just know it. But where is all the food?
Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.
DISCLAIMER 1: 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
DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.
To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!
Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.
Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.
In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.
Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.
I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.
Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.
The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.
I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.
If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.
Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.
DISCLAIMER 1: 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
DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.
To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!
Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.
Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.
In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.
Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.
I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.
Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.
The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.
I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.
If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.
CCNA Routing and Switching ICND2 200-105 Official Cert Guide
Book
Trust the best-selling Official Cert Guide series from Cisco Press to help you learn, prepare, and...
Hadley (567 KP) rated Stranger Things: Suspicious Minds in Books
Jun 10, 2019
The first novel adapted from the Netflix series hit 'Stranger Things' is an astonishing work of art. Viewers of the show may be familiar with Eleven's mother, Terry Ives, which this book surrounds. Along for the ride are a few important characters that weren't mentioned in the series: Alice, Gloria and Ken - a self proclaimed psychic - all of which meet because they signed up for a human experiment at Hawkins National Laboratory, where each are given doses of LSD every week. This quickly tells readers that the book is not recommended for anyone under the age of 14.
Although the series has more than one book, and no end in sight, Bond was only chosen to do this novel. 'Suspicious Minds' is categorized under Young Adult books, but with the heavy Vietnam content, it's not considered that many young adults today can actually relate with this story or even understand the devastating effects of a looming draft hanging over the heads of young men throughout America in the 1960's. But Bond does a wonderful job in relating the emotional state of this era through our main character, Terry. Another subject that Bond does a fantastic job of explaining in 'Suspicious Minds' is the taboo of being a pregnant, unwed mother in this era, something that seems to be making headlines again in the States nearly 60 years later.
Bond shows us a young Dr. Martin Brenner, with neatly styled brown hair and an almost unlined face, as well as a more lively Terry Ives (which only season 2 has shown a very short flashback sequence of Terry being mobile before her dreaded consequence from being associated with the human experiments). We find out that the reason Terry volunteered for the experiment is due to her father's service in WWII, and wanting to make the world a better place. Bond brings in the other important characters, who also volunteered for the experiments, quickly bonding the four as friends for life.
As far as characters go, these four are written very well. Although Terry is the main character of 'Suspicious Minds,' we get to see from the viewpoints of all people, including Brenner. Bond gives the reader a short background on what LSD is and where it came from when the time comes for the experiments to begin. Brenner doesn't really explain why he gives LSD to the volunteers, but only that it is part of a secret experiment. Even when Terry is placed in a sensory deprivation tank, he doesn't reveal anything to her, and Bond does a great job of keeping the characters enough in the grey area of knowing that it's believable. Even at one point, when Terry begins to suspect something strange from the experiments, she keeps the belief that whatever is going on at Hawkins Laboratory must be important: " 'But you can't see it's important?' Terry leaned in close, and they kept their voices down as other students walked past. 'They just called up the school and told them to give me Thursdays off and I'm getting credit for it? They're tying our grades to doing this. And no one asked any questions. They just agreed. I have to keep going.' " Bond eloquently keeps the mystery going.
This mystery is even interesting to those who know what happens in the end. In 'Stranger Things,' Terry is introduced as a comatose woman in a rocking chair- who happens to be Eleven's mother. We have never met Gloria, Alice or Ken. The three become very close to Terry, and they all somehow escape from Brenner's grasp, but they also end up joining in Terry's pursuit of getting Eleven/Jane back to her mother. Fans of the show might be left asking what happened to these three enjoyable characters? I haven't seen any plans for a part two of this story, so we may be left not knowing what happened or if the three are even still alive today (in the Stranger Things' era). Even more enjoyable is the random use of J.R.R. Tolkien's 'The Lord of the Rings,' where in one scene, Alice and Terry decide to name their small group 'The Fellowship of the Lab.' Any veteran reader will be happy to see a classic brought up in a newer book of today.
And also of interest, fans will recognize a little girl who is frequent throughout the story: Eight a.k.a. Kali. We never get to see through Kali's perspective, but the reader does get to see the multitude of her abilities. For instance, Kali is able to scare personnel in the lab by causing the hallucination of tidal waves inside the building, only to stop when Brenner (or Papa to her) gives her her favorite sweet: Hostess cakes. Other than that, Kali is like any child; she throws tantrums and rebels from her Papa, sometimes to the laughter of the reader.
One point, Terry even meets with Kali in her LSD induced state: " Terry shook her head. 'There can be. He's just a man. He can't know everything.' She paused. 'Does he hurt you? Papa?' Kali frowned, but she didn't answer. 'If he does... I can help you.' Terry had to make her understand. The little girl shook her head. 'I don't think so. I might be able to help you, though.' A field of yellow sunflowers grew up around them. A rainbow arcing over the golden tops." Terry, understandably, begins to scheme about how they can help Kali to escape the lab.
Bond does a great job of transitioning between Terry's point of view to the other characters' viewpoints. We get a young woman named Gloria, who has a secret obsession with comic books (especially X-Men). A hippie-looking man named Ken, who claims he is psychic, but just happens to have a lot of hunches that come true. And last, but not least, another young woman named Alice, who shows up in grease covered overalls and curly black hair, explaining that she works for her uncle's garage and that she loves machines. These three are delightful to read about, and the story would be boring without them.
This book was the perfect novel to answer questions fans may have had about Eleven's mother. Bond writes smoothly and easily enough that you may find yourself wanting to read just one more page before setting the book down for the evening. She drags you into the world of the 1960's and helps young readers to feel the emotional time that it was for women like Terry. But with only a few inconsistencies here and there, 'Suspicious Minds' leaves us wanting more. If you are a fan of 'Stranger Things,' I say that this is a must-read! Highly recommend!
Although the series has more than one book, and no end in sight, Bond was only chosen to do this novel. 'Suspicious Minds' is categorized under Young Adult books, but with the heavy Vietnam content, it's not considered that many young adults today can actually relate with this story or even understand the devastating effects of a looming draft hanging over the heads of young men throughout America in the 1960's. But Bond does a wonderful job in relating the emotional state of this era through our main character, Terry. Another subject that Bond does a fantastic job of explaining in 'Suspicious Minds' is the taboo of being a pregnant, unwed mother in this era, something that seems to be making headlines again in the States nearly 60 years later.
Bond shows us a young Dr. Martin Brenner, with neatly styled brown hair and an almost unlined face, as well as a more lively Terry Ives (which only season 2 has shown a very short flashback sequence of Terry being mobile before her dreaded consequence from being associated with the human experiments). We find out that the reason Terry volunteered for the experiment is due to her father's service in WWII, and wanting to make the world a better place. Bond brings in the other important characters, who also volunteered for the experiments, quickly bonding the four as friends for life.
As far as characters go, these four are written very well. Although Terry is the main character of 'Suspicious Minds,' we get to see from the viewpoints of all people, including Brenner. Bond gives the reader a short background on what LSD is and where it came from when the time comes for the experiments to begin. Brenner doesn't really explain why he gives LSD to the volunteers, but only that it is part of a secret experiment. Even when Terry is placed in a sensory deprivation tank, he doesn't reveal anything to her, and Bond does a great job of keeping the characters enough in the grey area of knowing that it's believable. Even at one point, when Terry begins to suspect something strange from the experiments, she keeps the belief that whatever is going on at Hawkins Laboratory must be important: " 'But you can't see it's important?' Terry leaned in close, and they kept their voices down as other students walked past. 'They just called up the school and told them to give me Thursdays off and I'm getting credit for it? They're tying our grades to doing this. And no one asked any questions. They just agreed. I have to keep going.' " Bond eloquently keeps the mystery going.
This mystery is even interesting to those who know what happens in the end. In 'Stranger Things,' Terry is introduced as a comatose woman in a rocking chair- who happens to be Eleven's mother. We have never met Gloria, Alice or Ken. The three become very close to Terry, and they all somehow escape from Brenner's grasp, but they also end up joining in Terry's pursuit of getting Eleven/Jane back to her mother. Fans of the show might be left asking what happened to these three enjoyable characters? I haven't seen any plans for a part two of this story, so we may be left not knowing what happened or if the three are even still alive today (in the Stranger Things' era). Even more enjoyable is the random use of J.R.R. Tolkien's 'The Lord of the Rings,' where in one scene, Alice and Terry decide to name their small group 'The Fellowship of the Lab.' Any veteran reader will be happy to see a classic brought up in a newer book of today.
And also of interest, fans will recognize a little girl who is frequent throughout the story: Eight a.k.a. Kali. We never get to see through Kali's perspective, but the reader does get to see the multitude of her abilities. For instance, Kali is able to scare personnel in the lab by causing the hallucination of tidal waves inside the building, only to stop when Brenner (or Papa to her) gives her her favorite sweet: Hostess cakes. Other than that, Kali is like any child; she throws tantrums and rebels from her Papa, sometimes to the laughter of the reader.
One point, Terry even meets with Kali in her LSD induced state: " Terry shook her head. 'There can be. He's just a man. He can't know everything.' She paused. 'Does he hurt you? Papa?' Kali frowned, but she didn't answer. 'If he does... I can help you.' Terry had to make her understand. The little girl shook her head. 'I don't think so. I might be able to help you, though.' A field of yellow sunflowers grew up around them. A rainbow arcing over the golden tops." Terry, understandably, begins to scheme about how they can help Kali to escape the lab.
Bond does a great job of transitioning between Terry's point of view to the other characters' viewpoints. We get a young woman named Gloria, who has a secret obsession with comic books (especially X-Men). A hippie-looking man named Ken, who claims he is psychic, but just happens to have a lot of hunches that come true. And last, but not least, another young woman named Alice, who shows up in grease covered overalls and curly black hair, explaining that she works for her uncle's garage and that she loves machines. These three are delightful to read about, and the story would be boring without them.
This book was the perfect novel to answer questions fans may have had about Eleven's mother. Bond writes smoothly and easily enough that you may find yourself wanting to read just one more page before setting the book down for the evening. She drags you into the world of the 1960's and helps young readers to feel the emotional time that it was for women like Terry. But with only a few inconsistencies here and there, 'Suspicious Minds' leaves us wanting more. If you are a fan of 'Stranger Things,' I say that this is a must-read! Highly recommend!
Purple Phoenix Games (2266 KP) rated Ghoulash in Tabletop Games
Sep 3, 2019
Beef, elbow macaroni, tomato sauce, onions, garlic, many other spices. Combine. This is goulash.
Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.
When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?
DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!
On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.
Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.
The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!
Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.
I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.
That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.
Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.
When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?
DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!
On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.
Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.
The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!
Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.
I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.
That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.
Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
Purple Phoenix Games (2266 KP) rated Posthuman in Tabletop Games
Aug 25, 2021
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Bob Mann (459 KP) rated Star Wars: Episode IX - The Rise of Skywalker (2019) in Movies
Dec 20, 2019
Young ensemble cast actually ensembling! (1 more)
Adam Driver on great form
After 42 years - does it leave with a bang or a whimper?
This review will be spoiler-free.
And so we come to the grand conclusion of George Lucas's nine-film vision, and someone can at last put the multi-limbed behemoth in a coffin and nail down the lid. It's certainly been a bumpy ride for this latest trilogy under Disney's stewardship, with rabidly negative fan-boys getting very hot under the collar about 'their baby' being despoiled by the evil empire!
We left the end of the last film with the Rebellion in tatters, reduced to a tiny fleet of ships. (It was truly fortunate that our key players were not on any of the lost ships wasn't it?) Rey (Daisy Ridley) is progressing her Jedi-training under the guidance of a new teacher. But the presence of Kylo-Ren (Adam Driver) is forever there, and their long-distance "psycho-chats" are becoming ever more 'substantial' as the bond between them grows.
But a dark presence from the past has returned, and both are drawn to it in different ways. A showdown between the forces of good and evil is inevitable.
The pace of the film is frenetic and totally exhausting. The first 30 minutes hardly pause for a breath as we zap around from location to location. Where the film really worked better for me was in the quieter and more reflective moments. Kylo Ren is in many of these moments: one, where he visits a very dark place, is well done; and one, where he receives a special visitor, is an interlude that is surprisingly effective. Adam Driver really is in excellent form here; he's never been my favourite actor in the world, but here truly impresses.
One of the problems of the first two films in the trilogy is that it sent all the young leads off in multiple different directions. The result was that there was very little of the interplay of the first films (between Han, Luke and Leia) that made them so memorable. Here that issue is rectified and Poe (Oscar Isaac) and Finn (John Boyega) develop a close onscreen bond with much resultant banter. Ridley's Rey also gets thrown into the mix, with the result that a group hug feels at last normal and right. It's bizarre, but you suddenly realise what was missing here when - FOR THE FIRST TIME - two of the characters get introduced to each other!
A welcome inclusion is that of the late Carrie Fisher as Leia. It's actually extraordinary that they had enough unused footage to be able to weave in a full role for the character into the story. It never feels forced and there were only a few 'hugs' where I found myself thinking "I bet that's not her".
C3PO (Anthony Daniels) also gets much more screen time and has some really nice and comical scenes in here. And a new uni-wheeled robot (voiced by director J.J. Abrams) adds to both the comic potential (and the available Disney merchandise!).
One of the new characters on show is the physically impressive Naomi Ackie as the horse (or something!) riding Jannah. But she's given little to do in the plot.
Elsewhere, there are a whole bunch of famous faces cropping up. Watching the end credit roll is an "OH! That was who that was" revelation in some cases. I won't list them here, since it is delicious to go in blind and have the surprise of seeing them. But some are famous actors from screen and TV, and one is an Abrams' favourite from a past TV glory. The biggest cheer though was reserved for a certain X-wing fighter near the end of the film. A blink-and-you'll-miss-him moment, it was a white-haired appearance to treasure.
What the film does very well (or very badly if you read some reviews) is hark back to the glories of the earlier films, and particularly Episodes IV to VI. Many places are revisited or scenes re-enacted until the place is just SOGGY with nostalgia (to use an old Tom Lehrer line). Although greatly contrived, I enjoyed these scenes immensely.
Making maximum use of the opportunity, John Williams bashes out theme after theme from most of the nine films. The soundtrack really is a "John Williams Greatest Hits" collection. Williams also actually gets a cameo as well - apparently as an eye-patch wearing bar-tender in the Nepalese-like town, though I must admit I missed it. (I've seen comment online that this is his first on-screen appearance: actually not true... he was conducting the orchestra in the "bird-lady's concert hall" in "Home Alone 2").
There are also a huge number of similarities I saw in certain scenes with other cinematic releases outside of the Star Wars universe:
"Raiders of the Lost Ark" - in two particular scenes;
"Dunkirk" - but done properly!
"Dora and the Lost City of Gold" - it doesn't make any physics sense here either!
"Power Rangers" - just because of one of the characters - you'll know the one
"Harry Potter and the Deathly Hallows Part 2" - but to say more would be a spoiler!
And there are probably others I've forgotten!
One of my key issues with "The Last Jedi" was the way in which it invented mad-cap tasks, objects and people that had to be completed/found for the plot to be moved forwards. A massive and pointless diversion to a casino planet, for example, was made just to get into a secure area of an imperial vessel: something in this film they 'just do'!
This movie also suffers to a degree from the disease of 'McGuffinitis'. Where's the beacon? There's a dagger that must be found; Where's the interpreter?; etc. It's all very formulaic. But at least in this case, there is a certain logical flow that follows within the plot.
The LP soundtrack of "Star Wars" got me into a lifelong love of film music. One of the last tracks on the soundtrack of the first film was called "The Last Battle". Well, THAT wasn't true! There have been so many space battles since then that we've all lost count. But we all knew this would build to a doozy of a finale, and the film doesn't disappoint. There is utter mayhem in the skies: WILL NOBODY THINK OF THE HENCHMEN'S FAMILIES?
It all drives to a satisfying ending for me and feels like a good closure to the saga. Is it perfect? No, not at all. It really sets itself with too much to do, and then tries to do it all within the available running time. The film will - and has by looking at the volume of IMDB 1* ratings - upset a lot of the fan-boys. But, you know what? Stuff 'em! The film should be judged on how it makes YOU feel as a standalone piece of entertainment, rather than as a part of some sort of pseudo-religious cult. And I personally think Abrams did a pretty decent job here of trying to please most of the people most of the time.
(For the full graphical review, please visit One Mann's Movies here - https://bob-the-movie-man.com/2019/12/20/one-manns-movies-film-review-star-wars-the-rise-of-skywalker-2019/ )
And so we come to the grand conclusion of George Lucas's nine-film vision, and someone can at last put the multi-limbed behemoth in a coffin and nail down the lid. It's certainly been a bumpy ride for this latest trilogy under Disney's stewardship, with rabidly negative fan-boys getting very hot under the collar about 'their baby' being despoiled by the evil empire!
We left the end of the last film with the Rebellion in tatters, reduced to a tiny fleet of ships. (It was truly fortunate that our key players were not on any of the lost ships wasn't it?) Rey (Daisy Ridley) is progressing her Jedi-training under the guidance of a new teacher. But the presence of Kylo-Ren (Adam Driver) is forever there, and their long-distance "psycho-chats" are becoming ever more 'substantial' as the bond between them grows.
But a dark presence from the past has returned, and both are drawn to it in different ways. A showdown between the forces of good and evil is inevitable.
The pace of the film is frenetic and totally exhausting. The first 30 minutes hardly pause for a breath as we zap around from location to location. Where the film really worked better for me was in the quieter and more reflective moments. Kylo Ren is in many of these moments: one, where he visits a very dark place, is well done; and one, where he receives a special visitor, is an interlude that is surprisingly effective. Adam Driver really is in excellent form here; he's never been my favourite actor in the world, but here truly impresses.
One of the problems of the first two films in the trilogy is that it sent all the young leads off in multiple different directions. The result was that there was very little of the interplay of the first films (between Han, Luke and Leia) that made them so memorable. Here that issue is rectified and Poe (Oscar Isaac) and Finn (John Boyega) develop a close onscreen bond with much resultant banter. Ridley's Rey also gets thrown into the mix, with the result that a group hug feels at last normal and right. It's bizarre, but you suddenly realise what was missing here when - FOR THE FIRST TIME - two of the characters get introduced to each other!
A welcome inclusion is that of the late Carrie Fisher as Leia. It's actually extraordinary that they had enough unused footage to be able to weave in a full role for the character into the story. It never feels forced and there were only a few 'hugs' where I found myself thinking "I bet that's not her".
C3PO (Anthony Daniels) also gets much more screen time and has some really nice and comical scenes in here. And a new uni-wheeled robot (voiced by director J.J. Abrams) adds to both the comic potential (and the available Disney merchandise!).
One of the new characters on show is the physically impressive Naomi Ackie as the horse (or something!) riding Jannah. But she's given little to do in the plot.
Elsewhere, there are a whole bunch of famous faces cropping up. Watching the end credit roll is an "OH! That was who that was" revelation in some cases. I won't list them here, since it is delicious to go in blind and have the surprise of seeing them. But some are famous actors from screen and TV, and one is an Abrams' favourite from a past TV glory. The biggest cheer though was reserved for a certain X-wing fighter near the end of the film. A blink-and-you'll-miss-him moment, it was a white-haired appearance to treasure.
What the film does very well (or very badly if you read some reviews) is hark back to the glories of the earlier films, and particularly Episodes IV to VI. Many places are revisited or scenes re-enacted until the place is just SOGGY with nostalgia (to use an old Tom Lehrer line). Although greatly contrived, I enjoyed these scenes immensely.
Making maximum use of the opportunity, John Williams bashes out theme after theme from most of the nine films. The soundtrack really is a "John Williams Greatest Hits" collection. Williams also actually gets a cameo as well - apparently as an eye-patch wearing bar-tender in the Nepalese-like town, though I must admit I missed it. (I've seen comment online that this is his first on-screen appearance: actually not true... he was conducting the orchestra in the "bird-lady's concert hall" in "Home Alone 2").
There are also a huge number of similarities I saw in certain scenes with other cinematic releases outside of the Star Wars universe:
"Raiders of the Lost Ark" - in two particular scenes;
"Dunkirk" - but done properly!
"Dora and the Lost City of Gold" - it doesn't make any physics sense here either!
"Power Rangers" - just because of one of the characters - you'll know the one
"Harry Potter and the Deathly Hallows Part 2" - but to say more would be a spoiler!
And there are probably others I've forgotten!
One of my key issues with "The Last Jedi" was the way in which it invented mad-cap tasks, objects and people that had to be completed/found for the plot to be moved forwards. A massive and pointless diversion to a casino planet, for example, was made just to get into a secure area of an imperial vessel: something in this film they 'just do'!
This movie also suffers to a degree from the disease of 'McGuffinitis'. Where's the beacon? There's a dagger that must be found; Where's the interpreter?; etc. It's all very formulaic. But at least in this case, there is a certain logical flow that follows within the plot.
The LP soundtrack of "Star Wars" got me into a lifelong love of film music. One of the last tracks on the soundtrack of the first film was called "The Last Battle". Well, THAT wasn't true! There have been so many space battles since then that we've all lost count. But we all knew this would build to a doozy of a finale, and the film doesn't disappoint. There is utter mayhem in the skies: WILL NOBODY THINK OF THE HENCHMEN'S FAMILIES?
It all drives to a satisfying ending for me and feels like a good closure to the saga. Is it perfect? No, not at all. It really sets itself with too much to do, and then tries to do it all within the available running time. The film will - and has by looking at the volume of IMDB 1* ratings - upset a lot of the fan-boys. But, you know what? Stuff 'em! The film should be judged on how it makes YOU feel as a standalone piece of entertainment, rather than as a part of some sort of pseudo-religious cult. And I personally think Abrams did a pretty decent job here of trying to please most of the people most of the time.
(For the full graphical review, please visit One Mann's Movies here - https://bob-the-movie-man.com/2019/12/20/one-manns-movies-film-review-star-wars-the-rise-of-skywalker-2019/ )
Gareth von Kallenbach (980 KP) rated the PC version of Shadow Of The Tomb Raider in Video Games
Aug 14, 2019
It’s hard to believe that Lara Croft made her first appearance in a video game all the way back in 1996. Featuring cutting edge 3D polygon graphics and gameplay that would often be duplicated but never replicated, the game would go on to sell a whopping 7 million copies. Since that time there have been numerous sequels, culminating in a complete re-envisioning of the franchise in 2013. The new era of Lara Croft explores her origin story and how she ultimately became one of the toughest female characters to grace a PC or console screen.
Shadow of the Tomb Raider is the third installment in the reboot of the franchise. Lara is no longer a naïve, explorer in training, who struggles with the idea, much less the actual action, of killing a human being. The years have made her a more seasoned (and possibly more ruthless) tomb raider, and she has now blossomed into the badass character that she is known for. Her adventures will take her deep into Mexico and South America, where she is trying to stop the apocalypse that she had accidently set in motion when she acquired an ancient dagger. What follows is roughly a 12+ hour main story and several hours’ worth of side missions that help flesh out the story and the world around her. The best part is that the story has all the excitement and thrills you would get if you took an Indiana Jones movie and added some of the Mel Gibson drama Apocalypto, so buckle up and enjoy the ride.
Shadow of the Tomb Raider adds the social interaction that was largely missing in the previous installments. While there are still plenty of times when Lara will be out on her own, searching through ruins or trekking through the jungle, there are now several civilizations that Lara will be interacting with. Her adventures will take her to the ancient city of Paititi, where most of her interactions will be with the locals and the main antagonists to the trilogy, Trinity. It’s in the interactions where we really get to see Lara question not only her beliefs but also her actions when acquiring ancient artifacts. Many of the discussions revolve around what will happen if outsiders come and try to change their standard of living or force their own wills on the natives. These discussions cause Lara to reevaluate what she does for a living, and how her own actions have an impact far greater than she even realizes. The inclusion of so much interaction with other people brings a whole new dimension to the Tomb Raider world and it entrenches you in the story in a way that battling even the most dangerous tombs never could.
One of the most interesting levels in the game takes you back in time to when Lara was just a young girl. You get the opportunity to experience the world through the innocence of a child, and her own imagination as she explores her father’s mansion. It provides an interesting look into the events that would unfold during her impressionable years, and also helps to offer some additional insight into what drives her as an adult. It’s in this level, where you finally understand what fuels her desire and continues to push her forward.
Gameplay is largely the same as the previous titles, but they did add a few new interesting ways to traverse some of the more difficult terrain, such as the ability to rappel down cliffs or using a pick axe to traverse cave ceilings. Climbing, jumping and swinging are all handled very intuitively using the controller. Yes, there were times where I felt I was doing the right thing and fell to my death anyway, but at no time did I feel overly frustrated or blame the tight controls for my own missteps.
Swimming and diving play a far bigger role in Shadow than in the previous games. Long, deep caverns will require you to swim and find pockets of air to keep from drowning. There are even a few sequences where you will need to swim through plants to avoid the various eels and piranha that will kill you, and swimming through the plants is just as easy as it sounds. Thankfully I never felt these sequences played on for too long and they certainly added diversity to the levels. While generally swimming and diving in video games tend to be an exercise in frustration, I never felt that was the case here.
Stealth also plays a bigger role in this game and adds another key to your survival. The original 1996 game focused on your dual pistol wielding abilities to get you out of jams and in this game, you are rewarded with a subtler approach. Taking a nod from games such as Horizon Zero Dawn, you will now have plenty of opportunities for Lara to crouch in large grassy fields or cover herself in mud and hide amongst the vines and cliff walls to surprise and take down her enemies. You can now overcome many adversities utilizing only stealth, but don’t worry, if you prefer more upfront action, there are still the obligatory pistols, shotguns and machine guns you can use to dispatch foes. Stealth is just an added way to ensure that Lara saves her bullets for far bigger threats down the road.
Now for everyone’s favorite part…the tombs! What would Tomb Raider be without tombs and the challenges that come along with them? As you may have already guessed, all sorts of puzzles and booby traps await you on your journey. I found they kept a nice balance between challenging and entertaining and thankfully none of them were so obscure that you need to break out Google to overcome them. Another great addition to the game is that the player can now individually adjust the difficulty on puzzles and on combat. That means if you love combat but not the puzzles you can adjust them independently, which is something I wish far more games would take advantage of. Either way, there are plenty of challenging tombs where you can flex your tomb raiding muscles.
As your adventure progresses you will earn skill points that allow you to upgrade Lara with new abilities. There are three skill trees, each containing many different skills, where Lara can spend her points. The three trees are broken down into Seeker, Warrior and Scavenger and Lara can be upgraded when she arrives at a basecamp. A few of these upgraded skills are longer swim times, multiple stealth takedowns, and the ability to shoot two enemies simultaneously. It’s always exciting to upgrade your character and see how the gameplay changes with new your abilities. This game is no exception and the upgrades you choose can really enhance your experience.
Graphically, Lara has never looked better. I played the game on my Xbox One X in 4K and the environments were awe inspiring. The lush jungle almost jumps off the screen and the character models are some of the best I’ve seen in recent memory. Of course, all this beauty wouldn’t mean much if there were stutters and lags and thankfully I never noticed a single frame drop while playing the game in all its 4K glory. Shadow of the Tomb Raider feels like you are part of a high budget, summer blockbuster and at times it was difficult to determine the difference between a cutscene or live game play (in a “wow, this is incredible!” way). The acting was also top notch and Camilla Luddington once again does an outstanding job delivering her lines, even making some of the corniest statements endearing. Every aspect of this game is the best of the best and you will be hard pressed to find an area of the game that was lacking.
Shadow of the Tomb Raider in an amazing accomplishment and easily my favorite game of the series. I’d even go as far as saying that I enjoyed it more than Uncharted 2, which is a true testament to how much I loved this game. Not only does the story have a heart and completely engages the player but it’s thrilling and there is non-stop adventure until the very end. While this certainly could be the last game in the rebooted series, I truly hope it’s not as I already want to play another. I highly recommend picking this game up. As soon as you knock over your first pot, you will be happy that you did!
What I liked: Stunning graphics, Incredible voice acting, Blockbuster feel
What I liked less: Occasional areas where it was unclear where to go next
Shadow of the Tomb Raider is the third installment in the reboot of the franchise. Lara is no longer a naïve, explorer in training, who struggles with the idea, much less the actual action, of killing a human being. The years have made her a more seasoned (and possibly more ruthless) tomb raider, and she has now blossomed into the badass character that she is known for. Her adventures will take her deep into Mexico and South America, where she is trying to stop the apocalypse that she had accidently set in motion when she acquired an ancient dagger. What follows is roughly a 12+ hour main story and several hours’ worth of side missions that help flesh out the story and the world around her. The best part is that the story has all the excitement and thrills you would get if you took an Indiana Jones movie and added some of the Mel Gibson drama Apocalypto, so buckle up and enjoy the ride.
Shadow of the Tomb Raider adds the social interaction that was largely missing in the previous installments. While there are still plenty of times when Lara will be out on her own, searching through ruins or trekking through the jungle, there are now several civilizations that Lara will be interacting with. Her adventures will take her to the ancient city of Paititi, where most of her interactions will be with the locals and the main antagonists to the trilogy, Trinity. It’s in the interactions where we really get to see Lara question not only her beliefs but also her actions when acquiring ancient artifacts. Many of the discussions revolve around what will happen if outsiders come and try to change their standard of living or force their own wills on the natives. These discussions cause Lara to reevaluate what she does for a living, and how her own actions have an impact far greater than she even realizes. The inclusion of so much interaction with other people brings a whole new dimension to the Tomb Raider world and it entrenches you in the story in a way that battling even the most dangerous tombs never could.
One of the most interesting levels in the game takes you back in time to when Lara was just a young girl. You get the opportunity to experience the world through the innocence of a child, and her own imagination as she explores her father’s mansion. It provides an interesting look into the events that would unfold during her impressionable years, and also helps to offer some additional insight into what drives her as an adult. It’s in this level, where you finally understand what fuels her desire and continues to push her forward.
Gameplay is largely the same as the previous titles, but they did add a few new interesting ways to traverse some of the more difficult terrain, such as the ability to rappel down cliffs or using a pick axe to traverse cave ceilings. Climbing, jumping and swinging are all handled very intuitively using the controller. Yes, there were times where I felt I was doing the right thing and fell to my death anyway, but at no time did I feel overly frustrated or blame the tight controls for my own missteps.
Swimming and diving play a far bigger role in Shadow than in the previous games. Long, deep caverns will require you to swim and find pockets of air to keep from drowning. There are even a few sequences where you will need to swim through plants to avoid the various eels and piranha that will kill you, and swimming through the plants is just as easy as it sounds. Thankfully I never felt these sequences played on for too long and they certainly added diversity to the levels. While generally swimming and diving in video games tend to be an exercise in frustration, I never felt that was the case here.
Stealth also plays a bigger role in this game and adds another key to your survival. The original 1996 game focused on your dual pistol wielding abilities to get you out of jams and in this game, you are rewarded with a subtler approach. Taking a nod from games such as Horizon Zero Dawn, you will now have plenty of opportunities for Lara to crouch in large grassy fields or cover herself in mud and hide amongst the vines and cliff walls to surprise and take down her enemies. You can now overcome many adversities utilizing only stealth, but don’t worry, if you prefer more upfront action, there are still the obligatory pistols, shotguns and machine guns you can use to dispatch foes. Stealth is just an added way to ensure that Lara saves her bullets for far bigger threats down the road.
Now for everyone’s favorite part…the tombs! What would Tomb Raider be without tombs and the challenges that come along with them? As you may have already guessed, all sorts of puzzles and booby traps await you on your journey. I found they kept a nice balance between challenging and entertaining and thankfully none of them were so obscure that you need to break out Google to overcome them. Another great addition to the game is that the player can now individually adjust the difficulty on puzzles and on combat. That means if you love combat but not the puzzles you can adjust them independently, which is something I wish far more games would take advantage of. Either way, there are plenty of challenging tombs where you can flex your tomb raiding muscles.
As your adventure progresses you will earn skill points that allow you to upgrade Lara with new abilities. There are three skill trees, each containing many different skills, where Lara can spend her points. The three trees are broken down into Seeker, Warrior and Scavenger and Lara can be upgraded when she arrives at a basecamp. A few of these upgraded skills are longer swim times, multiple stealth takedowns, and the ability to shoot two enemies simultaneously. It’s always exciting to upgrade your character and see how the gameplay changes with new your abilities. This game is no exception and the upgrades you choose can really enhance your experience.
Graphically, Lara has never looked better. I played the game on my Xbox One X in 4K and the environments were awe inspiring. The lush jungle almost jumps off the screen and the character models are some of the best I’ve seen in recent memory. Of course, all this beauty wouldn’t mean much if there were stutters and lags and thankfully I never noticed a single frame drop while playing the game in all its 4K glory. Shadow of the Tomb Raider feels like you are part of a high budget, summer blockbuster and at times it was difficult to determine the difference between a cutscene or live game play (in a “wow, this is incredible!” way). The acting was also top notch and Camilla Luddington once again does an outstanding job delivering her lines, even making some of the corniest statements endearing. Every aspect of this game is the best of the best and you will be hard pressed to find an area of the game that was lacking.
Shadow of the Tomb Raider in an amazing accomplishment and easily my favorite game of the series. I’d even go as far as saying that I enjoyed it more than Uncharted 2, which is a true testament to how much I loved this game. Not only does the story have a heart and completely engages the player but it’s thrilling and there is non-stop adventure until the very end. While this certainly could be the last game in the rebooted series, I truly hope it’s not as I already want to play another. I highly recommend picking this game up. As soon as you knock over your first pot, you will be happy that you did!
What I liked: Stunning graphics, Incredible voice acting, Blockbuster feel
What I liked less: Occasional areas where it was unclear where to go next