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    Something is causing the the pigs to herd to Bird Island in droves, and the birds have found their...

Aladdin (2019)
Aladdin (2019)
2019 | Adventure, Family, Fantasy, Musical
Don't let us down Guy Ritchie
Along with Beauty & The Beast and The Lion King, Aladdin is one of Disney’s most-loved animated films. With Disney’s penchant for remaking their classic cartoons over the last few years, it was always going to be the case that Aladdin was going to be on the cards.

Director Bill Condon’s Beauty & The Beast was an enchanting ride that just fell short of living up to its predecessor and The Jungle Book director Jon Favreau has been tasked with bringing The Lion King back to life in live-action. We’ll find out how he gets on in July.

After Dumbo’s less than stellar performance with both critics and audiences in March, dark clouds were circling around the House of Mouse’s live-action arm. Hoping to inject a shot of hope to this ambitious release schedule was Guy Ritchie’s remake of Aladdin. Things didn’t look good from the marketing with poor CGI and seemingly wooden acting, so what does the finished film end up like?

Young Aladdin (Mena Massoud) embarks on a magical adventure after finding a lamp that releases a wisecracking genie (Will Smith). In his efforts to impress the wonderful Princess Jasmine (Naomi Scott), Aladdin embarks on a battle between good and evil against the wicked Jafar (Marwan Kenzari).

To look at, this live-action remake is absolutely packed full of colour and excitement, helped in part by Guy Ritchie’s frenetic filming style. Like Tim Burton before him, I was concerned about Ritchie’s appointment as director of this universally adored film, but unlike Burton, Ritchie gets it absolutely spot on. There are some absolutely stunning shot choices dotted throughout and the action is filmed with typical aplomb by a film-maker who has proven himself to be adept in this area.

The music, with original songs and updates of old classics is superb. Will Smith’s take on Friend Like Me is lip-smackingly good and will have you wanting to dance around the aisles, while A Whole New World really takes flight in this new, CGI-enhanced environment. Brand-new song, Speechless, written by Benj Pasek and Justin Paul and sang by Naomi Scott is Let It Go levels of awesome with Scott singing it exquisitely.

Will Smith’s take on Friend Like Me is lip-smackingly good
The special effects are on the whole very good and not as jarring as those in Dumbo. It’s unfortunate then that there are instances in which the green-screen is all too obvious and the CGI all too artificial. This is a shame, as the rest of the picture is extraordinarily well-filmed and feels, for want of a better word, incredibly opulent, dripping in gold hues. Again, Disney tests the limits of CGI and these limits are becoming more and more obvious as film-makers pursue more extravagant sequences.

Elsewhere, the cast is both a highlight and a hindrance. Mena Massoud plays the titular character with a cocky charm that makes this Aladdin very likeable indeed, while Naomi Scott is so much better than the trailers made her look. The film however belongs to Will Smith. He’s a brave man taking on a role that has become synonymous with Robin Williams but he brings depth, charisma and some of that old-fashioned Will Smith charm to the role – it’s the best we’ve seen him in years, even if he is doused in blue CGI for the majority of the film’s runtime.

Unfortunately, this modern reimagining hasn’t got everything right. Marwan Kenzari is severely miscast as Jafar. Bringing absolutely no menace to the role whatsoever, he proves to be a disappointing antagonist and the film’s only major black mark. The clunky CGI can be forgiven but this unfortunate characterisation can’t. Jafar is one of Disney’s best villains and for him to fall flat here is unacceptable.

Nevertheless, poor marketing aside, Aladdin is an absolute blast from start to finish. Well-paced, nicely acted (for the most part) and packed full of stunning music, this live-action remake has proven that Dumbo may have just been a disappointing sidestep in Disney’s ambitious live-action schedule.

That’s two out of the three. Don’t let us down Jon Favreau!

https://moviemetropolis.net/2019/05/22/aladdin-review-dont-let-us-down-guy-ritchie/
  
Ghostbusters (1984)
Ghostbusters (1984)
1984 | Comedy, Sci-Fi
A Comedy Classic
My daughter was flipping channels the other day and ran across the great 1984 Supernatural comedy GHOSTBUSTERS and stopped to watch for awhile. As happens with her generation, she eventually got more interested in her phone and friends and wandered away. Me? I was drawn back into this film so much so that I went downstairs, grabbed the DVD (yes, kids, I still own DVDs) and popped the film into my Home Theater System to give it a proper viewing.

I gotta say...I was so inspired by how terrific this film is that I changed course and devoted the 23rd BankofMarquis Movies podcast to this film.

Starring the comedic trio of Bill Murray, Dan Aykroyd and Harold Ramis and featuring Sigourney Weaver, Ernie Hudson and the great Rick Moranis, GHOSTBUSTERS tells the tale of supernatural exterminators called to save NYC when paranormal experiences start escalating in the Big Apple.

But it's not the destination, it's the journey that makes this film so much fun. Told in a standard 2 Act arc - Origin Story followed by a 2nd Act of battling the "Big Bad" - it is the comedic timing and chemistry of the 3 leads that makes this film work (aided by a wonderful "straight man" turn by Sigourney Weaver and a brilliant "side-kick" comedic turn by Rick Moranis).

Credit for keeping this film together, moving and more than just a "series of jokes" is Director Ivan Reitman (STRIPES, MEATBALLS), he had the comedic "cred" to appeal to these 3 big time comedians, but has a Producers sense of efficiency and a Director's command of subject and tone.

This film was Aykroyd's idea and he shines as, Ray Stantz, the heart of the Ghostbusters. He truly believes in what he is doing and has a child-like sense of wonder in his actions. Harold Ramis (more noted as a Writer and a Director) was brought in to co-write Aykroyd's idea, steering it more towards Reitman's idea of humor and writing in a way that would make Murray shine - but he is also wonderfully deadpan as techno-geek Egon Spengler. The serious nerd who never smiles.

But...make no mistake...this film revolves around the antics of con-man Dr. Peter Venkman, a scientist who doesn't believe any of this, but is willing to go along as long as it achieves his goals. And...what are his goals? Well...womanizing and getting through life with as little work as possible. Murray is at the top of his comedic game in this film and most of his scenes are improvised - but, to be fair to the writers, Murrya's riffs are what Ramos and Aykroyd put down on paper. He is the mouth of this film and his energy drives this movie throughout.

Sigourney Weaver proved that she could do more than Sci-Fi action (like ALIEN) when she plays the straightman to these 3 wild-men. She stated that she was channeling her inner Margaret Dumont (straightman to the Marx Brothers) and she does an admirable, charming job in a role that could have easily come off as annoying.

Rick Moranis, of course, almost steals the film as the nerdy accountant neighbor of Weaver's. His improvised riff as he goes around the room at his own party is the stuff of comedic gold.

Ernie Hudson comes along as the 4th Ghostbuster. Many folks thinks that he is the "unnecessary" GhostBuster, but I would argue that he comes along at a time (right after the origin story is complete) to be the audience surrogate - to ask the questions that need to be asked and to get necessary expository passages out.

And...finallly...there is William Atherton as EPA Agent Walter Peck. I kind of feel sorry for this actor, for he had a decent career going up to Ghostbusters, but he was so good as the annoying, buzzkill "anti-Ghostbuster" that serves as the foil for their antics, that he wasn't really accepted in any other kind of role the rest of his career (he would play a version of this character in the first 2 DIE HARD films).

The special effects hold up, just enough to make them passable. Keep in mind that this film was made over 35 years ago and the effects were state of the art back in the day, so I would recommend you cut that some slack.

And...if you do...you'll be rewarded with a rollicking fun time at the movies.

Letter Grade: A

9 stars (out of 10) and you can that to the Bank(OfMarquis)
  
Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
Love, Death & Robots
Love, Death & Robots
2019 | Action, Animation, Comedy
CGI is amazing (1 more)
The Perfect Mix of Morbid Humour and Gore
The episodes are so short! (0 more)
A Masterpiece of the Weird and Fantastical
This is going to be a long one, I'm going to review each episode as they aren't linked or related in any way, but just know, they are all gorgeous works of art and you should totally go watch the whole thing ?.


Beyond the Aquila Rift - CGI was beautiful from the moment it started, I was like 'shiiiit this series is going to be everything I love'. This one is about a crew making a delivery in space, however nothing quite goes to plan. For me, it had a very 'Mass Effect' feel with the FTL travel. I was not expecting a full out sex scene in the first 6 minutes but then again the episodes are on average only 16 minutes long. It was rauncy yet somehow, still quite tasteful, but as with most animated stuff there was an excessive amount of topless boob shots. I won't spoil it, but it ended up as a horrific mind fuck that left a shiver down my spine ?.

Secret War - Again, CGI was epic and the story was the perfect mix of unsettling, gory, and tragic. It follows a platoon of Red Army soldiers who are hunting down mysterious 'monsters'. There's blood, there's guts, a guy has an arm off at one point - what more could you ask for?

Sonnie's Edge - Immediately feels hellishly grunge and rave. I absolutely adored the blacklight effects and a strong female styling, the fight is gorgeous, the monsters have almost a Kaju feel which really made me happy as I love Pacific Rim. Of course this epicness is immediately ruined by a sloppy scene (I won't spoil it) which cemented the fact in my mind this was written by a man (I checked later and found I was correct), it does save itself with a fantastic twist at the end though so it was still an amazing short.

Sucker of Souls - This had a great grungy cartooning that felt half Kill Bill, half 2003 TMNT. It ended up being a real bad day for an archaeological expedition. Gore injected with humour is always a favourite of mine and this ticked all those boxes, including a wisecracking explosives expert (looking at you Gary!) If we've learnt anything from Indiana Jones and Rick O'Connell it's, don't fuck with tombs. This time was no different.

Three Robots - There's something just so fucking fantastic about robots going on holiday and speculating about 'human' stuff. It's just the perfect injection of morbid humour and I love it. The twist at the end had me laughing harder than I had any right to ?.

Ice Age - I haven't seen Topher Grace since That 70's Show so I was like 'heeeey cool'. This was the first one that wasn't soley animation so that was really cool. They find a civilization in their freezer - yes, you read that right, their freezer - and the story is awesome ?. It's a neat reflection on humans and our place in the world.

The Witness - Set in a brightly coloured city the animation here feels very Borderlands-y, which is super cool because I fricking love that game ?. There's murder, full frontal nudity, erotic dancing, and an ending that will tear your head right off. Pretty neat all in all.

Suits - Great Googamooga, this is my absolutely favourite so far, a perfectly normal looking farm, complete with adorable hick accents, discovers a breach in their fence. This isn't just any breach, this is an alien style swarm complete with Mech Warrior suits and a woman named Mel, who I'm convinced is Tank Girl as an old lady. 17 minutes of utter badassery you do not want to miss. Utterly LOVED it, and would 10/10 watch this as its own series.

When the Yogurt Took Over - Ok so the name - I was like 'should I take this seriously? Oooor' ?. Weirdly serious - yet hysterical. A five minute journey into what happened when Yogurt became sentient. You will not be disaappointed ?.

Good Hunting - With animation that reminds me of The Last Airbender, it's a story of magic, friendship, and the industrial age. A beautiful and tragic story, with horrific overtones of what greed and 'progress' can do.

The Dump - The animation this reminds me of would be sorta like, if the people at Pixar got high with Tim Burton. There was one random thing - I found Pearly's dick swing in the wind much funnier than any sane person probably would ?. A great story about man's best friend and let me tell ya, everyone needs an Otto ❤.

Shape-Shifter - There's something so deeply interesting about putting the supernatural into regular life. Two men, who are not human, in the US marines. Insanely intense story for under 15 minutes. Gorgeous CGI work too.

Helping Hand - This had a great "Gravity" feel to it, when everything goes wrong you just keep going, give a little and then a little more and you achieve the impossible. Breathtaking space visuals is just an added bonus ?.

Fish Night - Telltale style animation, depicts a story of a father and son on the road. The car breaks down and something both magical and tragic happens. The ending left me reeling ?.

Lucky 13 - The CGI in this one was so good it took me half the time to figure out that it wasn't real. Lucky 13 was to Cutter like the Normandy was to Joker. Just - the best goddamn ship ❤.

Zima Blues - Animated in a style similiar to Archer, this was an interesting piece about art and how it effects us, we search for meaning through it sometimes it's about appreciating the little things ❤.

Blindspot - 90's animation and a rad story about robots. This is my second favourite after Suits, would 10/10 watch as its own movie ?.

Alternate Histories - Did not stop laughing the entire time. Utter gold. I will recommend one thing - pause it at the blue screen bit, you won't be disappointed ?.

The only thing I'm sad about is there wasn't more of this to watch, it was incredible ?.
  
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Daniel Boyd (1066 KP) Apr 22, 2019

Really enjoyed reading through your individual reviews, agree with you 1000% about Sonnie's Edge