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*** Fun educational game for toddlers of age 1.5 and up *** English voice over – Learn first...
Purple Phoenix Games (2266 KP) rated Munchkin in Tabletop Games
Jan 6, 2020
A “Munchkin,” in gamer terms, is someone who is only out to better themselves with treasure and power at the expense of everyone else in their adventuring party. That rings so very true in the Munchkin line of games, as you are trying to be the first to gain 10th Level in a VERY loosely-based RPG setting. OG vanilla Munchkin (pictured above) was my first entry into hobby board gaming. Many many games later I ask myself: How has this system of games aged for me as my gaming tastes have changed? Let’s see.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!
DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T
Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.
Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.
Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.
Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.
Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.
We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
Purple Phoenix Games (2266 KP) rated Victim: The Cursed Forest in Tabletop Games
Sep 24, 2021
I mean, who WOULDN’T be frightened out of their undies when one of their traveling mates just suddenly becomes… something else… and chases them through a very odd forest? But yet, here is where we now play. In a vast forest with danger around every curve, and a horrific presence taunting the party with the imminent possession of their very bodies. A far cry from prancing about a candied forest in an attempt to reach the summit: Candy Castle. Board games have definitely evolved, and boy am I glad for that!
Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.
Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.
The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.
Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.
Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.
So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.
That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.
This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.
I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.
Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.
Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.
The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.
Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.
Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.
So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.
That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.
This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.
I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.
Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
Bob Mann (459 KP) rated The Guernsey Literary and Potato Peel Pie Society (2018) in Movies
Sep 29, 2021
“Contented with little, wishing for more”.
Here’s a curious little British film that has some merit, both as an entertainment vehicle and as a history lesson.
Set in a split-timeline between 1941 and 1946, the film tells the story of Juliet Ashton (Lily James, “Darkest Hour“, “Baby Driver“), a young British writer who seems all at sea emotion-wise following the war. She is struggling to fit in with her high-society London life, and can’t seem to put her heart into either her publishing commitments, much to the frustration of her publisher Sidney (Matthew Goode, “The Imitation Game“, “Stoker“), or her boyfriend Mark (Glen Powell, “Hidden Figures“), the dashing and well-off American army officer.
Into this mix drops a letter out of the blue from Guernsey from a pig-farmer called Dawsey Adams (Michiel Huisman, “The Age of Adeline“, “Game of Thrones”), which leads her on a trail of discovery into the mysterious back-story of the strangely named book club. The secrets of the tightly-knit St Peter Port community, and what really happened during the Nazi occupation, come progressively to light as Juliet digs deeper.
Much as “Their Finest” shone a light on the rather invisible war efforts of the British propaganda film industry, so here we get an interesting and (I believe) relatively untapped view of the historical background of the German occupation of the Channel Islands. How many viewers I wonder, especially those outside of the UK, knew that the Nazis occupied “British” territory* during the war?
(* Well, strictly speaking, the Channel Islands are a “crown dependency” rather than being part of the UK per se).
Story-wise the screenplay splits the drama between:
the love triangle (which I almost took to be a love square at the start of the film… and to be honest I’m still not 100% sure!) between the main protagonists and;
the mystery surrounding Guernsey’s Elizabeth McKenna (Jessica Brown Findlay, “The Riot Club”, Lady Sybil from Downton Abbey).
In the first instance, you would need to be pretty dim I think, particularly if you’ve seen the trailer already, not to work out where the story is going to head! (Although, to be fair, I thought that about “Their Finest” and was woefully wrong!). I found this all rather paint-by-numbers stuff, but livened up immensely by a scene between James and Powell and a bottle of champagne which is wonderfully and refreshingly pulled off.
The second strand of the story is slightly more intriguing and provides the opportunity to see the wonderful Jessica Brown Findlay in action: it is just disappointing that she actually features so little in the film, and also disappointing that, at a crucial dramatic moment, the action moves “off-stage”. I wanted to see more of that story.
In terms of casting, Susie Figgis must have had a TERRIBLE job in casting Juliet: “Gemma Arterton not available…. hmmm… who else would fit…. think… think… think… think dammit….! Ah, yes!!” Lily James might be in danger of becoming typecast as a 40’s-style love interest. But she just fits the bill in terms of looks and mannerisms SO perfectly.
Elsewhere in the cast, Penelope Wilton (“The Second Best Exotic Marigold Hotel“, “The BFG“) is superb as the deeply damaged Amelia; Tom Courtenay is 300% better than in his last movie outing as the cranky old postmaster; and TV’s Katherine Parkinson impresses greatly as the kooky gin-swilling Isola Pribby. All in all this is a fine ensemble cast. (With James, Goode, Wilton and Brown Findlay there, it must have also felt like a “Downton Abbey” reunion party!)
I’d also like to say that the Guernsey scenery was gloriously filmed, but as this article suggests, most of it was actually filmed in glorious Devon instead! Given the Guernsey Tourist Board have been going overboard (at least in the Southampton area) on film tie-in advertising, this feels rather like false representation! But I’m sure its equally lovely!
So in summary, it’s a thoughtful period piece, with some great acting performances and well-directed by Mike Newell (still most famous for “Four Weddings and a Funeral”). I enjoyed it but I felt it moved at a GLACIAL pace, taking over two hours to unfold, and I thought a few editing nips and tucks on the long lingering looks and leisurely strolls could have given it most impetus. But to be fair, my wife and cinema buddy for this film thought it was PERFECTLY paced, giving the story the space it needed for the drama and Juliet’s state of mind to unfold. In fact she gave it “5 Mads” as her rating… top marks! For me though a very creditable…
Set in a split-timeline between 1941 and 1946, the film tells the story of Juliet Ashton (Lily James, “Darkest Hour“, “Baby Driver“), a young British writer who seems all at sea emotion-wise following the war. She is struggling to fit in with her high-society London life, and can’t seem to put her heart into either her publishing commitments, much to the frustration of her publisher Sidney (Matthew Goode, “The Imitation Game“, “Stoker“), or her boyfriend Mark (Glen Powell, “Hidden Figures“), the dashing and well-off American army officer.
Into this mix drops a letter out of the blue from Guernsey from a pig-farmer called Dawsey Adams (Michiel Huisman, “The Age of Adeline“, “Game of Thrones”), which leads her on a trail of discovery into the mysterious back-story of the strangely named book club. The secrets of the tightly-knit St Peter Port community, and what really happened during the Nazi occupation, come progressively to light as Juliet digs deeper.
Much as “Their Finest” shone a light on the rather invisible war efforts of the British propaganda film industry, so here we get an interesting and (I believe) relatively untapped view of the historical background of the German occupation of the Channel Islands. How many viewers I wonder, especially those outside of the UK, knew that the Nazis occupied “British” territory* during the war?
(* Well, strictly speaking, the Channel Islands are a “crown dependency” rather than being part of the UK per se).
Story-wise the screenplay splits the drama between:
the love triangle (which I almost took to be a love square at the start of the film… and to be honest I’m still not 100% sure!) between the main protagonists and;
the mystery surrounding Guernsey’s Elizabeth McKenna (Jessica Brown Findlay, “The Riot Club”, Lady Sybil from Downton Abbey).
In the first instance, you would need to be pretty dim I think, particularly if you’ve seen the trailer already, not to work out where the story is going to head! (Although, to be fair, I thought that about “Their Finest” and was woefully wrong!). I found this all rather paint-by-numbers stuff, but livened up immensely by a scene between James and Powell and a bottle of champagne which is wonderfully and refreshingly pulled off.
The second strand of the story is slightly more intriguing and provides the opportunity to see the wonderful Jessica Brown Findlay in action: it is just disappointing that she actually features so little in the film, and also disappointing that, at a crucial dramatic moment, the action moves “off-stage”. I wanted to see more of that story.
In terms of casting, Susie Figgis must have had a TERRIBLE job in casting Juliet: “Gemma Arterton not available…. hmmm… who else would fit…. think… think… think… think dammit….! Ah, yes!!” Lily James might be in danger of becoming typecast as a 40’s-style love interest. But she just fits the bill in terms of looks and mannerisms SO perfectly.
Elsewhere in the cast, Penelope Wilton (“The Second Best Exotic Marigold Hotel“, “The BFG“) is superb as the deeply damaged Amelia; Tom Courtenay is 300% better than in his last movie outing as the cranky old postmaster; and TV’s Katherine Parkinson impresses greatly as the kooky gin-swilling Isola Pribby. All in all this is a fine ensemble cast. (With James, Goode, Wilton and Brown Findlay there, it must have also felt like a “Downton Abbey” reunion party!)
I’d also like to say that the Guernsey scenery was gloriously filmed, but as this article suggests, most of it was actually filmed in glorious Devon instead! Given the Guernsey Tourist Board have been going overboard (at least in the Southampton area) on film tie-in advertising, this feels rather like false representation! But I’m sure its equally lovely!
So in summary, it’s a thoughtful period piece, with some great acting performances and well-directed by Mike Newell (still most famous for “Four Weddings and a Funeral”). I enjoyed it but I felt it moved at a GLACIAL pace, taking over two hours to unfold, and I thought a few editing nips and tucks on the long lingering looks and leisurely strolls could have given it most impetus. But to be fair, my wife and cinema buddy for this film thought it was PERFECTLY paced, giving the story the space it needed for the drama and Juliet’s state of mind to unfold. In fact she gave it “5 Mads” as her rating… top marks! For me though a very creditable…
Bob Mann (459 KP) rated Sully (2016) in Movies
Sep 29, 2021
No, not “Monsters Inc 3”.
Chesley Sullenberger was just a very experienced US Airways pilot starting an everyday job flying from LaGuardia airport in New York to Charlotte when fate stepped in. Following an extensive bird strike and the loss of both engines, ‘Sully’ achieved worldwide fame by landing his aircraft and all 151 passengers and crew safely on the Hudson river. Sully is immediately acclaimed by the public as a hero; US Airways, and their insurers, however, are not necessarily as impressed given that their plane has got rather soggy when the flight data suggests it might have actually been able to make it to a landing at a number of nearby airports. So a National Transportation Safety Board (NTSB) inquiry is called, where a decision against Sully could see him facing the fastest fall from grace since Icarus.
This film is obviously based on this real-life ‘Miracle on the Hudson’ and to a large extent the recreation of the crash…. sorry… “forced water landing” is both vivid and gripping. The film is certainly unlikely to make the regular list of in-flight movies for nervous passengers, but it does serve as a good training film for all of those regular airline passengers who don’t “put down their reading materials” to listen to the aircraft safety announcement.
Director Clint Eastwood has delivered a highly watchable action sequence showcasing the undisputed acting talents of Tom Hanks (playing Sully) and his Aaron Eckhard (“Olympus Has Fallen”, playing the co-pilot Jeff Skiles). This makes for a great 45 minute film. The problem is the other 51 minutes.
Where the film works well – aside from the actual recreation itself – is in representing the post-traumatic stress experienced by Sully, with his insomnia and regular flashbacks of ‘what might have happened’ (anyone still strongly affected by 9/11 will struggle with these scenes). The final NTSB hearing scenes are also well-done and suitably gripping: particularly for viewers outside of the UK where we wouldn’t have heard the outcome of the affair once the news cycle had moved on from the ‘gee-whizz’ headline event.
Where the film aquaplanes somewhat is in the padding achieved through multiple (MULTIPLE!) scenes of New Yorkers back-slapping Sully. Some of this is needed to establish the pedestal that Sully is set upon: the bar scene, for example, is well done. But all the rest of the references become just plain tiresome.
There is also a back-story focused on Sully’s financial problems and rather scratchy marriage (as portrayed) to Lorraine (Laura Linney). Linney is normally a highly-watchable actress, but here her character is just so irritating that the mood of the film plummets every time she reappears on screen.
The key problem that screenwriter Todd Komarnicki (“Elf”!!) had here is the obvious one: that as a real-event (based on Sullenberger’s own book “Highest Duty”) he would have had more scope to build tension if the flight had lasted more than 208 seconds! We end up with little visibility into the back-stories of the passengers. We get to see a father and two grown-up sons who – as fate would have it – just manage to catch the doomed plane: and we end up caring what happens to them. But this approach could have perhaps been usefully extended to feature more of the passenger back-stories (without getting the full “Airport” soap treatment).
Clint Eastwood is also clearly an All-American patriot, and in common with some of his other films he can’t help himself from putting up rather soupy statements about the self-sacrifice of New Yorkers (“the best of New York came together”): when actually the rescue teams did what they were paid to do and Ferry captains did what you or I would do if we stumbled on the scene! These sentiments might go down well in the States: in the cynical UK they tend to generate snorts of irritation.
What IS nice are a couple of “monkeys” (see Glossary) during the closing credits where the real Sully, Skiles, cabin-crew and passengers appear together in a celebration of continued life against all the odds. And just so you are aware, this is done as two separate segments during the titles, so if you don’t want to be one of those people standing in the aisles with your coat half on, then wait for the second one!
A curate’s egg of a film: great in places, but overall not as well executed as it could have been.
This film is obviously based on this real-life ‘Miracle on the Hudson’ and to a large extent the recreation of the crash…. sorry… “forced water landing” is both vivid and gripping. The film is certainly unlikely to make the regular list of in-flight movies for nervous passengers, but it does serve as a good training film for all of those regular airline passengers who don’t “put down their reading materials” to listen to the aircraft safety announcement.
Director Clint Eastwood has delivered a highly watchable action sequence showcasing the undisputed acting talents of Tom Hanks (playing Sully) and his Aaron Eckhard (“Olympus Has Fallen”, playing the co-pilot Jeff Skiles). This makes for a great 45 minute film. The problem is the other 51 minutes.
Where the film works well – aside from the actual recreation itself – is in representing the post-traumatic stress experienced by Sully, with his insomnia and regular flashbacks of ‘what might have happened’ (anyone still strongly affected by 9/11 will struggle with these scenes). The final NTSB hearing scenes are also well-done and suitably gripping: particularly for viewers outside of the UK where we wouldn’t have heard the outcome of the affair once the news cycle had moved on from the ‘gee-whizz’ headline event.
Where the film aquaplanes somewhat is in the padding achieved through multiple (MULTIPLE!) scenes of New Yorkers back-slapping Sully. Some of this is needed to establish the pedestal that Sully is set upon: the bar scene, for example, is well done. But all the rest of the references become just plain tiresome.
There is also a back-story focused on Sully’s financial problems and rather scratchy marriage (as portrayed) to Lorraine (Laura Linney). Linney is normally a highly-watchable actress, but here her character is just so irritating that the mood of the film plummets every time she reappears on screen.
The key problem that screenwriter Todd Komarnicki (“Elf”!!) had here is the obvious one: that as a real-event (based on Sullenberger’s own book “Highest Duty”) he would have had more scope to build tension if the flight had lasted more than 208 seconds! We end up with little visibility into the back-stories of the passengers. We get to see a father and two grown-up sons who – as fate would have it – just manage to catch the doomed plane: and we end up caring what happens to them. But this approach could have perhaps been usefully extended to feature more of the passenger back-stories (without getting the full “Airport” soap treatment).
Clint Eastwood is also clearly an All-American patriot, and in common with some of his other films he can’t help himself from putting up rather soupy statements about the self-sacrifice of New Yorkers (“the best of New York came together”): when actually the rescue teams did what they were paid to do and Ferry captains did what you or I would do if we stumbled on the scene! These sentiments might go down well in the States: in the cynical UK they tend to generate snorts of irritation.
What IS nice are a couple of “monkeys” (see Glossary) during the closing credits where the real Sully, Skiles, cabin-crew and passengers appear together in a celebration of continued life against all the odds. And just so you are aware, this is done as two separate segments during the titles, so if you don’t want to be one of those people standing in the aisles with your coat half on, then wait for the second one!
A curate’s egg of a film: great in places, but overall not as well executed as it could have been.
Paul Kellett (118 KP) rated Fallen Land: A Post Apocalyptic Board Game in Tabletop Games
May 9, 2019
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.
Purple Phoenix Games (2266 KP) rated Starlight Stage in Tabletop Games
Jul 25, 2019
Your talent agency is failing. All you have available are rookies looking for their big breaks. However, they will take almost any work you can give them, and they can use their experience to reinvent themselves to bring greater visibility to your agency and greater star power for themselves. Do you have what it takes to show them their true potential and set them up for success? Or will your skills in talent management sink your ship before leaving the harbor? Let’s find out.
DISCLAIMER: 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
Starlight Stage is a deck building, card drafting, and set collection game with a very unique theme and art style. As with all deck builders, players start with a hand of beginner cards. In this case, all players are dealt the same hand of starter idol, model, and actress cards. These are collectively called “Idols,” which is confusing, but I will address that in my summary. Essentially, each different type of idol provides you with a different type of currency/energy/power/resource to use when buying or drafting newer, more powerful cards.
On your turn you MAY flip over a card from one of the three decks available – Idol, Fame, or Event cards. Then you play cards from your hand in order to acquire more cards from the offer rows. Typically, you may only use one idol card per purchase, unless you are purchasing an Event card – you may send more than one idol to an Event. If there are no cards that you want, or that you can afford to purchase, you may “take a lesson,” by grabbing a resource token.
Tired of using just the starter idol cards all the time? Idols may reinvent themselves to become stronger. You do this by exchanging your starter (or upgraded) idol card and adding supporting cards and tokens to purchase a stronger idol card. These will typically provide more currency used to purchase more and better cards from the offer rows as well as providing more end game VPs. Example (shown below): exchange your starting Model idol card (blue diamond) plus several other supporting cards and tokens to transform your current Model into Super Idol Saori Tenkawa, who now provides you with one of each resource each time she is played.
Play continues until the Fame deck runs out, and points from cards are tallied to determine the winner.
Components: This game is a ton of cards and some resource tokens. The cards are great quality and will hold up well to repeated use, but super fans of the game may want to sleeve them, as the cards will be handled quite a bit. The tokens are typical cardboard chits and feature the diamond, heart, or music note symbols that are used throughout the game. Overall, production quality is pretty good.
So here’s the rub. When I pulled this out to play with Josh and Laura, we were immediately impacted by the art on the cards. When I started to explain the game mechanics and flow, Laura just COULD NOT contain her giggles as I tried to tactfully cover how to make your girls do jobs and attend events so that they can later upgrade themselves. I have to admit, the theme is not one I am accustomed to nor one that I can really get behind. I understand I come from a different culture background than that which is depicted in this game, but the theme is a definite detraction for us. Similarly, the art on the cards ranges from cute and uniquely anime to outright demeaning and near softcore hentai (there is no real NSFW artwork on the cards, but I certainly will not be playing this with my son until he’s at least 18). The idea of employing only young females and assigning them to different jobs to gain more fame or sending them to photo shoot events in skimpy clothing is just not very PC and not very 21st Century American. Again, I cannot stress enough that I do understand where this game comes from and the intended audience, but that intended audience is certainly not a group of highly inclusive, mostly minority, LGBTQIA member and allies, gender equal, 30-something board game enthusiasts and reviewers.
That said, the game itself can provide an interesting play session, but I highly recommend only playing with a specific group of people that you know will tolerate its suggestive art and overtones. For us at Purple Phoenix Games, we suggest Starlight Stage consider reinventing itself with a different theme. Also, I think some alternate terminology could be used for the Idol deck of cards that contain Idol, Model, and Actress cards. A minor quip, but it should be stated. Perhaps with some “Americanizing,” or at least having it be more PC, it would then overcome its 6/18 score and be invited to Hollywood with Simon Cowell.
DISCLAIMER: 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
Starlight Stage is a deck building, card drafting, and set collection game with a very unique theme and art style. As with all deck builders, players start with a hand of beginner cards. In this case, all players are dealt the same hand of starter idol, model, and actress cards. These are collectively called “Idols,” which is confusing, but I will address that in my summary. Essentially, each different type of idol provides you with a different type of currency/energy/power/resource to use when buying or drafting newer, more powerful cards.
On your turn you MAY flip over a card from one of the three decks available – Idol, Fame, or Event cards. Then you play cards from your hand in order to acquire more cards from the offer rows. Typically, you may only use one idol card per purchase, unless you are purchasing an Event card – you may send more than one idol to an Event. If there are no cards that you want, or that you can afford to purchase, you may “take a lesson,” by grabbing a resource token.
Tired of using just the starter idol cards all the time? Idols may reinvent themselves to become stronger. You do this by exchanging your starter (or upgraded) idol card and adding supporting cards and tokens to purchase a stronger idol card. These will typically provide more currency used to purchase more and better cards from the offer rows as well as providing more end game VPs. Example (shown below): exchange your starting Model idol card (blue diamond) plus several other supporting cards and tokens to transform your current Model into Super Idol Saori Tenkawa, who now provides you with one of each resource each time she is played.
Play continues until the Fame deck runs out, and points from cards are tallied to determine the winner.
Components: This game is a ton of cards and some resource tokens. The cards are great quality and will hold up well to repeated use, but super fans of the game may want to sleeve them, as the cards will be handled quite a bit. The tokens are typical cardboard chits and feature the diamond, heart, or music note symbols that are used throughout the game. Overall, production quality is pretty good.
So here’s the rub. When I pulled this out to play with Josh and Laura, we were immediately impacted by the art on the cards. When I started to explain the game mechanics and flow, Laura just COULD NOT contain her giggles as I tried to tactfully cover how to make your girls do jobs and attend events so that they can later upgrade themselves. I have to admit, the theme is not one I am accustomed to nor one that I can really get behind. I understand I come from a different culture background than that which is depicted in this game, but the theme is a definite detraction for us. Similarly, the art on the cards ranges from cute and uniquely anime to outright demeaning and near softcore hentai (there is no real NSFW artwork on the cards, but I certainly will not be playing this with my son until he’s at least 18). The idea of employing only young females and assigning them to different jobs to gain more fame or sending them to photo shoot events in skimpy clothing is just not very PC and not very 21st Century American. Again, I cannot stress enough that I do understand where this game comes from and the intended audience, but that intended audience is certainly not a group of highly inclusive, mostly minority, LGBTQIA member and allies, gender equal, 30-something board game enthusiasts and reviewers.
That said, the game itself can provide an interesting play session, but I highly recommend only playing with a specific group of people that you know will tolerate its suggestive art and overtones. For us at Purple Phoenix Games, we suggest Starlight Stage consider reinventing itself with a different theme. Also, I think some alternate terminology could be used for the Idol deck of cards that contain Idol, Model, and Actress cards. A minor quip, but it should be stated. Perhaps with some “Americanizing,” or at least having it be more PC, it would then overcome its 6/18 score and be invited to Hollywood with Simon Cowell.
Purple Phoenix Games (2266 KP) rated Fire in the Library in Tabletop Games
Feb 11, 2020
My main job currently is working in an academic library. I have lots of different responsibilities to handle. So when I heard about a game with a title, “Fire in the Library,” I knew we HAD to play it. What employee wouldn’t want to play a game where the game ends once your workplace inevitably burns down? Imagine my giddiness as I learned this game and set it up for the first time.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!
Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.
Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!
When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.
Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.
Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.
Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.
As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
Daniel Boyd (1066 KP) rated Batman v Superman: Dawn of Justice (2016) in Movies
Jul 24, 2017
Batfleck (1 more)
It's every comic fan's childhood dream
Sloppy editing (2 more)
Bad performances
Poor script
A Whole Mess Of Awesome
Contains spoilers, click to show
Okay, if you are reading this I assume you have at least read a few other reviews of the movie, as it is all that anyone is talking about online at the minute, so what is left to say I hear you ask? Well first off I’ll give you some context, for the last three years I have been reading and collecting comics to an obsessive level and it is due to this movie. I have always been a superhero fan (especially Batman,) and I had read some comics in the past, but when this movie was announced at San Diego Comic-Con in 2013, (3 years ago!!) I was so hyped and I decided that I had to read the comic that this film was taking inspiration from. So I went to my local A1 Comics and bought The Dark Knight Returns, which underwhelmed me but that’s another story. Since then I have become a huge comic book fan and that is thanks to this movie. Seriously what was not to like here, it would have been so difficult to get this wrong, it’s Batman fighting Superman, how amazing is it that this actually happened? And yet they still managed to fuck it up…
Do you read? You will. And then realise how superior the comic that this is based on is to the actual movie itself, (and I’m not even a massive fan of the comic.)
I saw 10 Cloverfield Lane last week and while that movie wasn’t perfect, what made that a great movie is exactly what makes BvS a subpar movie. 10CL had a small team of people working on a restrictive budget, so every aspect of the movie was scrutinised and perfected to make up the end product and that attention to detail really paid off. BvS had a huge budget and a massive team of people working on it and I think that is what gives the movie it’s unfocused and sloppy feel. The script is a mess, there are clearly scenes cut, the editing is jarring, not all of the performances were up to scratch and while the imagery and visuals are incredible, the best way to describe this movie is all style and no substance. I like Zack Snyder, I love his Watchmen movie, I like 300 and I enjoyed Man of Steel, but I can’t help but feel that this is his fault. His decision to make years of comic book stories into one two and a half hour movie honestly baffles me. The events of this movie should have taken place over at least three movies, which I will discuss more in the spoiler section of this review, so stick around for that if you have seen the movie already. This movie really is all over the place and the pace and tone are random at best and if you have seen the trailers then you have essentially seen the movie. Let’s talk about the best part of the movie, which is quite easily Ben Affleck’s Batman and Jeremy Irons’ Alfred. Seeing the two characters and their chemistry are worth the ticket price of the film alone. This is probably the most faithful to the source material Batman that we have had on the big screen to date, except for one pretty major change. Batman in DoJ is pretty much Punisher in a cowl. During the Batmobile chase (which was really fucking awesome by the way,) he questionably kills some goons. I mean, some of them could have survived like, if they had Wolverine’s healing powers I guess? But then there is that badass warehouse scene that we see in the trailers and during that he near enough shoots some guys himself. If you can get over this and see this as an alternate version of Batman you should be able to appreciate Affleck’s performance though, which by the way is amazing, he knocks it out of the park. I would have liked some kind of reference to it, even a scene where he discusses breaking his code with Alfred, just a few lines would have made me get on board with this version of the character a lot quicker. Critics have been calling Henry Cavil’s Superman performance wooden, but I think that is too harsh, he is perfectly serviceable but he isn’t going to be praised for his memorable performance either. Gal Gadot as Wonder Woman is badass, my only complaint is that she isn’t in the movie enough as Wonder Woman. Jesse Eisenberg is the stand out worst performance in the movie. It isn’t necessarily a bad performance, it just does not fit that character at all. He was truly miscast here, if they had cast him as Riddler in the Batman solo movie and he put in this performance I would be praising him like mad. Lex Luthor shouldn’t be crazy on a surface level, he should be a respectable businessman and an intellectual force to be reckoned with and he will go out of his way to ensure that this is what everyone sees him as, it is only ever the people closest to him that that he allows to see him crack. He certainly shouldn’t be making strange noises and gestures like someone with OCD or a mental issue. Also Doomsday is silly and is just shoehorned in at the end for the sake of giving the trinity and enemy to battle against.
Do you pee? You will. After sitting though near three hours of this garbage.
So to give my overall opinion before I get into spoilers, I will say that I enjoyed this movie better than Man of Steel, but only slightly and I dislike it for a lot of the same reasons. Just like Man of Steel there are parts of this movie that I adored and parts that I hated. Mixed emotions is an understatement. In my mind any movie above a 7 is a great movie and unfortunately I can’t call this a great movie. I fully believe that everyone should see this movie and form their own opinion, especially since reactions have been so mixed, but I felt that it simply didn’t live up to the hype that it set for itself and I feel like Zack Snyder may be doing more harm than good setting up the DCU. 6.5/10.
Do you see? You will. Or at least you better have seen it by now because I am about to spoil the shit out of the whole movie.
Like I said earlier, the events of the movie really should have been split across several movies and explored more rather than rushed through at a breakneck speed. We should have had a whole movie on Batman V Superman, the conflict ideals between them and the discussion of whether or not this world needs a Superman. Then we should have had a movie just based on the dawn of the justice league, with Batman and Superman eventually understanding each other and becoming friends and with way more scenes with Wonder Woman and a proper introduction to the other characters rather than the literal plot device USB stick we got in BvS. Then we should have had a few Justice League movies and once Superman was an established character within the universe, they should have killed him off then and did the Death and Return of Superman story, not in this one where Batman and Wonder Woman hardly know him and the public still don’t know whether he is good or bad. Also if Batman kills now, what reason is there for the Joker to still be alive? The whole point of their relationship is that Batman won’t kill Joker because of his code and Joker won’t kill Batman because he loves fighting him, but if Batman has no code and he has been Batman for years then he really should have killed Joker a long time ago. I did enjoy Batfleck and I am very much looking forward to his solo Batman movie, but BvS is rushed and sloppy. So I’ve said my piece, now let the fanboy hate commence.
Do you read? You will. And then realise how superior the comic that this is based on is to the actual movie itself, (and I’m not even a massive fan of the comic.)
I saw 10 Cloverfield Lane last week and while that movie wasn’t perfect, what made that a great movie is exactly what makes BvS a subpar movie. 10CL had a small team of people working on a restrictive budget, so every aspect of the movie was scrutinised and perfected to make up the end product and that attention to detail really paid off. BvS had a huge budget and a massive team of people working on it and I think that is what gives the movie it’s unfocused and sloppy feel. The script is a mess, there are clearly scenes cut, the editing is jarring, not all of the performances were up to scratch and while the imagery and visuals are incredible, the best way to describe this movie is all style and no substance. I like Zack Snyder, I love his Watchmen movie, I like 300 and I enjoyed Man of Steel, but I can’t help but feel that this is his fault. His decision to make years of comic book stories into one two and a half hour movie honestly baffles me. The events of this movie should have taken place over at least three movies, which I will discuss more in the spoiler section of this review, so stick around for that if you have seen the movie already. This movie really is all over the place and the pace and tone are random at best and if you have seen the trailers then you have essentially seen the movie. Let’s talk about the best part of the movie, which is quite easily Ben Affleck’s Batman and Jeremy Irons’ Alfred. Seeing the two characters and their chemistry are worth the ticket price of the film alone. This is probably the most faithful to the source material Batman that we have had on the big screen to date, except for one pretty major change. Batman in DoJ is pretty much Punisher in a cowl. During the Batmobile chase (which was really fucking awesome by the way,) he questionably kills some goons. I mean, some of them could have survived like, if they had Wolverine’s healing powers I guess? But then there is that badass warehouse scene that we see in the trailers and during that he near enough shoots some guys himself. If you can get over this and see this as an alternate version of Batman you should be able to appreciate Affleck’s performance though, which by the way is amazing, he knocks it out of the park. I would have liked some kind of reference to it, even a scene where he discusses breaking his code with Alfred, just a few lines would have made me get on board with this version of the character a lot quicker. Critics have been calling Henry Cavil’s Superman performance wooden, but I think that is too harsh, he is perfectly serviceable but he isn’t going to be praised for his memorable performance either. Gal Gadot as Wonder Woman is badass, my only complaint is that she isn’t in the movie enough as Wonder Woman. Jesse Eisenberg is the stand out worst performance in the movie. It isn’t necessarily a bad performance, it just does not fit that character at all. He was truly miscast here, if they had cast him as Riddler in the Batman solo movie and he put in this performance I would be praising him like mad. Lex Luthor shouldn’t be crazy on a surface level, he should be a respectable businessman and an intellectual force to be reckoned with and he will go out of his way to ensure that this is what everyone sees him as, it is only ever the people closest to him that that he allows to see him crack. He certainly shouldn’t be making strange noises and gestures like someone with OCD or a mental issue. Also Doomsday is silly and is just shoehorned in at the end for the sake of giving the trinity and enemy to battle against.
Do you pee? You will. After sitting though near three hours of this garbage.
So to give my overall opinion before I get into spoilers, I will say that I enjoyed this movie better than Man of Steel, but only slightly and I dislike it for a lot of the same reasons. Just like Man of Steel there are parts of this movie that I adored and parts that I hated. Mixed emotions is an understatement. In my mind any movie above a 7 is a great movie and unfortunately I can’t call this a great movie. I fully believe that everyone should see this movie and form their own opinion, especially since reactions have been so mixed, but I felt that it simply didn’t live up to the hype that it set for itself and I feel like Zack Snyder may be doing more harm than good setting up the DCU. 6.5/10.
Do you see? You will. Or at least you better have seen it by now because I am about to spoil the shit out of the whole movie.
Like I said earlier, the events of the movie really should have been split across several movies and explored more rather than rushed through at a breakneck speed. We should have had a whole movie on Batman V Superman, the conflict ideals between them and the discussion of whether or not this world needs a Superman. Then we should have had a movie just based on the dawn of the justice league, with Batman and Superman eventually understanding each other and becoming friends and with way more scenes with Wonder Woman and a proper introduction to the other characters rather than the literal plot device USB stick we got in BvS. Then we should have had a few Justice League movies and once Superman was an established character within the universe, they should have killed him off then and did the Death and Return of Superman story, not in this one where Batman and Wonder Woman hardly know him and the public still don’t know whether he is good or bad. Also if Batman kills now, what reason is there for the Joker to still be alive? The whole point of their relationship is that Batman won’t kill Joker because of his code and Joker won’t kill Batman because he loves fighting him, but if Batman has no code and he has been Batman for years then he really should have killed Joker a long time ago. I did enjoy Batfleck and I am very much looking forward to his solo Batman movie, but BvS is rushed and sloppy. So I’ve said my piece, now let the fanboy hate commence.
Bob Mann (459 KP) rated First Man (2018) in Movies
Sep 28, 2021
He captured a feeling. Sky with no ceiling.
A memorable event
I am a child of the 60’s, born in 1961. The “Space Race” for me was not some historical concept but a pervasive backdrop to my childhood. I still recall, at the age of 8, being marched into my junior school’s assembly hall. We all peered at the grainy black-and-white pictures of Neil Armstrong as he spoke his famously fluffed line before stepping onto the lunar surface. The event happened at 3:54am UK time, so clearly my recollection of “seeing it live” is bogus. (I read that the BBC stayed on air until 10:30 in the morning, so it was probably a ‘final review’ of the night’s events I saw). It is probably lodged in my memory less for the historical event and more due to the fact that there was TELEVISION ON IN THE MORNING! (Kids, ask your grandparents!)
A very personal connection. My personal copy of Waddington’s “Blast Off” board game, briefly shown in the film.
The plot
But back to Damien Chazelle‘s film. We start early in the 60’s with America getting well and truly kicked up the proberbial by the Russians in the space race: they fail to get the first man in space; they fail to carry out the first spacewalk. So the Americans, following the famous JFK speech, set their sights on the moon. It’s the equivalent of making a mess of cutting your toenails but then deciding to have a go at brain surgery. NASA develop the Gemini programme to practice the essential docking manoevers required as a precursor for the seemingly impossible (‘two blackboard’) mission that is Apollo.
But the price paid for such ambition is high.
Ryan Gosling plays Neil Armstrong as a dedicated, prickly, professional; altogether not a terribly likeable individual. Claire Foy plays his long-suffering wife Janet, putting her support for her husband’s dangerous profession ahead of her natural fears of becoming a single mother.
Review
There is obviously little tension to be mined from a film that has such a well-known historical context. Those with even a subliminal knowledge of the subject will be aware of the key triumphs and tragedies along the way. The script (by Josh Singer, “The Post“; “Spotlight“) is very well done in developing a creeping dread of knowing what is shortly to come.
Even with these inherent spoilers, Chazelle still manages to evoke armrest-squeezing tension into the space flight sequences. A lot of this is achieved through disorientating camera movements and flashing images that may irritate some but I found to be highly effective. (Did anyone else flash back to that excellent “Mission Space” ride at Epcot during the launch sequences?) This hand-held cinematography by Linus Sandgren (Chazelle’s “La La Land” collaborator) is matched by some utterly drop-dead gorgeous shots – beautifully framed; beautifully lit – that would be worthy of a Kaminski/Spielberg collaboration.
Those expecting a rollercoaster thrill-ride of the likes of “Apollo 13” will be disappointed. The film has more of the slow-and-long-burn feeling of “The Right Stuff” in mood and, at 141 minutes, some might even find it quite boring. There is significant time, for example, spent within the family home. These scenes include turbulent events of which I wasn’t previously aware: events that form the cornerstone of the film’s drama. For me, the balance of the personal and the historical background was perfectly done. I found it curious though that with such a family-oriented drama Chazelle chose to ditch completely any cuts away to the earthbound onlookers during the tense lunar landing sequence. (Compare and contrast with Ron Howard‘s masterly inter-cutting in the re-entry scene of “Apollo 13”). With the outcome foretold, perhaps such tension building was considered unnecessary? I’m not suggesting it was wrong to ‘stay in the moment’ with the astronauts, but it’s a bold directorial move.
Overall, the foolhardiness of NASA trying to do what they did with the 60’s technology at their disposal is well-portrayed. If you’ve been lucky enough, as I have, to view the Apollo 11 capsule in the National Air and Space museum in Washington you can’t help but be impressed by the bravery of Armstong, Aldrin and Collins in getting in that bucket of bolts and putting their lives on the line. True American heroes.
On that topic, the “flag issue” has generated much self-righteous heat within the US media; that is regarding Chazelle not showing the American flag being planted. This seems fatuous to me. Not only is the flag shown on the moon, but the film ably demonstrates the American know-how and bravery behind the mission. If Clint Eastwood had been directing he would have probably gone there: but for me it certainly didn’t need any further patriotism rubbed in the viewer’s face.
The turns
Are Oscar nominations on the cards for Ryan Gosling and Claire Foy? For me, it would be staggering if they are not: this film has “Oscar nomination” written all over it. I’d also certainly not bet against Foy winning for Best Actress: her portrayal of a wife on the edge is nothing short of brilliant. And perhaps, just perhaps, this might be Gosling’s year too.
Elsewhere there are strong supporting performances from Kyle Chandler (as Deke Slayton), Corey Stoll (as the ‘tell it how it is’ Buzz Aldrin) and Jason Clarke (as Ed White). It’s also great to see Belfast-born Ciarán Hinds in another mainstream Hollywood release.
For me, another dead cert Oscar nomination will be Justin Hurwitz for the score which is breathtakingly brilliant, not just in its compelling themes but also in its orchestration: the use of the eerie theremin and melodic harp are just brilliant together. I haven’t heard a score this year that’s more fitting to the visuals: although it’s early in the Oscar season to be calling it, I’d be very surprised if this didn’t walk away with the statuette.
Summary
Loved this. Damien Chazelle – with “Whiplash“, “La La Land” and now “First Man” – has hit all of three out of the park in my book. It’s not really a film for thrill-seekers, who might get bored, but anyone, like me, with an interest in the history of space exploration will I think lap it up: for this was surely the most memorable decade in space history… so far.
On leaving the cinema I looked up at the rising moon and marvelled once more at the audacity of man. My eyes then drifted across to the red dot that was Mars. How long I wonder? And how many dramatic film biographies still to come?
I am a child of the 60’s, born in 1961. The “Space Race” for me was not some historical concept but a pervasive backdrop to my childhood. I still recall, at the age of 8, being marched into my junior school’s assembly hall. We all peered at the grainy black-and-white pictures of Neil Armstrong as he spoke his famously fluffed line before stepping onto the lunar surface. The event happened at 3:54am UK time, so clearly my recollection of “seeing it live” is bogus. (I read that the BBC stayed on air until 10:30 in the morning, so it was probably a ‘final review’ of the night’s events I saw). It is probably lodged in my memory less for the historical event and more due to the fact that there was TELEVISION ON IN THE MORNING! (Kids, ask your grandparents!)
A very personal connection. My personal copy of Waddington’s “Blast Off” board game, briefly shown in the film.
The plot
But back to Damien Chazelle‘s film. We start early in the 60’s with America getting well and truly kicked up the proberbial by the Russians in the space race: they fail to get the first man in space; they fail to carry out the first spacewalk. So the Americans, following the famous JFK speech, set their sights on the moon. It’s the equivalent of making a mess of cutting your toenails but then deciding to have a go at brain surgery. NASA develop the Gemini programme to practice the essential docking manoevers required as a precursor for the seemingly impossible (‘two blackboard’) mission that is Apollo.
But the price paid for such ambition is high.
Ryan Gosling plays Neil Armstrong as a dedicated, prickly, professional; altogether not a terribly likeable individual. Claire Foy plays his long-suffering wife Janet, putting her support for her husband’s dangerous profession ahead of her natural fears of becoming a single mother.
Review
There is obviously little tension to be mined from a film that has such a well-known historical context. Those with even a subliminal knowledge of the subject will be aware of the key triumphs and tragedies along the way. The script (by Josh Singer, “The Post“; “Spotlight“) is very well done in developing a creeping dread of knowing what is shortly to come.
Even with these inherent spoilers, Chazelle still manages to evoke armrest-squeezing tension into the space flight sequences. A lot of this is achieved through disorientating camera movements and flashing images that may irritate some but I found to be highly effective. (Did anyone else flash back to that excellent “Mission Space” ride at Epcot during the launch sequences?) This hand-held cinematography by Linus Sandgren (Chazelle’s “La La Land” collaborator) is matched by some utterly drop-dead gorgeous shots – beautifully framed; beautifully lit – that would be worthy of a Kaminski/Spielberg collaboration.
Those expecting a rollercoaster thrill-ride of the likes of “Apollo 13” will be disappointed. The film has more of the slow-and-long-burn feeling of “The Right Stuff” in mood and, at 141 minutes, some might even find it quite boring. There is significant time, for example, spent within the family home. These scenes include turbulent events of which I wasn’t previously aware: events that form the cornerstone of the film’s drama. For me, the balance of the personal and the historical background was perfectly done. I found it curious though that with such a family-oriented drama Chazelle chose to ditch completely any cuts away to the earthbound onlookers during the tense lunar landing sequence. (Compare and contrast with Ron Howard‘s masterly inter-cutting in the re-entry scene of “Apollo 13”). With the outcome foretold, perhaps such tension building was considered unnecessary? I’m not suggesting it was wrong to ‘stay in the moment’ with the astronauts, but it’s a bold directorial move.
Overall, the foolhardiness of NASA trying to do what they did with the 60’s technology at their disposal is well-portrayed. If you’ve been lucky enough, as I have, to view the Apollo 11 capsule in the National Air and Space museum in Washington you can’t help but be impressed by the bravery of Armstong, Aldrin and Collins in getting in that bucket of bolts and putting their lives on the line. True American heroes.
On that topic, the “flag issue” has generated much self-righteous heat within the US media; that is regarding Chazelle not showing the American flag being planted. This seems fatuous to me. Not only is the flag shown on the moon, but the film ably demonstrates the American know-how and bravery behind the mission. If Clint Eastwood had been directing he would have probably gone there: but for me it certainly didn’t need any further patriotism rubbed in the viewer’s face.
The turns
Are Oscar nominations on the cards for Ryan Gosling and Claire Foy? For me, it would be staggering if they are not: this film has “Oscar nomination” written all over it. I’d also certainly not bet against Foy winning for Best Actress: her portrayal of a wife on the edge is nothing short of brilliant. And perhaps, just perhaps, this might be Gosling’s year too.
Elsewhere there are strong supporting performances from Kyle Chandler (as Deke Slayton), Corey Stoll (as the ‘tell it how it is’ Buzz Aldrin) and Jason Clarke (as Ed White). It’s also great to see Belfast-born Ciarán Hinds in another mainstream Hollywood release.
For me, another dead cert Oscar nomination will be Justin Hurwitz for the score which is breathtakingly brilliant, not just in its compelling themes but also in its orchestration: the use of the eerie theremin and melodic harp are just brilliant together. I haven’t heard a score this year that’s more fitting to the visuals: although it’s early in the Oscar season to be calling it, I’d be very surprised if this didn’t walk away with the statuette.
Summary
Loved this. Damien Chazelle – with “Whiplash“, “La La Land” and now “First Man” – has hit all of three out of the park in my book. It’s not really a film for thrill-seekers, who might get bored, but anyone, like me, with an interest in the history of space exploration will I think lap it up: for this was surely the most memorable decade in space history… so far.
On leaving the cinema I looked up at the rising moon and marvelled once more at the audacity of man. My eyes then drifted across to the red dot that was Mars. How long I wonder? And how many dramatic film biographies still to come?