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Purple Phoenix Games (2266 KP) rated Libertalia in Tabletop Games

Sep 5, 2019 (Updated Dec 2, 2019)  
Libertalia
Libertalia
2012 | Card Game, Pirates
(Sung to the tune of “Rainbow Connection”) Why are there so many games about pirates? Why do I love them so much? (end music) Well I will tell you. Libertalia is one of the first pirate games I ever collected and played. I was finally able to introduce it to Laura recently and you can see by the ratings graphic that she really enjoyed it too. But why? It’s just another pirate game, right?

Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.

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

To setup the game lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!

All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.

Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)

So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!

Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.
  
Whirling Witchcraft
Whirling Witchcraft
2021 | Fantasy
What is the thing that first draws you into a game? Is it talk of the gameplay and mechanics? Maybe you’ve had a good experience with the designer? Or perhaps the artwork is what catches your eye? For me, I’ve gotta say it’s not only the artwork, but the components as well. Obviously, we’re no strangers to board games, so scrolling through our feeds we see countless pictures of cards, boards, meeples, etc. It’s when a game has an interesting new component that it really pops out to me. Enter Whirling Witchcraft and its 3D cardboard cauldrons! It certainly got my attention, but does the game itself deserve a place on my shelves? Spoiler – it does, but keep reading to find out why!

Whirling Witchcraft is a game of simultaneous action selection and variable powers in which players take on the roles of witches creating various ingredients to be used in future potions. The neighboring witches are always on the lookout for new recipes, so of course you’ll share those secrets and even some ingredients with them!…….BUT these ingredients can be volatile, and having too many on your workbench could cause an explosion! Which witch is sly enough to not only manage their ingredients wisely, but also overflow opponents with extra ingredients?

Disclaimer: We were provided with a copy of this game for the purposes of this review. This is a finalized retail copy of the game, and what is described and pictured below is what you will get when you purchase this game. -L

To setup for a game, each player receives a player board, cauldron, and Arcana tracker with corresponding tokens. Players are randomly dealt 2 Personality Cards, and choose one to use for the game. Personality Cards offer unique powers or recipes for use during the game. All recipe cards are shuffled, and 4 cards are dealt to each player. Players receive a number of starting ingredients (cubes) to their workbench (player board), as stated on their Personality card, and the remaining ingredients go into a general supply. Choose a starting player and the game is ready to begin! Pictured below is the setup for a 3-player game.

This game is played over a series of rounds, and the turns in each round are performed simultaneously. Each round is broken down into two phases: the Study Phase and the Brewing Phase. The first step of the Study Phase is to Play recipes. Players look at the 4 recipe cards in hand and select one to play this round. Cards are placed face-down below the player boards. The next step, Reveal recipes, is pretty straightforward – all players reveal their chosen recipe and add it to their other recipes already in play. The final step of this phase is to resolve Arcana. Certain recipe cards have Arcana icons on the top that are collected when the recipe is played. Arcana comes in three different types (Book, Potion, and Raven), and is tracked on your Arcana tracker. When you have reached a certain amount of Arcana, you have the opportunity to trigger a special effect for the current round. For example, triggering the Raven Arcana allows you to immediately remove up to 2 ingredients from your workbench. Arcana can play into your strategy, so keep an eye on which recipes offer certain types of Arcana! Players check to see if any Arcana has been triggered, and perform the effects if they so choose, and the round then continues to the next phase.

The second phase of the round, the Brewing Phase, is broken down into 4 steps: Produce ingredients, Pass cauldrons, Check for winners, and Pass recipe cards. The Produce ingredients step is performed by all players simultaneously. Players will choose which recipe cards they have in play to be used this round. To use a recipe, you place ingredients (cubes) from your workbench on the ‘input’ spaces of the recipe card – all input spaces on a recipe card must be filled for the recipe to be completed. When you complete a recipe, take the corresponding ingredients shown on the ‘output’ spaces of that recipe card from the general supply. Players can decide how many/few of their recipe cards to be used each round (one, a few, or all of them), and each recipe card can only be used once per round. When all players are finished using their recipe cards, the ingredients are distributed. Ingredients from the ‘input’ spaces of a recipe go back to the general supply, and ingredients left on the ‘output’ spaces go into your cauldron.


This leads us to the next step – Pass cauldrons. All players will pass their cauldron (and the ingredients on it) to the player on their right. The ingredients from your new cauldron are now added to your workbench. Each type of ingredient has a finite number of spaces on your workbench, though. If these new ingredients cause you to completely fill up a row, any excess ingredients of that type are given back to the player who passed you the cauldron. Any ingredients you get back from an opponent go at the top of your player board, into your Witch’s Circle. When all players have resolved their new ingredients, the next step is to check for winners. If any player has 5 or more ingredients in their Witch’s Circle, they are declared the winner and the game ends! If nobody has at least 5 ingredients in their Witch’s Circle, players will pass their hand of remaining recipe cards to the player on their left, draw back up to 4 cards, and a new round begins. The game continues in this fashion until a player has at least 5 ingredients in their Witch’s Circle by the end of the round.
As you can tell from my intro, as well as the rating graphic, I really love this game. I came into it expecting something light, cutesy, and fun, and what I got was so much more than that. Yes, the components (more on that later) and artwork are colorful and eye-catching, but the gameplay is what really surprised me. For a game that literally only has 2 mechanics listed on BGG (simultaneous action selection and variable player powers), the amount of strategy in this game blew me away. Is it the most strategic game I’ve ever played? No. But it was one that kept me engaged and thinking the whole time. There are 3 major elements that you have to consider: recipes, ingredients, and your opponents. For recipe cards, you have to strategize which recipe to add to your tableau, as well as which recipes to use each round. You are allowed to use as many recipes in a round as you wish, so which ones are the best use of your resources? The next element: ingredients. Aside from strategizing about your recipe cards, you have to figure out how to best manage your ingredients. Which recipes offer the output you want? Which ones eat up large numbers of ingredients? These are all things you have to be considering during the Brewing Phase. And finally, you have to keep an eye on your opponents. You ultimately win by causing your neighbor to have an ‘overflow’ of ingredients – so which recipes can produce ingredients that they don’t need more of? Everyone can see each others’ player boards, which gives you a little insight into perhaps which recipe cards you want to activate this round. Add the fact that pretty much all of this is happening simultaneously?! That just is another layer to the strategy you need for this game! Even just describing this gameplay and strategic implications has me psyched to play again! There is much more to Whirling Witchcraft than meets the eye, and that makes it an awesome game to me.


Ok, so the part we’ve all be waiting for – components! The player boards, cards, and Arcana tokens are all great quality, and vibrant in color. The artwork itself is a unique style that really catches the eye and fits the theme extremely well. The iconography/color-coded ingredients are clear to differentiate, and help streamline the gameplay. The ingredient cubes are your standard wooden cubes, and they are nice and sturdy for their small size. The 3D cauldrons are sooooo cool! Are they necessary to the gameplay? Wellllll not entirely – you could easily just use a simple cardboard circle on which to place ingredients. BUT they make the game feel more immersive, exciting, and fun to play! AEG could have as easily not gone with the 3D idea, but the inclusion of this unique component helps elevate the engagement and gameplay to me. Having physical 3D cauldrons adds so much to the overall table presence of this game, and it makes it feel like you’re playing a deluxe/upgraded game. Add in the fact that the box is made to house the assembled cauldrons, so you don’t have to be continually assembling/disassembling them every time you play. Great forethought and execution! So all in all, excellent production quality overall!
If you’re in the market for a game with ‘simple’ mechanics but elevated strategy, I highly recommend Whirling Witchcraft. This game truly is a gem, and it plays relatively quickly for a ‘heavier’ game. I’ll be the first to admit that I was drawn to this game by the components, but the stellar gameplay is what makes me keep playing it. Purple Phoenix Games gives this one a whirling 5 / 6. Check it out, you won’t be disappointed!
  
No Good Reason
No Good Reason
Cari Hunter | 2015 | Crime, LGBTQ+, Thriller
10
10.0 (1 Ratings)
Book Rating
Cari Hunter is most definitely as top notch a writer as you are going to find in crime/thriller writing.
Cari Hunter’s Dark Peak crime series, starting with No Good Reason, was recommended to me by a Lesfic author. I reckon you have to be pretty good for your peers to claim you are ‘top notch’ and after reading four of her books in quick succession I can guarantee that Cari is most definitely as top notch a writer as you are going to find in crime/thriller writing.

Let me admit to you that I generally find crime novels too much hard work to follow. I like my books to be romances, and the sexier the better. I’m surprised as all get out to find I love Cari’s thrilling ride through these Police stroke Hospital novels. Especially as there is almost no juicy sex to lubricate the grit. The infrequency of sex scenes is because the main characters, Sanne and Meg, aren’t officially a couple. Or maybe they are. It’s entirely possible everyone knows they are, except themselves.

The story isn't necessarily about their sexual tension, but it was always in the back of my mind that they would see sense in the end and I patiently waited them out.

I have found in the last few years that there are many padded-out books on the market by well-respected authors, where you can skip through whole pages at a time without losing any real sense of the plot. Not so with No Good Reason which kept me riveted through each paragraph and exquisite word right from the tense prologue.

Cari definitely makes every single word count and I felt engaged in the story and with her main characters within the first few pages.

I’d already read Snowbound, which was a fantastic debut novel, but the characters in No Good Reason are one smidge more sophisticatedly written.

Sanne and Meg go back a very long time, from before their first kiss at the age of twelve, and they know each other better than they know themselves. They have generated a world around them where they are each others’ support and comfort. They are BFFs, they are Friends With Benefits, but somehow Cari has written them as even more than these things. They are each others’ absolute other halves.

These two girls have aches and bruises, and tears and emotions, and genuine exhaustion from their ridiculously long work hours.

They do things like accidentally drop perishable shopping on the floor, but eat it anyway; burn their tea; and turn the shower off when the toilet flushes for fear of being scalded.

I love details like these. I love that they can have a discussion about putting the bins out and HobNobs can fall in their tea the same as they do for you and me, without making the whole book boring and mundane. It simply endears the characters to me all the more.

They made me smile a lot. Meg prefers ham and quaver butties, for goodness sake, what’s not to love?

It doesn’t take long for Cari to completely draw you into their world in Northern England, around the Manchester area, and mainly in the Peak District which is where Cari lives and I feel like I have travelled the hills and crunched the snow and tramped through the same streets as she has now.

This area has its own accent, Northern English, and it is noticeable that she uses phrases and words particular to there. I can’t remember which words I picked up on first, probably some dialogue, but you quickly become used to the fact this is not written by an American. It’s refreshing to have only regional UK main characters: no Londoners; no Americans.

Don’t let the idea of a local accent and local characters put you off, there is nothing in the book you wouldn’t understand, it is still all ‘plain English’ and if you come across a word you can’t decipher I will more than happily translate for you!

Other than the almost-a-romance-but-so-much-more between the two girls there is also this whole other kidnapping / crime malarkey going on. Sanne is a little too personally involved in the case right from the beginning, being caught up in the initial rescue of the victim. She and her police partner, the sensitive, caring, supportive, gorgeously written Nelson, are embroiled in working the case together. Needless to say they spend a lot of time visiting Meg in her role as A&E Doctor in the local hospital for one reason or another. Nelson is a beautiful soul and just the kind of partner Sanne needs, but that writers seldom allow their straight characters to be, especially in Police fiction.

The kidnapping plot is fast paced and exciting. The characters on both sides of the investigation were all believable and there was an audible ‘Huh!’ out of me with the final twist at the end. I really didn’t see that coming. Such a simple way to pull the whole plot together. Chilling!

Cari has a remarkable flair for descriptive writing and she pays particular attention to details like sounds and how things feel against skin. You are left in no doubt every time a character is sore, almost feeling the pain and peeling off the scabs with them.

Sometimes you have to reread a passage to understand the gist of what an author means, or furrow your brow over a combination of words because they just don’t make sense or even belong together, but with Cari Hunter the only thing I can point out to her is ‘Try feeding goldfinches niger seeds instead of nuts.’ That’s it. No other tweaking or corrections required. Nothing. Cari Hunter writes sheer perfection.

My favourite line in the book is the first one I stopped at, blinked appreciatively and re-read.

“Sanne ran her fingertips across the gritstone, letting it wear away her skin like an over-keen emery board.”

From that point on I knew I was going to love not only the book, but also Cari’s style and I wasn’t disappointed with further chapters.

I have a simple test for new authors, to find out how much I like them. The test is ‘how sick has this author made me?’ By that I mean - how long did they keep me awake reading when I ought to have been asleep for work the next day. If I am awake too long it makes me sick for several days after - it shouldn’t be something I am proud of but
  
Exit: The Game – The Polar Station
Exit: The Game – The Polar Station
2017 | Deduction, Puzzle, Real-time
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!

Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.

In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.

To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.

Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!


When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.

Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.

The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
  
The Princess Bride: Storming The Castle
The Princess Bride: Storming The Castle
2008 | Card Game
You haven’t played this game? Inconceivable! Actually, quite conceivable. I wasn’t really into the board game hobby when this came out in 2008, so of course I did not pick it up at release. I am a big Princess Bride fan, and I probably would have picked it up at release because I’m a sucker for certain IPs. There are few copies of this still floating around for sale, so it can be had at a modest price. However, will you enjoy it? Will it bore you “to the pain”? Read on.

So this game, at its heart, is a racing game. You will be racing your pawn toward Humperdinck’s castle in the middle of the table, and you need to traverse several Path cards depicting different areas in the Princess Bride universe. Each of these Path cards will dictate whether you will need specific equipment/items to gain access, or if they are free of that requirement. If you start your turn at the gates of the castle, or have an item allowing you entry sooner, you win!

Ok, the bad. The components are just not great. The box is flimsy and boring. The insert is laughable. The cards are acceptable quality – don’t expect any better quality than normal playing cards picked up at the dollar store. The art on the cards is also very boring and the ink used on the cards seems to be flaking a bit after just a few plays. Screen grabs on cards are fine to me, but the choices made on some of these cards are very questionable. The pawns are poorly designed and they fall over all the time, which is unfortunate when you have to play on a smaller table.

The good now. Owning a Princess Bride game that I can pull out and actually play and have a decent time is a positive for me. There are other games with this same IP that are… not at all fun. This one actually has some gameplay to it that you can enjoy for a while, and even crave future plays. Yes, it feels a bit like Munchkin in that you are trying to achieve the winning goal and your opponents are trying their hardest to delay you. However, it differs due to the fact that the pile-on is slow and you have to basically forfeit your turn to debilitate your opponent. Is that strategy worth it? I’m not so sure…

Does it make you feel like you are in the story? Not really. Do you shudder when the RUSes and Shrieking Eels come into play? Nah, but they are so formidable in the story! Is the GAME worth it though? Yeah, it is. If you are a fan of the book or movie, this is the best Princess Bride game out there. Will another game come out and knock it off the top spot? I hope so. But for now, I am happy with my copy of the game. Perhaps I will look into blinging it out a bit to make it more epic. That said, Purple Phoenix Games gives this one a swashbuckling 7 / 12.

https://purplephoenixgames.wordpress.com/2019/01/21/the-princess-bride-storming-the-castle-review/
  
Justice League (2017)
Justice League (2017)
2017 | Action, Adventure
"Meanwhile, at the Hall Of Justice..."
This movie is the culmination of a childhood full of Saturday mornings in front of the tv in pajamas with a bowl of cereal. "Superfriends" was superheroes at it's most basic. The bad guys wanted to take over or destroy the world and the good guys have to stop them. That was the depth of the plots for both those classic cartoons, and this movie. It's pure cartoon fun brought to life, and I loved every minute of it.

The plot only serves as a reason for these heroes to come together. So you can say that story is not a top priority. Character is the name of the game here, and on that level, the movie is gold. Each character is fully realized, with their own individual situation they need to grow from. Every hero is given his or her moment to shine as an individual. When they stand as a team, it's some of the best superhero action we've ever gotten.

The performances of the League members is spot on across the board. Every character is presented exactly the way they should be. Ben Affleck continues to prove all the doubters wrong, by giving us the best live action version of Batman we've ever seen. Right from the start you see how he demands fear from evildoers, but filled with hope for the good things in the world. Gal Gadot IS Wonder Woman. If there was any doubt left after her solo movie, it should be thoroughly erased now. She's strong in body, mind, and spirit. Jason Mamoa forever erases the idea of Aquaman being the wimpiest superhero. His "surfer dude" take on the character brings all the recklessness and abandon you'd expect from a beach bum. He's almost like a Spartan soldier that lives for the excitement of battle. Ezra Miller brings a youthful excitement of someone who is simply jazzed by what he, and others, can do with their abilities. He's almost the comic relief until you realize that the excited reactions he gives to everything is exactly what we would to if we were dropped in that situation.

SPOILER TERRITORY....skip to "END SPOILERS" if you don't want anything ruined

Although it should really come as no surprise to anyone, Superman does indeed return from the dead in this movie. Not only is that he's resurrected very cool, but the aftermath gives us the best fight scene of the film. Superman vs The Justice League. 'nuff said? I've always loved Henry Cavill as Superman, but now he owns the role. He has grown from a man filled with self doubt, trying to find his place in the world, to a man who now fully realizes who he is, and what purpose he serves to mankind. Lots of great Superman stuff in this movie, and that is the thing I'm most thankful for.

END SPOILERS

This is the most fun I've had with a superhero movie in a long time. It may not have the deepest plot, but that is fine with me, because this is truly a comic book come to life. It's full of the action and joyful spirit that the boy in me tuned into every weekend. Now, if the post credit scene in the movie delivers, it REALLY will be everything that the classic Challenges Of The Superfriends, and reduce me to that boy in pajamas again, cereal in hand, and a smile on my face.
  
The Rhythm Section (2019)
The Rhythm Section (2019)
2019 | Action, Drama, Mystery
The Rhythm Section popped up almost out of nowhere when it hit screens. Seeing the cast line-up I was very interested in seeing what it had to offer.

Stephanie has been a broken woman ever since her family died in a plane crash. The situation would be tough for anyone to deal with but it's made worse by the fact she was supposed to be on the plane too. Life in tatters, addicted to drugs and turning tricks for money she's all but given up on life. That's when Proctor appears.

Proctor is an investigative journalist who is tracking down the people responsible for the tragedy. He takes her in and she paws over his evidence. With a new found rage she goes off on her own, but actions have consequences and it's a steep learning curve.

There is something in The Rhythm Section, the story has a definite spark, but this final product didn't hit the right note for me. It's a classic story of revenge but the film doesn't seem to make much out of it. Littering it with flashbacks to fill in story and attempt to get us in Stephanie's head just adds to the jumpiness throughout. That jumpiness wasn't just reserved for the story, I noted that the camera movements early on were bizarre, I imagine in an effort to emulate her physical and mental state, but it was particularly jarring to watch.

The Rhythm Section seems to have no real way to follow the passage of time, which I feel was a mistake as it would have helped to make things more believable. Somehow B (Law) managed to get Stephanie off drugs, markedly improve her fitness levels and train her to be an (admittedly mediocre) assassin. With some concept of time elapsing I might have been on board with that transformation.

All that training seems to be for nought as she mainly survives off dumb luck during her travels. Her natural luck would also explain how she managed to capture the only bit of information she needed at the beginning of the film to find Proctor's well trained and secret source.

Law and Lively had some good moments in her training montage. There was some humour and friendship, of a sort, but the combative nature of both characters outside of that felt strained and neither appeared comfortable in the role. Sterling K. Brown playing Mark Serra seemed to be the most at home in the role, there was a spark there that gave him a confidence in what he was doing.

With a script written by the author of the source material I'm at a bit of a loss, this scenario should mean that it's a proper representation of the book but I'm left with little desire to experience any of the other three stories in this series having seen Rhythm Section.

As I said, there feels like there's something in this idea that would have made a great film, but it feels rushed and a little confused. The film ends in a way that could see a sequel, and that is possible given the other books in the series, but I can't see it progressing beyond one film off the back of this.

Originally posted on: https://emmaatthemovies.blogspot.com/2020/03/the-rhythm-section-movie-review.html
  
The Big Short (2015)
The Big Short (2015)
2015 | Drama
Gets Better On Each Rewatch
Most of you reading this review remember the last time the U.S. had a downturn in it's economy - it was 2008 and the downturn was caused by a bubble that burst in the housing market. Michael Lewis' (author of MONEYBALL) book THE BIG SHORT attempted to explain what happend in lay man's terms. This books was considered "unfilmable" until the most unlikeliest of artists stepped in to make a wonderfully crafted and educational film that was also entertaining.

That person was Adam McKay - up until that time, known as the Director of such Will Ferrell films as STEP BROTHERS and ANCHORMAN.

Set in the timeframe right before - and during - the economic downturn (approx. 2006-2008), THE BIG SHORT follows 4 groups/individuals that begin to see that something is wrong - both with this seemingly "bullet proof" housing market and the institutions/regulations and governance around them.

Christian Bale is outstanding (and was nominated for an Oscar) for his work as Dr. Michael Burry a socially awkward genius who is the first to ferret out that something is wrong and "bets against the market". Bale's portrayal of a non-social (almost) recluse who speaks his mind is engaging and fascinating to watch. It was with this performance that I decided that Bale is, perhaps, the finest actor working today. Also stepping up his game - as a surprise to me - is Ryan Gosling as the narrator of this story. He has the right balance of charm and "smarminess" and often breaks the 4th wall to explain to us what is going on. Also on board, strongly, is Brad Pitt (one of the Producers of this film) as an ex-Wall Street maverick who is pulled back in by the opportunity this impending crash is creating.

But, the surprise to me in this film is the heart-breaking, gut-wrenching turn of Steve Carrell as Wall Street broker Mark Baum who's caustic personality hides some serious scars underneath and who takes the failures of "the system" to protect the people personally. Carrell was nominated for an Oscar the year before in his first major dramatic turn - FOXCATCHER - but I think his work here is stronger, more layered and nuanced and (if there is a hero in this story) had you rooting for this guy throughout the film.

But...none of this would have worked if McKay didn't figure out a way to make the boring-ness and tedium of explaining the housing financial system (tranches, CDO's, default swaps, etc) in such a way that educates and entertains the audience - and find a way he did. By pulling celebrities like Anthony Bordain, Selena Gomez and Margot Robbie in to break the 4th wall and explain extremely dry subject matter in such a way as to make it understandable and enjoyable, he makes this film succeed.

And, succeed it does, as it's 5 Oscar nominations (including Best Picture, Best Director and the aforementioned Best Supporting Actor nomination for Bale - a nomination that I would have been happy had Carrell gotten) would attest to - it did win the Oscar for Best Adapted Screenplay (for McKay and Charles Randolph).

This is a film that gets better for me on each rewatch, for I understand just a little more. If this is your 1st time watch - or your 10th - check out the BIG SHORT, it will be worth your time.

Letter Grade: A

9 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
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New X-Men: Childhood's End, Volume 1
New X-Men: Childhood's End, Volume 1
Craig Kyle | 2006
6
6.0 (1 Ratings)
Book Rating
In an era where Marvel tries to oversaturate the comics market with event after event, and renumbering, along with the line between heroes and villains blurred so much it is draining (and not just my account!).

..which brings my attention backwards, to 2006's NEW X-MEN: CHILDHOOD'S END.

I skipped out when the series first launched as NEW X-MEN: ACADEMY X. It seemed generic and the stories I flipped through did nothing to grab my attention. It wasn't until the rebranding of the series as NEW X-MEN: CHILDHOOD'S END, with Craig Kyle and Christopher Yost taking over the writing as well providng a new revolving artist lineup.

While this first volume was a bit hard to follow, what with the jumping back forth with flashbacks and time rollbacks, but the second reading made more sense. I don't know that I would have written it out that way, but then again, it wasn't my book.

One of the things that really clicked for me was having Kyle and Yost on board. As the creators of Laura Kinney (X-23), I thought her introduction to the team would be handled well. Let's just say I was left feeling quite good, enough so that I will be reading the remaining volumes in the series.

The way she is written is as a lost girl. Logan wants her on the team, as it will help her to integrate, learn more about non-violent interaction. She is resistant at first mention, but then she comes around. However, despite her joining the New X-Men class, it is not an easy ride as she is withdrawn, though we do see the first sparks of interest on her part in Hellion. Unfortunately, her fellow classmates don't make it that easy for her to want to interaction, opting to go the route that most new students are treated in RL. So yeah, makes sense.

The only thing I didn't really like was Laura was referred to as either X-23 or Laura X, instead of Laura Kinney. I am not sure why that was, but as much I found it disappointing, it did not detract the story any. More often that not, when it came up in a panel, I would just read as "Laura" (minus the "X") or Laura Kinney. Easy fix, eh?

The art chores of the first volume went to Mark Brooks. I usually like his art, but sometimes (like in X-FORCE) he would give Laura a bust line not befitting a character like that. Here, though, everything was perfect, aiding in setting the darker "M-Day" and post-"M-Day" mood. I quite liked it, suited the content 100%.

Last thing I want to add is this: WOW! EMMA FROST IS A MEGA SALTY BITCH! Her treatment of Laura was totally uncalled for and way off base. Heck, she used to be the White Queen, yet she is now an X-Men. Everyone deserves a chance, even a former assassin (well, in fairness, it was how she was raised/trained, she really knew nothing else).

So, and including bitchy Emma, I give X-MEN: CHILDHOOD'S END VOL ! 5 out 5 SNIKTs! Not bad! Now, onto Volume Two...