Search
The Essential Marilyn Monroe: Milton H. Greene: 50 Sessions
Book
Milton H. Greene (1922-1985), famous for his fashion photography and celebrity portraits from the...
Movie Metropolis (309 KP) rated Everest (2015) in Movies
Jun 11, 2019
A by the numbers adventure
The 1996 Everest disaster remains one of the greatest true stories to have ever been told. From made-for-TV movies to award-winning documentaries, it appears that audiences simply cannot get enough of this tale of survival.
Now, Universal Pictures ends its record-breaking summer campaign with Everest, a high-budget thriller based on those events in 1996. But does it get the balance between all-out spectacle and human characterisation spot on?
Everest follows the fortunes of two climbing teams planning on making it to the top of the deadly mountain. The Adventure Consultants, led by Rob Hall, and Mountain Madness, guided by Scott Fischer, all make their way to the summit of Everest, battling against horrific storms, avalanches and the mountain itself along the way.
The film features an all-star cast, something not forgotten in its marketing campaign, with the likes of Jason Clarke as Hall, Jake Gyllenhaal as Fischer, Josh Brolin, Keira Knightley, Emily Watson and Sam Worthington all making an appearance as climbers and base-camp attendees.
There’s some great talent here but Everest simply cannot cope with that many characters jostling for screen time and the majority of the cast, bar Clarke, feel like cardboard cut-outs – this is a real shame given the true-story that the writers had to work with.
Knightley in particular is wasted with only ten minutes of screen time and Brolin’s side story is never fully explored to make you remember his character – especially when the onslaught of stormy weather makes it difficult to pick out each person at a glance.
Effects-wise, this is a huge spectacle. The cinematography is absolutely astounding and every shot is filled to the brim with colours, sounds and ragged landscapes – it’s absolutely stunning.
The scenes before the mountaineers start their final climb are particularly beautiful and the summit sequences themselves feel ridiculously real, all culminating in a film that looks and sounds spectacular, but just lacks that human touch needed to make it matter.
Unfortunately, there are no risks here, despite the ones being taken by our intrepid explorers and whilst the true-story elements lend the film some gravitas, everything else feels a little clichéd with a been there, done that attitude.
Naturally, the finale is when the emotional side comes into play with a selection of real video footage and photographs. This ensures that Everest finishes on a thought-provoking and intentionally sombre note. Yes, this is Hollywood at work, but this is not a film to be ‘enjoyed’ in the traditional sense.
Overall, Everest is a fine film with some breath-taking action sequences and top-notch special effects. Unfortunately, despite the fascinating true-story, the human characters don’t register until the final act and this stops it from being as memorable as it should be.
https://moviemetropolis.net/2015/09/27/a-by-the-numbers-adventure-everest-review/
Now, Universal Pictures ends its record-breaking summer campaign with Everest, a high-budget thriller based on those events in 1996. But does it get the balance between all-out spectacle and human characterisation spot on?
Everest follows the fortunes of two climbing teams planning on making it to the top of the deadly mountain. The Adventure Consultants, led by Rob Hall, and Mountain Madness, guided by Scott Fischer, all make their way to the summit of Everest, battling against horrific storms, avalanches and the mountain itself along the way.
The film features an all-star cast, something not forgotten in its marketing campaign, with the likes of Jason Clarke as Hall, Jake Gyllenhaal as Fischer, Josh Brolin, Keira Knightley, Emily Watson and Sam Worthington all making an appearance as climbers and base-camp attendees.
There’s some great talent here but Everest simply cannot cope with that many characters jostling for screen time and the majority of the cast, bar Clarke, feel like cardboard cut-outs – this is a real shame given the true-story that the writers had to work with.
Knightley in particular is wasted with only ten minutes of screen time and Brolin’s side story is never fully explored to make you remember his character – especially when the onslaught of stormy weather makes it difficult to pick out each person at a glance.
Effects-wise, this is a huge spectacle. The cinematography is absolutely astounding and every shot is filled to the brim with colours, sounds and ragged landscapes – it’s absolutely stunning.
The scenes before the mountaineers start their final climb are particularly beautiful and the summit sequences themselves feel ridiculously real, all culminating in a film that looks and sounds spectacular, but just lacks that human touch needed to make it matter.
Unfortunately, there are no risks here, despite the ones being taken by our intrepid explorers and whilst the true-story elements lend the film some gravitas, everything else feels a little clichéd with a been there, done that attitude.
Naturally, the finale is when the emotional side comes into play with a selection of real video footage and photographs. This ensures that Everest finishes on a thought-provoking and intentionally sombre note. Yes, this is Hollywood at work, but this is not a film to be ‘enjoyed’ in the traditional sense.
Overall, Everest is a fine film with some breath-taking action sequences and top-notch special effects. Unfortunately, despite the fascinating true-story, the human characters don’t register until the final act and this stops it from being as memorable as it should be.
https://moviemetropolis.net/2015/09/27/a-by-the-numbers-adventure-everest-review/
Forgotten Memories: Alternate Realities
Games and Entertainment
App
Finalist in the CVA videogames awards 2015. Nominations: Best Audio, Best Original Music, Best Indie...
LilyLovesIndie (123 KP) rated Reckoning (The Gates Legacy #4) in Books
Nov 5, 2018
Oh my gosh! The Gates Legacy is back with an almighty bang, and boy was it good to catch up with the gang! Picking straight back up where we left off, Rohnert is nursing some severe issues regarding his mate's passing, Cyrus is intent on revenge for his torture, Issy just wants to be loved and the rest of the gang are trying to hold it all together like some magical glue. Throw some ancient, and very freaky, enemies into the mix for power and you have your full set to play with, and play is what Lorenz Font does so well.
The pace in this book is much more reminiscent of the earlier parts of the series. It's got a pull that as soon as it's got you hooked, you can't put it down. I've spent many nights reading way past my bedtime because I just needed to know what the characters were going to do next. As I've already mentioned, this book picks back up where we left off and it was like slipping back into your favourite pair of jeans. It' was familiar, yet there was another threat to follow - how Font finds so many enemies for the little rag tag band of heroes is beyond me, but it makes for very compelling reading!
Told mainly from the perspective of Cyrus and Issy, it was, as always with Font's writing, a delight to see so many POV's being used in the writing. It's like a lesson for aspiring writers on how to change POV's in a way that gives the reader so much information yet doesn't confuse them in the process. I adore her writing style, and this latest offering is no different in that. In fact, I probably like this one best of all, if only because, despite there being some hairy moments, Font managed to keep all of my favourites alive for a whole book!
The character development over the course of this story was also superb. Every character feels like they continue to grow, but none more so that Isidora. She is really coming into her own and holds the role of the lead heroine with the poise you'd expect of such a bloodline. She was an absolute joy to read and has secured her place within my favourite characters. Her relationship with Cyrus is probably one of the best developed and well told romances I've read in a while. It's believable, understandable thanks to their own troubled pasts and a fabulous pairing to read. I just hope Font leaves these two to enjoy a little happily ever after time, but I won't hold my breath knowing her penchant for throwing things in the air when they get settled!
The many twists and turns of the story also need a mention. When writing a series of this length and complexity it is very hard to keep it fresh, but Font never fails to deliver another twist or turn that leaves the reader reeling and wondering when that 18 wheeler truck or 2 ton bus hit them. It really is edge of the seat reading that leaves you needing more from the gang of vampires. I'm already on tenterhooks wondering how some of the loose ends will be tied up in the next book and I love that Font has left me thinking of her characters, even hours after finishing the book, because, let's face it, who doesn't like it when a book gets under your skin like that?
And so, I suppose I should wrap up and end my waffle. If you are new to the series, go back and read the others first. If you're an old hand returning for your next fix, you're going to love it. It's awesome, amazing, phenomenal and Font is right back on form with another 5 star thriller from the Gates crew. Buy it, I can promise you that you will not be disappointed.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*
The pace in this book is much more reminiscent of the earlier parts of the series. It's got a pull that as soon as it's got you hooked, you can't put it down. I've spent many nights reading way past my bedtime because I just needed to know what the characters were going to do next. As I've already mentioned, this book picks back up where we left off and it was like slipping back into your favourite pair of jeans. It' was familiar, yet there was another threat to follow - how Font finds so many enemies for the little rag tag band of heroes is beyond me, but it makes for very compelling reading!
Told mainly from the perspective of Cyrus and Issy, it was, as always with Font's writing, a delight to see so many POV's being used in the writing. It's like a lesson for aspiring writers on how to change POV's in a way that gives the reader so much information yet doesn't confuse them in the process. I adore her writing style, and this latest offering is no different in that. In fact, I probably like this one best of all, if only because, despite there being some hairy moments, Font managed to keep all of my favourites alive for a whole book!
The character development over the course of this story was also superb. Every character feels like they continue to grow, but none more so that Isidora. She is really coming into her own and holds the role of the lead heroine with the poise you'd expect of such a bloodline. She was an absolute joy to read and has secured her place within my favourite characters. Her relationship with Cyrus is probably one of the best developed and well told romances I've read in a while. It's believable, understandable thanks to their own troubled pasts and a fabulous pairing to read. I just hope Font leaves these two to enjoy a little happily ever after time, but I won't hold my breath knowing her penchant for throwing things in the air when they get settled!
The many twists and turns of the story also need a mention. When writing a series of this length and complexity it is very hard to keep it fresh, but Font never fails to deliver another twist or turn that leaves the reader reeling and wondering when that 18 wheeler truck or 2 ton bus hit them. It really is edge of the seat reading that leaves you needing more from the gang of vampires. I'm already on tenterhooks wondering how some of the loose ends will be tied up in the next book and I love that Font has left me thinking of her characters, even hours after finishing the book, because, let's face it, who doesn't like it when a book gets under your skin like that?
And so, I suppose I should wrap up and end my waffle. If you are new to the series, go back and read the others first. If you're an old hand returning for your next fix, you're going to love it. It's awesome, amazing, phenomenal and Font is right back on form with another 5 star thriller from the Gates crew. Buy it, I can promise you that you will not be disappointed.
*This book was first reviewed on Lily Loves Indie as part of a blog tour, for which an ARC was received in return for an honest review*
Jamie Towell Cook (13 KP) rated the PlayStation 4 version of Resident Evil 2 (Remake) in Video Games
Apr 6, 2020
September 29th 1998
Raccoon City, home to the worlds leading pharmaceutical company, the Umbrella Corporation. This is the day that the city and its inhabitants would never forget.
It's been 21 years since the original release of the second installment of the Resident Evil franchise and I can honestly say time (and Capcom) have been incredibly kind to this game. Using the new RE engine that we saw in Resident Evil 7, this remake of what was already a legend of a game, gets a complete modern makeover. Now it's not just the graphics that have been pushed into the modern era: Capcom are a company who grows and learns and they have obviously listened to a lot of fan feedback. The controls are very similar to early installments of the game such as RE4, RE5 and RE6, giving you the over the shoulder perspective and the ability to aim freely, unlike RE5 and 6 though they have managed to amp up the scare tactics, taking Resident evil all they way back to its roots of being a survival horror game and not an action game (*cough, cough* RE4, 5 & 6).
The game story, if you don't already know, or are just too young to have been around for its original release, centres on two characters who by chance both meet at a gas station on that fateful night just outside the city limits. There is the rookie cop, Leon S. Kennedy, who, unluckily for him has decided to enroll into the RPD (Raccoon Police Department) or you can choose College student, motorcyclist and all round badass Claire Redfield, who has gone to Raccon City to find her brother, Chris. Who fans are bound to know if they have played basically any of the other titles out there.
Soon after Leon and Claire arrive this gas station (separately), both soon realize that there is something very strange happening. Upon investigating, they soon find out what that is.
Yep, zombies!
Now any normal people out there at this point would be running as far away as possible leaving a trail of wee behind them as they did so, that is if you aren't eaten first. However Leon and Claire hop in a car a decide heading into the city is the best course of action (SERIOUSLY??) Anyways, that's how the story sets its pace and trust me when I say, wear clean underwear when you start this game and maybe change them a few times because Capcom have learnt how to use those scare tactics quite effectively now. So fasten your seat belts, kids, it's going to be a bumpy night!
The story remains essentially the same as the original from 1998: things have been moved around slightly and some cut scenes extended but it does stay true to the masterpiece that it was for its day and age. Obviously now though, the graphics are just a beauty to behold; both Claire and Leon look amazing in their HD splendour, and the police station entrance, which has got to be the most iconic moment of the game, will take your breath away.
Although why Raccoon City has the world's most fancy police station is beyond me...
Not only have our protagonists and surroundings had the HD makeover but so have all the enemies too. Zombies, zombie dogs (Why just dogs though) and other abominable creatures that are lurking in the shadows also look truly amazing as well.
Now back in the day when Resident Evil 2 first came out it was spread out over two discs. One disc solely focused on Leon's series of events and the other on Claire's. The game's story was split into two different versions: you had Scenario A and Scenario B. Basically if you played A as either character then B would be what the other character was doing at that same time. The remake follows the same principle, allowing you to play through two different sequences of events. Completing all scenarios will give you access to the true ending and the fourth survivor mini story. The fourth survivor follows the story of an Umbrella secret service agent known as HUNK. The fourth survivors tale begins in the sewers of the forsaken city and is essentially a mini mission to escape to an extraction point and flee the city.
In addition to the main game and fourth survivor mode, there is also another mode called Ghost Survivors. Ghost survivors tells the story of different characters that are encountered in one way or another throughout the main games story and is a `what if` telling of events from their perspectives. The game play itself follows the same principles as fourth survivor mode in that timed, get from point A to point B kind of style. By playing through these modes you can unlock some extremely random accessories to make the modes more interesting.
For me, Resident Evil 2 was one of the first survival horror games i had ever played back on the PS1. I have some very fond memories of playing this game and of teaching my little brother how to play this game as well. I had my doubts when a remake was announced but i can honestly say without a shadow of a doubt that this remake is a work of art. Doing more than justice to its original and even surpassing it.
This is a title that should most definatley be in any gamers arsenal.
Raccoon City, home to the worlds leading pharmaceutical company, the Umbrella Corporation. This is the day that the city and its inhabitants would never forget.
It's been 21 years since the original release of the second installment of the Resident Evil franchise and I can honestly say time (and Capcom) have been incredibly kind to this game. Using the new RE engine that we saw in Resident Evil 7, this remake of what was already a legend of a game, gets a complete modern makeover. Now it's not just the graphics that have been pushed into the modern era: Capcom are a company who grows and learns and they have obviously listened to a lot of fan feedback. The controls are very similar to early installments of the game such as RE4, RE5 and RE6, giving you the over the shoulder perspective and the ability to aim freely, unlike RE5 and 6 though they have managed to amp up the scare tactics, taking Resident evil all they way back to its roots of being a survival horror game and not an action game (*cough, cough* RE4, 5 & 6).
The game story, if you don't already know, or are just too young to have been around for its original release, centres on two characters who by chance both meet at a gas station on that fateful night just outside the city limits. There is the rookie cop, Leon S. Kennedy, who, unluckily for him has decided to enroll into the RPD (Raccoon Police Department) or you can choose College student, motorcyclist and all round badass Claire Redfield, who has gone to Raccon City to find her brother, Chris. Who fans are bound to know if they have played basically any of the other titles out there.
Soon after Leon and Claire arrive this gas station (separately), both soon realize that there is something very strange happening. Upon investigating, they soon find out what that is.
Yep, zombies!
Now any normal people out there at this point would be running as far away as possible leaving a trail of wee behind them as they did so, that is if you aren't eaten first. However Leon and Claire hop in a car a decide heading into the city is the best course of action (SERIOUSLY??) Anyways, that's how the story sets its pace and trust me when I say, wear clean underwear when you start this game and maybe change them a few times because Capcom have learnt how to use those scare tactics quite effectively now. So fasten your seat belts, kids, it's going to be a bumpy night!
The story remains essentially the same as the original from 1998: things have been moved around slightly and some cut scenes extended but it does stay true to the masterpiece that it was for its day and age. Obviously now though, the graphics are just a beauty to behold; both Claire and Leon look amazing in their HD splendour, and the police station entrance, which has got to be the most iconic moment of the game, will take your breath away.
Although why Raccoon City has the world's most fancy police station is beyond me...
Not only have our protagonists and surroundings had the HD makeover but so have all the enemies too. Zombies, zombie dogs (Why just dogs though) and other abominable creatures that are lurking in the shadows also look truly amazing as well.
Now back in the day when Resident Evil 2 first came out it was spread out over two discs. One disc solely focused on Leon's series of events and the other on Claire's. The game's story was split into two different versions: you had Scenario A and Scenario B. Basically if you played A as either character then B would be what the other character was doing at that same time. The remake follows the same principle, allowing you to play through two different sequences of events. Completing all scenarios will give you access to the true ending and the fourth survivor mini story. The fourth survivor follows the story of an Umbrella secret service agent known as HUNK. The fourth survivors tale begins in the sewers of the forsaken city and is essentially a mini mission to escape to an extraction point and flee the city.
In addition to the main game and fourth survivor mode, there is also another mode called Ghost Survivors. Ghost survivors tells the story of different characters that are encountered in one way or another throughout the main games story and is a `what if` telling of events from their perspectives. The game play itself follows the same principles as fourth survivor mode in that timed, get from point A to point B kind of style. By playing through these modes you can unlock some extremely random accessories to make the modes more interesting.
For me, Resident Evil 2 was one of the first survival horror games i had ever played back on the PS1. I have some very fond memories of playing this game and of teaching my little brother how to play this game as well. I had my doubts when a remake was announced but i can honestly say without a shadow of a doubt that this remake is a work of art. Doing more than justice to its original and even surpassing it.
This is a title that should most definatley be in any gamers arsenal.
Purple Phoenix Games (2266 KP) rated Dungeon Academy in Tabletop Games
Dec 8, 2020
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.
The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.
Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.
Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.
Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.
I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.
If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
Purple Phoenix Games (2266 KP) rated Posthuman in Tabletop Games
Aug 25, 2021
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.
A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.
After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.
Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.
Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.
Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!
When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.
Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!
I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
Sassy Brit (97 KP) rated Vendetta in Books
Jun 5, 2019
Vendetta by Iris Johansen brings back characters introduced in the Eve Duncan books. Although it is billed as an “Eve Duncan” she is only mentioned briefly. But, this does not take anything away from the plot and the main characters, Rachel Venable and Jude Brandon. The story centers on these two and their attempts to bring down Max Huber, the head of Red Star, a terrorist organization with immense power.
The story begins with the shooting of a top CIA official, Carl Venable. His dying breath to the operative, Jude Brandon, to save his daughter, Dr. Rachel Venable, and give her the choice of eliminating Huber to prevent him from wreaking further havoc on a global scale. Huber wants revenge on Rachel, believing that she killed his father by poisoning him. Enlisting the help of her good friend, CIA operative Catherine Ling and her on again, off again boyfriend, Richard Cameron, they work together to bring Huber down.
Johansen noted, “Every other chapter has a choice come into play. It is all about making choices. Rachel had to decide if she would go after the bad guys. Brandon whether he would involve himself emotionally with Rachel. Catherine made the choice not to hide from her desire for Cameron, as well as knowing she had to give Rachel space and control over her own destiny. The bad guy Huber is pure evil without redeeming qualities and his choice was to inflict as much collateral damage as possible. Even though I have a choice as a writer, I just wanted to kill Huber for doing terrible things to the people I love in my books.”
Both Rachel and Catherine had similar experiences of having to overcome rape. At the age of fifteen Rachel was captured by the Taliban in Afghanistan, watched them kill her mother and brother, and was brutally raped as well as tortured. What Johansen does wonderfully is to show how Rachel is determined to overcome her past experiences. One of the reasons she becomes a medical doctor is to heal people. Both Catherine and Rachel are intelligent, tough, strong, independent, and stubborn.
The book quote has Rachel determined to not be seen as a cripple. “I wrote that because I consider it the bravest thing she ever said. She went through a terrible event, but she fought and conquered it. Catherine also had a tough life, growing up on the Hong Kong waterfronts. She learned from it to become stronger. These two women are more similar than different. They had rough teenage years that they had to overcome. I think they are more sisters than friends and will always go to bat for each other. I think Catherine is more like the older sister because she has a son, which makes a big difference.”
Johansen writes female characters that are something other than constant damsels in distress. They find a way to survive and have come out even stronger. This story shows how a character’s past and the decisions made influence the present and future, sometimes to the point of getting revenge by pursuing a vendetta.
The story begins with the shooting of a top CIA official, Carl Venable. His dying breath to the operative, Jude Brandon, to save his daughter, Dr. Rachel Venable, and give her the choice of eliminating Huber to prevent him from wreaking further havoc on a global scale. Huber wants revenge on Rachel, believing that she killed his father by poisoning him. Enlisting the help of her good friend, CIA operative Catherine Ling and her on again, off again boyfriend, Richard Cameron, they work together to bring Huber down.
Johansen noted, “Every other chapter has a choice come into play. It is all about making choices. Rachel had to decide if she would go after the bad guys. Brandon whether he would involve himself emotionally with Rachel. Catherine made the choice not to hide from her desire for Cameron, as well as knowing she had to give Rachel space and control over her own destiny. The bad guy Huber is pure evil without redeeming qualities and his choice was to inflict as much collateral damage as possible. Even though I have a choice as a writer, I just wanted to kill Huber for doing terrible things to the people I love in my books.”
Both Rachel and Catherine had similar experiences of having to overcome rape. At the age of fifteen Rachel was captured by the Taliban in Afghanistan, watched them kill her mother and brother, and was brutally raped as well as tortured. What Johansen does wonderfully is to show how Rachel is determined to overcome her past experiences. One of the reasons she becomes a medical doctor is to heal people. Both Catherine and Rachel are intelligent, tough, strong, independent, and stubborn.
The book quote has Rachel determined to not be seen as a cripple. “I wrote that because I consider it the bravest thing she ever said. She went through a terrible event, but she fought and conquered it. Catherine also had a tough life, growing up on the Hong Kong waterfronts. She learned from it to become stronger. These two women are more similar than different. They had rough teenage years that they had to overcome. I think they are more sisters than friends and will always go to bat for each other. I think Catherine is more like the older sister because she has a son, which makes a big difference.”
Johansen writes female characters that are something other than constant damsels in distress. They find a way to survive and have come out even stronger. This story shows how a character’s past and the decisions made influence the present and future, sometimes to the point of getting revenge by pursuing a vendetta.
Movie Metropolis (309 KP) rated Deadpool (2016) in Movies
Jun 10, 2019 (Updated Jun 10, 2019)
A Valentine's weekend wonder
It’s hard to believe that one of Marvel’s hottest properties – Deadpool, has taken this long to get to the silver screen. Of course, we can always cast our minds back to 2009’s disastrous X-Men Origins: Wolverine. But for goodness sake, let’s not.
Here, after much petitioning from fans and Reynolds himself, Deadpool finally gets his own origins story, directed by Tim Miller in his debut feature film. But was it worth the wait?
Ryan Reynolds returns as a much more faithful representation of Wade Wilson, a small-time mercenary going through the motions until a shock cancer diagnosis makes him rethink his life – and career prospects, at the cost of losing touch with his love interest, Vanessa, played by the incredibly beautiful Morena Baccarin.
Naturally, a villain in the shape of Ed Skrein’s Ajax, provides the film with its main opposition, though a few other one-dimensional characters appear alongside him every so often. Unfortunately, they make little impact throughout the course of Deadpool and even Skrein suffers next to Reynolds potty-mouthed Wilson.
MV5BMjE3MzI3NzAwOV5BMl5BanBnXkFtZTgwNDc2Nzc5NzE@._V1__SX1303_SY615_
Brianna Hildebrand, Ryan Reynolds and Stefan Kapicic. Photo by 20th Century Fox.
And ta da! The red-suited antihero is born, much like any other Marvel origins story in fact. However, this is most definitely not your typical superhero flick. From gratuitous sex, violence, swearing and drug references, not to mention the character’s trademark breaking of the fourth wall, it’s all here – and you know what, it’s a breath of fresh air.
Reynolds is absolutely born to play this character and is the best we have seen him in years. Gone is the romantic comedy slop or stereotypical action hero he has portrayed over the last few years and in their place is a witty, incredibly self-aware persona that is one of Marvel’s greatest assets.
Elsewhere, the direction is so confident, and the design choices so slick, it’s difficult to fully comprehend that this is Tim Miller’s first feature film. From a brilliant set of opening credits that poke fun at the narcissism of Hollywood, to some excellent commentary on the superhero genre itself, it’s very cocky indeed and very very funny.
Naturally, not every gag lands on target, but that’s no surprise given that even the best comedies suffer from this. There’s also a lack of development beyond the titular character that hurts the film’s more romantic side, and with Deadpool’s lengthy running time, this could’ve been avoided somewhat.
Other than that, it’s pretty much spot on. Ryan Reynolds looks like he’s having a blast in front of the camera, and Tim Miller looks like he’s having a great time behind it. What about the old Fox and Marvel rivalry chestnut? Well, there’s not even a whiff of it – apart from a sarcastic remark that is.
Overall, Deadpool was a gamble and with Fox’s less than stellar reputation for fashioning decent films out of Marvel property, a huge one at that. But, against all the odds it has paid off spectacularly.
Keep this to yourselves, but it could quite possibly be the best comic-book adaptation to date.
https://moviemetropolis.net/2016/02/13/a-valentines-weekend-wonder-deadpool-review/
Here, after much petitioning from fans and Reynolds himself, Deadpool finally gets his own origins story, directed by Tim Miller in his debut feature film. But was it worth the wait?
Ryan Reynolds returns as a much more faithful representation of Wade Wilson, a small-time mercenary going through the motions until a shock cancer diagnosis makes him rethink his life – and career prospects, at the cost of losing touch with his love interest, Vanessa, played by the incredibly beautiful Morena Baccarin.
Naturally, a villain in the shape of Ed Skrein’s Ajax, provides the film with its main opposition, though a few other one-dimensional characters appear alongside him every so often. Unfortunately, they make little impact throughout the course of Deadpool and even Skrein suffers next to Reynolds potty-mouthed Wilson.
MV5BMjE3MzI3NzAwOV5BMl5BanBnXkFtZTgwNDc2Nzc5NzE@._V1__SX1303_SY615_
Brianna Hildebrand, Ryan Reynolds and Stefan Kapicic. Photo by 20th Century Fox.
And ta da! The red-suited antihero is born, much like any other Marvel origins story in fact. However, this is most definitely not your typical superhero flick. From gratuitous sex, violence, swearing and drug references, not to mention the character’s trademark breaking of the fourth wall, it’s all here – and you know what, it’s a breath of fresh air.
Reynolds is absolutely born to play this character and is the best we have seen him in years. Gone is the romantic comedy slop or stereotypical action hero he has portrayed over the last few years and in their place is a witty, incredibly self-aware persona that is one of Marvel’s greatest assets.
Elsewhere, the direction is so confident, and the design choices so slick, it’s difficult to fully comprehend that this is Tim Miller’s first feature film. From a brilliant set of opening credits that poke fun at the narcissism of Hollywood, to some excellent commentary on the superhero genre itself, it’s very cocky indeed and very very funny.
Naturally, not every gag lands on target, but that’s no surprise given that even the best comedies suffer from this. There’s also a lack of development beyond the titular character that hurts the film’s more romantic side, and with Deadpool’s lengthy running time, this could’ve been avoided somewhat.
Other than that, it’s pretty much spot on. Ryan Reynolds looks like he’s having a blast in front of the camera, and Tim Miller looks like he’s having a great time behind it. What about the old Fox and Marvel rivalry chestnut? Well, there’s not even a whiff of it – apart from a sarcastic remark that is.
Overall, Deadpool was a gamble and with Fox’s less than stellar reputation for fashioning decent films out of Marvel property, a huge one at that. But, against all the odds it has paid off spectacularly.
Keep this to yourselves, but it could quite possibly be the best comic-book adaptation to date.
https://moviemetropolis.net/2016/02/13/a-valentines-weekend-wonder-deadpool-review/
Movie Metropolis (309 KP) rated Inside Out (2015) in Movies
Jun 10, 2019
A delightful treat
If there’s one thing Pixar knows how to do, it’s create memorable films. Long after you’ve walked out the cinema, the likes of Wall.E and Finding Nemo stay with you.
2015 marks the first time the studio will release two films in the same year, with The Good Dinosaur coming to cinemas in December and the subject of this review, Inside Out, in this year’s busy summer season.
But has this increased workload for Pixar’s animators resulted in a poorer quality movie?
Inside Out follows the story of young Riley, an eleven-year-old girl coming to terms with growing up in a new home away from her friends and the neighbourhood she knows and loves.
Deep inside her head, however, we find a whole host of colourful characters controlling Riley’s emotions. Joy, Sadness, Fear, Anger and Disgust all play a part in keeping her level-headed. Unfortunately, after a near disaster it falls on upbeat Joy and ever-blue Sadness to bring Riley back to who she once was.
Inside Out continues Pixar’s trend of creating beautifully animated films that really strike a chord with audiences. The sheer amount of colour is absolutely breath-taking and children will find much to enjoy in both the central characters and the numerous environments inside Riley’s head, while adults will love the stunning recreation of San Francisco in all its bustling glory.
The cast, which includes voice work by Bill Hader (Monsters University), Kyle MacLachlan (Desperate Housewives) and Diane Lane (Man of Steel) all do sterling jobs in bringing their characters to life but it is in Phyllis Smith, who plays Sadness, that we find the best portrayal.
A relatively unknown actress with few film credits to her name, Smith is truly wonderful as the little blue lady who keeps a check on the more upsetting moments in Riley’s life.
Elsewhere, Pixar has once again created a story that really focuses on the themes of growth, family bonding and what it means to grow up in today’s society with numerous cultural references that children and adults alike will enjoy.
However, it’s important to note that Inside Out is one of the more emotional films Pixar has created. At numerous points throughout the movie there were a couple of children in the cinema wiping away the tears – though this shows how heavily invested in the characters they became.
Unfortunately, despite being 94 minutes in length, Inside Out does feel a little drawn out in places and lacks the deeper storytelling elements that has made some of the studios other films so charming. This isn’t to say it lacks charm, but it’s in slightly shorter supply here.
Overall, Pixar has added another cracking film to its ever-increasing roster. Whilst not hitting the heights of Wall.E or Toy Story, it makes for a memorable and sensible film for the whole family to enjoy.
It’s the perfect start to the summer holidays. Roll on The Good Dinosaur.
https://moviemetropolis.net/2015/07/26/a-delightful-treat-inside-out-review/
2015 marks the first time the studio will release two films in the same year, with The Good Dinosaur coming to cinemas in December and the subject of this review, Inside Out, in this year’s busy summer season.
But has this increased workload for Pixar’s animators resulted in a poorer quality movie?
Inside Out follows the story of young Riley, an eleven-year-old girl coming to terms with growing up in a new home away from her friends and the neighbourhood she knows and loves.
Deep inside her head, however, we find a whole host of colourful characters controlling Riley’s emotions. Joy, Sadness, Fear, Anger and Disgust all play a part in keeping her level-headed. Unfortunately, after a near disaster it falls on upbeat Joy and ever-blue Sadness to bring Riley back to who she once was.
Inside Out continues Pixar’s trend of creating beautifully animated films that really strike a chord with audiences. The sheer amount of colour is absolutely breath-taking and children will find much to enjoy in both the central characters and the numerous environments inside Riley’s head, while adults will love the stunning recreation of San Francisco in all its bustling glory.
The cast, which includes voice work by Bill Hader (Monsters University), Kyle MacLachlan (Desperate Housewives) and Diane Lane (Man of Steel) all do sterling jobs in bringing their characters to life but it is in Phyllis Smith, who plays Sadness, that we find the best portrayal.
A relatively unknown actress with few film credits to her name, Smith is truly wonderful as the little blue lady who keeps a check on the more upsetting moments in Riley’s life.
Elsewhere, Pixar has once again created a story that really focuses on the themes of growth, family bonding and what it means to grow up in today’s society with numerous cultural references that children and adults alike will enjoy.
However, it’s important to note that Inside Out is one of the more emotional films Pixar has created. At numerous points throughout the movie there were a couple of children in the cinema wiping away the tears – though this shows how heavily invested in the characters they became.
Unfortunately, despite being 94 minutes in length, Inside Out does feel a little drawn out in places and lacks the deeper storytelling elements that has made some of the studios other films so charming. This isn’t to say it lacks charm, but it’s in slightly shorter supply here.
Overall, Pixar has added another cracking film to its ever-increasing roster. Whilst not hitting the heights of Wall.E or Toy Story, it makes for a memorable and sensible film for the whole family to enjoy.
It’s the perfect start to the summer holidays. Roll on The Good Dinosaur.
https://moviemetropolis.net/2015/07/26/a-delightful-treat-inside-out-review/