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Emma @ The Movies (1786 KP) rated 1917 (2020) in Movies
Jan 22, 2020
It has felt like a long wait to get to this film, there was a lot of talk when Midway was coming out so I was very glad it finally arrived.
Lance Corporal Blake has been told to report with another soldier, the respite from war was short but something important must be afoot. It's more than just important, it's life and death for Blake's older brother. His company have sent word that they're going to advance on the retreating German troops but communications are down and they don't know they're going headfirst into a trap.
Blake and Schofield are tasked with finding a way to their position to stop the advance before they lead 1,600 men into the ambush. Between them and their objective? No man's land, abandoned German trenches and large expanses of open land. One another and vigilance are all they have to get them to their objective.
I ended up seeing this twice on its opening weekend, mainly for technical reasons. When I completed my first watch I saw a lot of tweets about its "one-shot" filming and details of an interview about the filming techniques used, that all made me want to go back and watch for more detail.
If I'm honest with you I didn't notice the "one-shot" filming during my first trip to the cinema. In the interview I saw it said that there were no takes longer than 9 minutes, with its running time that meant that at the very least there were 14 cuts... of course I wanted to go and try to spot them. There were only a few "obvious" ones, but even then some of those felt so seamless that you wouldn't question if they said it was done in one (two) shot(s).
The effects in the film are fantastic, but also one of my only quibbles. There are several video clips with and without effects on floating around the internet and you'll see the massive effort that went into these effects. The major scene that comes to mind is in the trailer, Schofield is running across the field as the regiment is advancing around him. I had just assumed that the shot was aerial, but no, it was filmed from the back of a truck. That doesn't sound all that strange until you see in this video that the truck has a road to drive down that is then CGId out for the final cut. That was incredible to see. But this scene is also the only scene that made me doubt the effects too. When I watched it on the big screen it felt clear that some of the explosions were generated, and watching the clips proved that feeling to be right.
I could ramble on about the effects in this for ages but I need to remember there are other things to talk about... but well, I want to rave a little.
The nighttime scene is truly incredible to watch. It makes you paranoid and scared, you watch the shadows for soldiers and survivors, ugh, gripping and terrifying all at the same time.
Right, come one... move along, Emma!
Not much of a switch but I want to mention what I believe are mainly physical effects. One of the first scenes shows Blake and Schofield going through the trenches and over no man's land, walking through the trenches takes a long time, the fact they dug all of that and decked out the entire length for what is sometimes just a fleeting view. The soldiers as they sleep against the walls blending in like they're not there, the claustrophobic feeling as they walls creep higher and closer around them, and just the sheer volume of people down there. Both fast-paced and drawn out at the same time this whole sequence is complex and important.
After the trenches we see them go over the top into no man's land. The pair of them make an amazing job of playing in the mud. It's another part of the film that makes you look around. What's floating in the water? What's hidden in the mud? Truly spectacular additions and I imagine that on every viewing you'd see something different and horrific appear.
Come on, Emma... acting.
There are a lot of cameos from recognisable talented actors but the nature of the story means they're only the briefest of scenes. Mark Strong was probably my favourite of those, his tone at that critical part of the film was perfect.
To our main duo... Blake is played by Dean-Charles Chapman, a face I recognised but had to look up. I'd seen him most recently in The King and Blinded By The Light but clearly neither of those roles stuck with me. Schofield is played by George MacKay who I haven't seen in anything before. The pair had an interesting dynamic, there was certainly a camaraderie there but I swung between thinking they were good friends and just acquaintances because of their behaviour towards each other. Their characters felt very much at two ends of the scale, Blake optimistic and almost a little green, Schofield, battle-worn and sceptical.
Between the two I can easily say that George MacKay was the better performer. He does get some of the headier scenes to deal with but Chapman felt like he wasn't in a warzone. There were still good moments there but I wasn't as convinced by his performance. MacKay was acting even when he wasn't acting, his moments of silence were just as impressive as his scripted parts.
There is just so much in 1917 to look at, the background is so well thought out that you're drawn to it just as much as the action that's in the foreground. You're scanning everything as they move with them like you're a member of their regiment. It feels like it needs to be watched a couple of times. I watched it to see it, I watched it to watch the techniques and I feel like I want to see it again just to watch that background. None of these watches are for anything other than the technical side of things though. Even though I felt emotional connections with parts of the story it's still a basic quest with obstacles and while it's an interesting look at soldiers and their dedication it's not all that extraordinary.
This truly deserves to win a lot of technical awards. I'm not sure that the acting or script hit the same heights, but as a whole 1917 is definitely something special to see.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/1917-movie-review.html
Lance Corporal Blake has been told to report with another soldier, the respite from war was short but something important must be afoot. It's more than just important, it's life and death for Blake's older brother. His company have sent word that they're going to advance on the retreating German troops but communications are down and they don't know they're going headfirst into a trap.
Blake and Schofield are tasked with finding a way to their position to stop the advance before they lead 1,600 men into the ambush. Between them and their objective? No man's land, abandoned German trenches and large expanses of open land. One another and vigilance are all they have to get them to their objective.
I ended up seeing this twice on its opening weekend, mainly for technical reasons. When I completed my first watch I saw a lot of tweets about its "one-shot" filming and details of an interview about the filming techniques used, that all made me want to go back and watch for more detail.
If I'm honest with you I didn't notice the "one-shot" filming during my first trip to the cinema. In the interview I saw it said that there were no takes longer than 9 minutes, with its running time that meant that at the very least there were 14 cuts... of course I wanted to go and try to spot them. There were only a few "obvious" ones, but even then some of those felt so seamless that you wouldn't question if they said it was done in one (two) shot(s).
The effects in the film are fantastic, but also one of my only quibbles. There are several video clips with and without effects on floating around the internet and you'll see the massive effort that went into these effects. The major scene that comes to mind is in the trailer, Schofield is running across the field as the regiment is advancing around him. I had just assumed that the shot was aerial, but no, it was filmed from the back of a truck. That doesn't sound all that strange until you see in this video that the truck has a road to drive down that is then CGId out for the final cut. That was incredible to see. But this scene is also the only scene that made me doubt the effects too. When I watched it on the big screen it felt clear that some of the explosions were generated, and watching the clips proved that feeling to be right.
I could ramble on about the effects in this for ages but I need to remember there are other things to talk about... but well, I want to rave a little.
The nighttime scene is truly incredible to watch. It makes you paranoid and scared, you watch the shadows for soldiers and survivors, ugh, gripping and terrifying all at the same time.
Right, come one... move along, Emma!
Not much of a switch but I want to mention what I believe are mainly physical effects. One of the first scenes shows Blake and Schofield going through the trenches and over no man's land, walking through the trenches takes a long time, the fact they dug all of that and decked out the entire length for what is sometimes just a fleeting view. The soldiers as they sleep against the walls blending in like they're not there, the claustrophobic feeling as they walls creep higher and closer around them, and just the sheer volume of people down there. Both fast-paced and drawn out at the same time this whole sequence is complex and important.
After the trenches we see them go over the top into no man's land. The pair of them make an amazing job of playing in the mud. It's another part of the film that makes you look around. What's floating in the water? What's hidden in the mud? Truly spectacular additions and I imagine that on every viewing you'd see something different and horrific appear.
Come on, Emma... acting.
There are a lot of cameos from recognisable talented actors but the nature of the story means they're only the briefest of scenes. Mark Strong was probably my favourite of those, his tone at that critical part of the film was perfect.
To our main duo... Blake is played by Dean-Charles Chapman, a face I recognised but had to look up. I'd seen him most recently in The King and Blinded By The Light but clearly neither of those roles stuck with me. Schofield is played by George MacKay who I haven't seen in anything before. The pair had an interesting dynamic, there was certainly a camaraderie there but I swung between thinking they were good friends and just acquaintances because of their behaviour towards each other. Their characters felt very much at two ends of the scale, Blake optimistic and almost a little green, Schofield, battle-worn and sceptical.
Between the two I can easily say that George MacKay was the better performer. He does get some of the headier scenes to deal with but Chapman felt like he wasn't in a warzone. There were still good moments there but I wasn't as convinced by his performance. MacKay was acting even when he wasn't acting, his moments of silence were just as impressive as his scripted parts.
There is just so much in 1917 to look at, the background is so well thought out that you're drawn to it just as much as the action that's in the foreground. You're scanning everything as they move with them like you're a member of their regiment. It feels like it needs to be watched a couple of times. I watched it to see it, I watched it to watch the techniques and I feel like I want to see it again just to watch that background. None of these watches are for anything other than the technical side of things though. Even though I felt emotional connections with parts of the story it's still a basic quest with obstacles and while it's an interesting look at soldiers and their dedication it's not all that extraordinary.
This truly deserves to win a lot of technical awards. I'm not sure that the acting or script hit the same heights, but as a whole 1917 is definitely something special to see.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/1917-movie-review.html
Purple Phoenix Games (2266 KP) rated Block Ness in Tabletop Games
May 10, 2021
The Loch Ness monster has been a thorn in the side of believers for so long now. We recently published a preview for a Sasquatch game, and a game featuring a werewolf. Today it’s Nessie’s turn. But this game isn’t necessarily about Nessie, but of giant water serpents vying for control over the too-small lake in which they find themselves. How did they get there? What do they eat? Will they truly come to get me if I don’t brush my teeth? I don’t know the answer to some of those questions, but here’s another: is a game about these creatures good?
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
Block Ness is a connections game with big chunky bits where players are taking on the mantles of ever-expanding water serpents attempting to stretch themselves out as long as possible. The winning serpent is they who either is able to stretch out furthest (by using all of their body pieces), or who is able to reach for the sun the furthest (by having the tallest head piece at game end).
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, place the peg board on top of the insert in the box. This signifies the lake and where the game will take place. Each player chooses a color of serpent and takes all the corresponding pieces in front of them. Each serpent has a starting body piece that is shorter than all the other pieces, and must be placed first. The youngest player places their first piece on the board, within the darkest inner colors of the lake (UNlike the setup pictured below. Sometimes you just HAVE to let little ones place wherever they like to avoid ACTUAL monster spawns). The other players follow in turn order and attach the head and tail pieces to either end of the starting segments. The game is now setup and ready to begin!
On a turn, the active player will choose a body piece to add to their serpent at either the head or tail location. Players are limited to the three spaces adjacently surrounding the head and tail segments (akin to the compass markings of North, East, South, West). The new body segment then receives either the head or tail piece on its end to signify the new growth of the serpent. No body segments may be placed in a diagonal fashion, and there will come a time when serpents will need to get creative in order to place.
Should a serpent wish to expand through an existing player’s body segment, they may only do so if they are able to place said piece ABOVE the existing segment. For example, the photo below shows the orange serpent slithering above a portion of the black serpent (whose placement now looks somewhat illegal anyway). No matter where the segment is placed the head or tail piece will need to be moved to the newly-placed segment to allow for further expansion on future turns.
Play continues in this fashion until one player has the least leftover body segments without a legal placement, or controls the serpent with the tallest head among the tied players. The winner then must gloat and challenge the others to another game.
Components. This game has great 3D serpent pieces and a nice little peg board to play on. I truly love when games include the box as part of gameplay, and this uses it well. The art and colors used throughout are simply perfect (thank you for not using boring blue, red, yellow, green). The only tiny gripe I have is more of a hope than anything. I hope that upon many many plays the peg board stays nice and doesn’t deteriorate. I realize it’s a game and it’s made out of cardboard. I know many people love seeing their games age because it shows a well-loved item, but I’m not like that. I like my games to always look new. Perhaps if the peg board ever does warp or get damaged in any way I may look into having a plexi replacement made. But that aside, this is a beautiful game with excellent components, and exactly what I would expect from Blue Orange Games.
So do I like this one? Oh yes, quite a bit! Though it is not exactly the same, I believe this may kill off an old family favorite of mine – Blokus. Again, this is not a re-theme of Blokus at all, but it certainly gives me the same vibes, but in three dimensions and with much greater flair. In both games players are actively trying to block each others’ expansion progress, but Block Ness offers a smaller board and way less pieces with which to play. This creates a more tense game in a shorter time frame, and you play with serpent monsters!!
The serpents are all so much fun to handle, and while I initially though moving the head and tail pieces would get annoying after a while, I quite enjoy seeing my new serpent monster after their endpoints are reattached. Like I mentioned earlier, I very much appreciate being able to play orange, purple, black, and a yellowy-green very similar in color to our highlight color we use for our brand. Super happy about those color choices.
All in all, to say this slays Blokus is a huge thing for me. My wife and I absolutely adore Blokus, but I think I would much rather play Block Ness. I also can play this with my kids much easier and not have to worry about one of them losing the 1×1 pieces. I am certainly not alone in recommending this one. Purple Phoenix Games gives this a legendary 10 / 12. I would be surprised if this doesn’t intrigue most gamers of almost any skill and preference. There is much strategy to be employed, and an equal amount of frustration as the serpents block in other opponents. While I have no desire to try to see the actual Loch Ness monster, I will ALWAYS be up for a game of Block Ness.
Louise (64 KP) rated The Incredible Adventures of Cinnamon Girl in Books
Jul 2, 2018
**I received a copy of this book from the publishers and Netgalley in exchange for an honest review**
The Incredible adventures of Cinnamon girl takes place in a small town in Australia, nothing ever happens in Eden Valley until one day a YouTube video goes viral. Ned Zebidiah has predicted an apocalypse and the only safe haven is the one and only Eden Valley.
17-year-old Alba loves her little town in Australia where nothing much happens, however she is at a stage in her life when she needs to make decisions, life changing ones. Alba wishes everything could remain the way it is, her friends and family all in one place as she likes it. Her friends on the other hand have different ideas, the majority of them cannot wait to say goodbye to Eden Valley and see more of the world. With an impending apocalypse, the return of an old friend and decisions to be made, can Alba keep it together?
I really like Alba's character, she is artistic, witty and loveable. She is at the stage of her life when she has just finished school and she has to make decisions about what to do with her life, should she go to college? work? travel? Alba also has curves and a healthy figure which is portrayed in this story really well, there is no self-consciousness with the way she looks, she is confident and it's so refreshing to see this in a YA book especially as the younger audience are so impressionable. Alba also loves to draw and Cinnamon girl is her creation, drawing frame after frame trying to get her image right or the background just so. I have recently started being interested in comics and I loved the idea of someone creating them and the illustrators thought processes. Alba was a great strong protagonist and very relatable.
Grady is Alba's best friend in the whole wide world they have grown up and done everything together. Grady has his flaws like most of the characters in this book but he is such a nice boy, knowing what he wants to do with his life and being there for Alba giving her encouragement with her drawings of Cinnamon girl.
One character I didn't like was Daniel, he just appeared to be egotistical, very self-conscious and a bit of a sleaze. With masses of people flocking to the safe have of Eden Valley, Daniel returns years after moving away and has become a bit of star in TV and is stirring a lot of emotions within Alba and Grady.
This book is so cute, it has a slow burn romance with no love triangle, the writing style is amazing and loved that it was set in Australia. I really like that the book incorporated comics and a few famous comics/names were mentioned such as Fiona Staples and Persepolis. This was my first Melissa Keil novel and have been recommended life in outer space
I recommend this book to anyone who reads YA with a slow burn romance, art/comic content.
Overall I rated this 4 out f 5 stars.
The Incredible adventures of Cinnamon girl takes place in a small town in Australia, nothing ever happens in Eden Valley until one day a YouTube video goes viral. Ned Zebidiah has predicted an apocalypse and the only safe haven is the one and only Eden Valley.
17-year-old Alba loves her little town in Australia where nothing much happens, however she is at a stage in her life when she needs to make decisions, life changing ones. Alba wishes everything could remain the way it is, her friends and family all in one place as she likes it. Her friends on the other hand have different ideas, the majority of them cannot wait to say goodbye to Eden Valley and see more of the world. With an impending apocalypse, the return of an old friend and decisions to be made, can Alba keep it together?
I really like Alba's character, she is artistic, witty and loveable. She is at the stage of her life when she has just finished school and she has to make decisions about what to do with her life, should she go to college? work? travel? Alba also has curves and a healthy figure which is portrayed in this story really well, there is no self-consciousness with the way she looks, she is confident and it's so refreshing to see this in a YA book especially as the younger audience are so impressionable. Alba also loves to draw and Cinnamon girl is her creation, drawing frame after frame trying to get her image right or the background just so. I have recently started being interested in comics and I loved the idea of someone creating them and the illustrators thought processes. Alba was a great strong protagonist and very relatable.
Grady is Alba's best friend in the whole wide world they have grown up and done everything together. Grady has his flaws like most of the characters in this book but he is such a nice boy, knowing what he wants to do with his life and being there for Alba giving her encouragement with her drawings of Cinnamon girl.
One character I didn't like was Daniel, he just appeared to be egotistical, very self-conscious and a bit of a sleaze. With masses of people flocking to the safe have of Eden Valley, Daniel returns years after moving away and has become a bit of star in TV and is stirring a lot of emotions within Alba and Grady.
This book is so cute, it has a slow burn romance with no love triangle, the writing style is amazing and loved that it was set in Australia. I really like that the book incorporated comics and a few famous comics/names were mentioned such as Fiona Staples and Persepolis. This was my first Melissa Keil novel and have been recommended life in outer space
I recommend this book to anyone who reads YA with a slow burn romance, art/comic content.
Overall I rated this 4 out f 5 stars.
Gareth von Kallenbach (980 KP) rated the PC version of The Evil Within 2 in Video Games
Jun 19, 2019
The Evil Within 2 is not only a worthy follow up to the original game but is easily one of the best survival horror games ever created in my opinion. The game takes place three years after the events of the first game and follows protagonist Sebastian Castellanos as he deals with the aftermath of his experiences in the first game. Sebastian is reeling from his prior experiences as well as a personal tragedy and has hit rock bottom.
When a former partner offers Sebastian a chance to rectify many of his issues and reclaim what he lost he reluctantly takes the opportunity even though he has to again deal with the mysterious mobius organization. Sebastian is tasked with entering a virtual world simulation known as “Union” to locate the missing operatives who had been sent in previously as well as something of a personal nature to Sebastian.
Once entering the world, it is clear that something has gone horribly wrong as all manner of nightmare inducing creatures roam the land, killing all they encounter. As if this was not bad enough, there is also a mysterious figure that seems to be leading the chaos and seems to delight in toying with and killing all he encounters.
Sebastian must locate weapons, supplies and other survivors in order to craft what he needs to survive and find his way back home. Along the way he will have to deal with puzzles, limited ammunition and supplies, and a never ending assortment of creatures looking to shred him to pieces whenever they can.
The game not only has amazing visuals and sounds, the story are very compelling and drew me into the scenarios faster than the first game did. I loved the detailed world that Sebastian found himself in and loved exploring locales ranging from churches to garages along the way.
The game did require me to adjust my usual run and gun style of play as supplies are not infinite so discretion is the better part of valor as avoiding a fight is often much wiser than confronting enemies.
Playing on the PS4 Pro, the game ran smoothly and looked amazing and while I did need a bit to get used to the controls and combat system, if you have played the original it will come back to you quickly.
I found myself enjoying the sequel even more than the original as it grabbed me from the start and did not let go. While there are puzzled in the game that have to be solved in order to progress, I did not find them as frustrating as some in the past game such as trying to turn a wheel to raise a gate while waves of enemies attacked my ammunition depleted character.
Not only did I enjoy pretty much everything about the game, I would go so far as to say it was one of my favorite releases of 2017 and is a contender for end of year awards as far as I am concerned. I am really interested to see where Bethesda will go next with the series as this was a highly enjoyable game.
http://sknr.net/2017/11/19/evil-within-2/
When a former partner offers Sebastian a chance to rectify many of his issues and reclaim what he lost he reluctantly takes the opportunity even though he has to again deal with the mysterious mobius organization. Sebastian is tasked with entering a virtual world simulation known as “Union” to locate the missing operatives who had been sent in previously as well as something of a personal nature to Sebastian.
Once entering the world, it is clear that something has gone horribly wrong as all manner of nightmare inducing creatures roam the land, killing all they encounter. As if this was not bad enough, there is also a mysterious figure that seems to be leading the chaos and seems to delight in toying with and killing all he encounters.
Sebastian must locate weapons, supplies and other survivors in order to craft what he needs to survive and find his way back home. Along the way he will have to deal with puzzles, limited ammunition and supplies, and a never ending assortment of creatures looking to shred him to pieces whenever they can.
The game not only has amazing visuals and sounds, the story are very compelling and drew me into the scenarios faster than the first game did. I loved the detailed world that Sebastian found himself in and loved exploring locales ranging from churches to garages along the way.
The game did require me to adjust my usual run and gun style of play as supplies are not infinite so discretion is the better part of valor as avoiding a fight is often much wiser than confronting enemies.
Playing on the PS4 Pro, the game ran smoothly and looked amazing and while I did need a bit to get used to the controls and combat system, if you have played the original it will come back to you quickly.
I found myself enjoying the sequel even more than the original as it grabbed me from the start and did not let go. While there are puzzled in the game that have to be solved in order to progress, I did not find them as frustrating as some in the past game such as trying to turn a wheel to raise a gate while waves of enemies attacked my ammunition depleted character.
Not only did I enjoy pretty much everything about the game, I would go so far as to say it was one of my favorite releases of 2017 and is a contender for end of year awards as far as I am concerned. I am really interested to see where Bethesda will go next with the series as this was a highly enjoyable game.
http://sknr.net/2017/11/19/evil-within-2/
Daniel Boyd (1066 KP) rated Mass Effect: Andromeda in Video Games
Jul 25, 2017
An Example Of Why There Is No Longer A Place For Mediocrity In The Video Game Industry
For those of you that are Mass Effect fans and are worried after reading the title of the essay that I am going to spend the rest of the essay bashing the game, you can rest easy put your pitchfork down. The only reason that Mass Effect is on the receiving end of my criticism today, is because it is simply the most recent example of a major game being released that doesn’t meet the high standard that we have come to expect from videogames in 2017. Don’t get me wrong though, I think that we should expect a high level of production standard in our games and frankly I think the fact that Bioware have released this game in this abysmal state is nothing less than unacceptable.
If you have been generous enough to read any of my other stuff, you may have seen a piece I wrote around a year ago, where I loosely reviewed the Amazing Spiderman 2 on PS4, but really I just used the review as an excuse to talk about the place for mediocrity in the modern gaming landscape. This essay will essentially be an updated version of that piece, because every now and again something comes along and reminds me that mediocrity is still a present factor in modern gaming. I am aware that not every game released can be a 10/10 masterpiece at the level of The Last Of Us, but gaming has came such a long way in the last few decades that in my eyes there is a standard that must be met at this point and there is no room for mediocrity anymore.
As a quick disclaimer, let me say that I love and miss the mid tier section of the video game market. I love so many Codemasters, Midway and THQ games and the mid tier is the main reason that the PS2 is my favourite console. With that out of the way; in theory, mediocrity in gaming should have went away altogether when the mid tier crumbled in the dying days of the PS2. What we should have been left with is incredible AAA experiences and smaller, innovative indie experiences.
Excuses can be made for some examples of recent mediocre games. Liquid Entertainment and Beenox games are mostly movie tie ins, developed quickly and released to make a fast buck off of the back of another property. Hello Games were a small studio that bit off more than they could chew. Sega is a big studio, but they have been slowly going downhill and losing respect at a steady rate for a while now. Bioware aren’t a mid tier developer, they are one of the biggest game developers on the planet. Mass Effect Andromeda had a budget of 40 million dollars and a five year development cycle, that is where most of the shock regarding the state of this game comes from.
Nonetheless, Andromeda will still go on to sell millions of copies, EA will make their money back and more games will be developed in the series. This is because the majority of fans of the previous Mass Effect games will have already pre ordered the newest entry and hype alone with carry this game through any turmoil it faces. Frankly I don’t specifically care about the future of Mass Effect as I have never really been a fan of that series, but if you are a Mass Effect fan this should concern you greatly. If you are unhappy with the state that this game has been released in, don’t buy it and if you really can’t resist playing it at some point, wait a while and buy it used from a Mom and Grop Shop. That way you aren’t giving EA your money and you aren’t allowing them to continue to rely on reaching their profit goals via a lackluster game. That is how you change the future of your favourite franchise; never underestimate the power that you possess as a consumer.
Like I said though, Mass Effect has never been my thing, my concern lies more on the overall gaming market and the worry that this will bleed out and affect the mindset of other developers. Using a big franchise name alone to sell your game and forfeiting any attempt at creating a well made experience for your audience.
This is an issue that we have to stamp out now, it may sound petty or harsh, but this is how we make gaming better for all of us. There is no longer a place in the industry for mediocrity and it is up to us, the consumers to prove that to developers.
The message that I keep reiterating is backed up again by this topic, stop being an apologist, stop settling for less, don’t be afraid to demand a higher standard. Spreading negativity isn’t necessarily a bad thing if it has a legitimate basis. This is how we push mediocrity out of gaming. Playstation’s best slogan is still, ‘Expect Greatness,’ because we should expect greatness from developers; don’t be afraid to call a spade a spade. The most powerful voice of all lives in your back pocket; your hard earned cash and that is what gives you the right to call for better experiences.
If you have been generous enough to read any of my other stuff, you may have seen a piece I wrote around a year ago, where I loosely reviewed the Amazing Spiderman 2 on PS4, but really I just used the review as an excuse to talk about the place for mediocrity in the modern gaming landscape. This essay will essentially be an updated version of that piece, because every now and again something comes along and reminds me that mediocrity is still a present factor in modern gaming. I am aware that not every game released can be a 10/10 masterpiece at the level of The Last Of Us, but gaming has came such a long way in the last few decades that in my eyes there is a standard that must be met at this point and there is no room for mediocrity anymore.
As a quick disclaimer, let me say that I love and miss the mid tier section of the video game market. I love so many Codemasters, Midway and THQ games and the mid tier is the main reason that the PS2 is my favourite console. With that out of the way; in theory, mediocrity in gaming should have went away altogether when the mid tier crumbled in the dying days of the PS2. What we should have been left with is incredible AAA experiences and smaller, innovative indie experiences.
Excuses can be made for some examples of recent mediocre games. Liquid Entertainment and Beenox games are mostly movie tie ins, developed quickly and released to make a fast buck off of the back of another property. Hello Games were a small studio that bit off more than they could chew. Sega is a big studio, but they have been slowly going downhill and losing respect at a steady rate for a while now. Bioware aren’t a mid tier developer, they are one of the biggest game developers on the planet. Mass Effect Andromeda had a budget of 40 million dollars and a five year development cycle, that is where most of the shock regarding the state of this game comes from.
Nonetheless, Andromeda will still go on to sell millions of copies, EA will make their money back and more games will be developed in the series. This is because the majority of fans of the previous Mass Effect games will have already pre ordered the newest entry and hype alone with carry this game through any turmoil it faces. Frankly I don’t specifically care about the future of Mass Effect as I have never really been a fan of that series, but if you are a Mass Effect fan this should concern you greatly. If you are unhappy with the state that this game has been released in, don’t buy it and if you really can’t resist playing it at some point, wait a while and buy it used from a Mom and Grop Shop. That way you aren’t giving EA your money and you aren’t allowing them to continue to rely on reaching their profit goals via a lackluster game. That is how you change the future of your favourite franchise; never underestimate the power that you possess as a consumer.
Like I said though, Mass Effect has never been my thing, my concern lies more on the overall gaming market and the worry that this will bleed out and affect the mindset of other developers. Using a big franchise name alone to sell your game and forfeiting any attempt at creating a well made experience for your audience.
This is an issue that we have to stamp out now, it may sound petty or harsh, but this is how we make gaming better for all of us. There is no longer a place in the industry for mediocrity and it is up to us, the consumers to prove that to developers.
The message that I keep reiterating is backed up again by this topic, stop being an apologist, stop settling for less, don’t be afraid to demand a higher standard. Spreading negativity isn’t necessarily a bad thing if it has a legitimate basis. This is how we push mediocrity out of gaming. Playstation’s best slogan is still, ‘Expect Greatness,’ because we should expect greatness from developers; don’t be afraid to call a spade a spade. The most powerful voice of all lives in your back pocket; your hard earned cash and that is what gives you the right to call for better experiences.
Chris Sawin (602 KP) rated John Carpenter's Vampires (1998) in Movies
Jun 22, 2019
A group of eccentric vampire hunters lead by the rugged and cold-hearted Jack Crow (James Woods) never really stop working. Taking great pride in the fruits of their labor, they work hard and play even harder as their celebrations after a job well done consist of alcohol flowing freely and plenty of women to take their minds off of work. But this particular job didn't go exactly as planned and it's weighing heavily on the mind of Jack Crow. Even after killing what's referred to as a "nest" of nine vampires, the master was no where to be found. Hardly a reason to celebrate in Jack's eyes. Unfortunately, his gut instinct was right as things get a hell of a lot worse for Jack's team when the master shows up to their little shindig. But this master is different from the others; stronger, more powerful, and why does he know Jack's name? There's something more elaborate going on and Jack Crow is going to find out exactly what it is while eradicating as many vampires as he possibly can along the way.
Judging by the ratings this film has (34% fresh on Rotten Tomatoes, 5.8/10 on IMDb), I guess it's safe to say that this could be a guilty pleasure of mine. I love most of John Carpenter's work and I really enjoyed his take on vampires. Jack Crow is certainly reason alone to sit through this and although the character originated in John Steakley's novel, I feel Crow is just as strong of a character in Carpenter's world as Snake Plissken from Escape From New York. Even though he's basically a mean spirited SOB, you can't help but sympathize with the character as the film moves on. Considering all that's happened to him in his lifetime, he seems to be a decent guy deep down underneath that extremely thick and rough exterior. His dialogue was also a lot of fun. Gems such as him asking Father Adam Guiteau if he had wood after the fight they just had or when he's explaining the true mythos behind vampires and to "forget whatever you've seen in the movies" was just classic.
Other than Jack Crow, I actually really enjoyed the storyline which seemed to be a breaking point for a lot of people. A vampire seeking a black cross to finish a reverse exorcism, so he can walk in daylight without turning to dust. Only Carpenter could pull something like that off. Their methods of killing vampires were also a bit more original and unorthodox compared to other vampire films of the past. Jack Crow would shoot an arrow from a crossbow, which would be attached to a wire on the bottom of a jeep that would be reeled in by Daniel Baldwin's Anthony Montoya that would drag the vampire into the sunlight where their body would burst into flames. Maybe it's considered cheesy to some, but it was refreshing to see something different for a change. As big of a horror fan that I am, I don't really think of myself as a fan of vampires. I'm not sure if it's because I'm picky or because it seems like everything is being recycled when it comes to storylines in horror films these days, but I like to think when a vampire film does make an impact on me that it says more than the average horror film containing vampires.
John Carpenter, the master of horror, delivers a refreshing and interesting take on vampires with the aptly named Vampires. It also dawns another strong lead character in a Carpenter film in the form of Jack Crow and contains some of the most witty and enjoyable dialogue of any horror film from the late '90s. The storyline is also magnificently peculiar, which is a definite plus in my book. This would definitely make my list of favorite vampire films, if I ever decided to make one. If you're a fan of John Carpenter and haven't seen this gem, I highly recommend doing so. Or if you have, maybe it's time to dust it off and give it another watch.
Judging by the ratings this film has (34% fresh on Rotten Tomatoes, 5.8/10 on IMDb), I guess it's safe to say that this could be a guilty pleasure of mine. I love most of John Carpenter's work and I really enjoyed his take on vampires. Jack Crow is certainly reason alone to sit through this and although the character originated in John Steakley's novel, I feel Crow is just as strong of a character in Carpenter's world as Snake Plissken from Escape From New York. Even though he's basically a mean spirited SOB, you can't help but sympathize with the character as the film moves on. Considering all that's happened to him in his lifetime, he seems to be a decent guy deep down underneath that extremely thick and rough exterior. His dialogue was also a lot of fun. Gems such as him asking Father Adam Guiteau if he had wood after the fight they just had or when he's explaining the true mythos behind vampires and to "forget whatever you've seen in the movies" was just classic.
Other than Jack Crow, I actually really enjoyed the storyline which seemed to be a breaking point for a lot of people. A vampire seeking a black cross to finish a reverse exorcism, so he can walk in daylight without turning to dust. Only Carpenter could pull something like that off. Their methods of killing vampires were also a bit more original and unorthodox compared to other vampire films of the past. Jack Crow would shoot an arrow from a crossbow, which would be attached to a wire on the bottom of a jeep that would be reeled in by Daniel Baldwin's Anthony Montoya that would drag the vampire into the sunlight where their body would burst into flames. Maybe it's considered cheesy to some, but it was refreshing to see something different for a change. As big of a horror fan that I am, I don't really think of myself as a fan of vampires. I'm not sure if it's because I'm picky or because it seems like everything is being recycled when it comes to storylines in horror films these days, but I like to think when a vampire film does make an impact on me that it says more than the average horror film containing vampires.
John Carpenter, the master of horror, delivers a refreshing and interesting take on vampires with the aptly named Vampires. It also dawns another strong lead character in a Carpenter film in the form of Jack Crow and contains some of the most witty and enjoyable dialogue of any horror film from the late '90s. The storyline is also magnificently peculiar, which is a definite plus in my book. This would definitely make my list of favorite vampire films, if I ever decided to make one. If you're a fan of John Carpenter and haven't seen this gem, I highly recommend doing so. Or if you have, maybe it's time to dust it off and give it another watch.
Purple Phoenix Games (2266 KP) rated Drop It in Tabletop Games
Oct 22, 2019
Oh Dexterity games – how I love thee. Strategy means nothing if you don’t have the physical coordination/reflexes to back it up! Gone are the days of being outsmarted by my opponents, because a little physical luck at juuuuust the right time can change the entire game.
Did you ever play Connect 4? Who am I kidding, of course you probably did. Drop It is essentially an abstract version of Connect 4. In Drop It, players take turns dropping their pieces into the slot board in an effort to amass the most points. Each player has a set number of pieces in their specific color, and in various shapes. The rules of Drop It are simple – pick a piece and drop it (roll credits) into the board. You earn points for the highest level that your piece crosses into, as well as bonus points for touching various smaller areas across the board. Sounds easy enough, right? Well here’s the tricky part. If your piece touches another one of your pieces, even if by just a hair, it earns you no points. Similarly, if your piece touches another piece of the same shape (regardless of color), you earn no points as well. AND on top of that, certain areas along the bottom and sides of the board are colored and are not allowed to be touched by their corresponding colored pieces. If a piece touches one of those forbidden zones, then that player earns (you guessed it) no points. So all in all, not as simple a game as it looks, is it? The player at the end of the game with the most points is the winner!
Man, Drop It is a neat little game. When I first heard of it, I thought it would be the easiest game on the planet. But boy oh boy was I wrong. Although I’d say this game is primarily one of dexterity (and luck), there is definitely quite a bit of strategy involved. Because there are several placement restrictions, you have to be careful about which pieces you play at what times. The circles roll around on pretty much anything, so do you risk dropping one when it might just roll onto your square and negate those points? Can you drop your trapezoid at the right angle to have it span two other pieces and miss landing on yours in the middle? All while making sure it doesn’t hit the left side of the board here? It is way more strategic than meets the eye, and I love that. It keeps me engaged the entire game, and it elevates the game to a higher level than just simple dexterity.
Whatever strategy you choose must involve your opponents as well. Even though there is no real player interaction in Drop It, you’ve got to keep an eye on your opponents and which pieces they play at what times. If another player just dropped their square right in the middle of the board, you probably should not drop your square right now. Unless you don’t want points. Then by all means, drop your square right on top of that sucker. Are you able to keep a variety of shapes throughout the game, or will you get cornered for several turns because all you have left are your circles? You’re not only thinking of your strategy, but that of your opponents as well.
One other thing that I love about Drop It is that once a piece is scored, it is out of your mind. What I mean is that in some cases, dropping a piece causes those underneath to shift. You only score the piece that was just dropped – regardless of how it moved any pieces underneath. That definitely helps to keep the game moving because you are not having to constantly go back and re-score any shifted pieces. That would just be brutal.
Overall, I really like Drop It. It’s not one that I personally own, but it definitely is on my Wish List after having played it. It’s the perfect little filler game for in-between some meatier games. Although it requires strategy, the dexterity aspect of the game makes it more light-hearted, fun, and fast to play! Purple Phoenix Games is dropping a score of 14 / 18 for this little gem.
Did you ever play Connect 4? Who am I kidding, of course you probably did. Drop It is essentially an abstract version of Connect 4. In Drop It, players take turns dropping their pieces into the slot board in an effort to amass the most points. Each player has a set number of pieces in their specific color, and in various shapes. The rules of Drop It are simple – pick a piece and drop it (roll credits) into the board. You earn points for the highest level that your piece crosses into, as well as bonus points for touching various smaller areas across the board. Sounds easy enough, right? Well here’s the tricky part. If your piece touches another one of your pieces, even if by just a hair, it earns you no points. Similarly, if your piece touches another piece of the same shape (regardless of color), you earn no points as well. AND on top of that, certain areas along the bottom and sides of the board are colored and are not allowed to be touched by their corresponding colored pieces. If a piece touches one of those forbidden zones, then that player earns (you guessed it) no points. So all in all, not as simple a game as it looks, is it? The player at the end of the game with the most points is the winner!
Man, Drop It is a neat little game. When I first heard of it, I thought it would be the easiest game on the planet. But boy oh boy was I wrong. Although I’d say this game is primarily one of dexterity (and luck), there is definitely quite a bit of strategy involved. Because there are several placement restrictions, you have to be careful about which pieces you play at what times. The circles roll around on pretty much anything, so do you risk dropping one when it might just roll onto your square and negate those points? Can you drop your trapezoid at the right angle to have it span two other pieces and miss landing on yours in the middle? All while making sure it doesn’t hit the left side of the board here? It is way more strategic than meets the eye, and I love that. It keeps me engaged the entire game, and it elevates the game to a higher level than just simple dexterity.
Whatever strategy you choose must involve your opponents as well. Even though there is no real player interaction in Drop It, you’ve got to keep an eye on your opponents and which pieces they play at what times. If another player just dropped their square right in the middle of the board, you probably should not drop your square right now. Unless you don’t want points. Then by all means, drop your square right on top of that sucker. Are you able to keep a variety of shapes throughout the game, or will you get cornered for several turns because all you have left are your circles? You’re not only thinking of your strategy, but that of your opponents as well.
One other thing that I love about Drop It is that once a piece is scored, it is out of your mind. What I mean is that in some cases, dropping a piece causes those underneath to shift. You only score the piece that was just dropped – regardless of how it moved any pieces underneath. That definitely helps to keep the game moving because you are not having to constantly go back and re-score any shifted pieces. That would just be brutal.
Overall, I really like Drop It. It’s not one that I personally own, but it definitely is on my Wish List after having played it. It’s the perfect little filler game for in-between some meatier games. Although it requires strategy, the dexterity aspect of the game makes it more light-hearted, fun, and fast to play! Purple Phoenix Games is dropping a score of 14 / 18 for this little gem.
Thirty Year Itch by The Wildhearts
Album
'Ginger gave me two instructions: 'Loud guitars and loud crowd' .I didn't have a choice in either as...
Purple Phoenix Games (2266 KP) rated Dodekka in Tabletop Games
Mar 3, 2021
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
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 shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!







