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Daniel Boyd (1066 KP) rated Just Cause 3 in Video Games
Jul 20, 2017
Terrible dialogue (1 more)
Excruciatingly long loading screens
Into the fire, or just a flash in the pan?
I have always been a huge fan of the Just Cause games, I played the hell out of the first one on PS2 and I have great memories of it and of being blown away by the sheer scope and beauty of the game’s environment. Then the follow up was even crazier and even more fun. The explosions were bigger, the characters were more bombastic, the map was massive and the game was amazing. So, I think it’s fair to say I had been fairly excited for a while for the series’ third entry. Unfortunately, as has been the case with a number of big AAA games released in 2015, it is a disappointment. It’s not a bad game by any standard, it just fails to improve on it’s predecessors in any way. When I’m weighing up my opinion on a game, the first thing I always ask myself is, is it fun? And is Just Cause 3 a fun game? Hell yes it is. The explosions feel and look just as good as you would hope they would and the addition of the wingsuit is awesome. Flying around the map like a superhero feels truly epic, it really does give you a sense of being Godlike and it is without doubt the highlight of the game’s new mechanics. However, when you take those two things away, the wingsuit and the explosions, all that is left is a very mediocre third person shooter with mediocre graphics and a cheesy, poorly written script read by voice actors playing uninteresting stereotypes. But hey, this is a Just Cause game, it isn’t exactly known for it’s reputation of telling deep stories about the evolution of a certain character’s psyche, this is the game where you ride missiles and grapple launch into a man with a dropkick, so as long as the fundamental Just Cause functions are present, then surely that’s all that matters. Then you run into the problem with loading times. Now I don’t actually mind games with long load times all that much, within reason, but Just Cause is the type of game where it gives you so many insane mechanics that you naturally feel the need to experiment, but sometimes these experiments end up in Rico’s violent death, which in turn results in another long load screen. After four or five times of this happening within the space of a single mission, the frustration is at boiling point and the game becomes a chore and any fun you were having is quickly lost. It’s as if the game actually punishes you for trying crazy things, yet it claims to be the game that encourages insanity! Also the ways in which you die are so inconsistent that they become massively unpredictable. For example, after dying 3 or 4 times while trying to liberate a base using a madman zipline/parachute combination technique, I finally decided to just play it safe and get the liberation over and done with, so I used a missile mounted chopper. I blew up a bunch of fuel tanks etc and then a couple of SAM’s blew some holes in my chopper, most of the time the game gives you a minute to jump out of the chopper before it explodes, but sometimes at random, it will just blow up instantly and kill you dead, leaving you with another 5 minute loading screen and even more despair. Also Rico can sometimes take fall damage of up to a good few hundred feet, but sometimes a small drop from a roof to the ground of a bungalow will kill him instantly. This wouldn’t be so much of a problem if it wasn’t coupled with long ass load times, which is what really makes the process excruciating. Like I said before, I don’t mind long load screens all that much, but when they are coupled with frequent random chance instadeath, then I have a problem. There is a website that I use frequently called HowLongToBeat.com and it essentially gives you the average amount of time that it takes to beat a game’s campaign. For Just Cause the website says 15.5 hours to beat, which is about right, but I reckon that if you shorten the load times and fixed the random occurrences of instadeath, you could beat it in 11 or 12 hours. That’s 4 hours of sitting through frustrating load screens that you are never going to get back.
It really sucks actually, I wanted to love this game so much and it’s done it’s damndest to prevent me from doing so. To put it bluntly there are better open world games out there and you won’t have to wait half as long to load them up.
It really sucks actually, I wanted to love this game so much and it’s done it’s damndest to prevent me from doing so. To put it bluntly there are better open world games out there and you won’t have to wait half as long to load them up.
Gareth von Kallenbach (980 KP) rated Serenity (2005) in Movies
Aug 14, 2019
Years ago, Star Trek found new life after network cancellation, and gained new legions of fans through syndication, films, spin off series, and countless novels.
While networks have often had a love/hate relationship with Science Fiction shows, few can debate that shows such as Battlestar Galactica, Smallville, Buffy, and The X-Files have proven to be profitable investments for the studios that created them.
Sadly for fans and viewers alike, for every hit there are at least three failures such as The Lone Gunmen, Space Rangers, and Earth 2. Then you get the shows such as Enterprise, Crusade and Firefly that get cancelled before their time, leaving legions of fans to ponder what might have been had the shows been allowed to continue their productions.
When FOX cancelled the show Firefly after a handful of episodes, fans were outraged. The show had developed a loyal following, but did not meet what the studio was after, leaving it as just another failed series.
Thanks to strong DVD sales, the shows creator Joss Whedon was given the chance to bring his series to the big screen and after months and months of delays, the film Serenity has finally been released.
I would like to say at the outset that while I was not a fan of the show, I did catch it in reruns and grew to appreciate much of the quality that was in the show. With my new found appreciation of the show and amidst the wave of growing hype around the release, I attended an early screener of the film several weeks back anxious to see what the excitement was all about.
The film revolves around the crew of a Firefly class ship named Serenity whose Captain Mal (Nathan Fillion), is a former soldier who survived the battle of Serenity Valley during a period of galactic unrest. Mal makes a living as rogue trying to stay ahead of the Alliance and various threats such as the deadly cannibalistic Reavers.
The story involves a young girl named River (Summer Glau) and her physician brother Simon (Sean Maher). The two are fleeing the Alliance where River was being honed to be a weapon of amazing abilities.
In the aftermath of a mission where the deadly Reavers arrive, Mal and the crew find themselves fleeing an Alliance assassin, who has brought the overwhelming might of the Alliance to bear in an effort to capture River.
Of course Mal with no love of the Alliance will not allow this even though many in his crew see new harm in saving their necks by turning her over. As the film unfolds it leads to the discovery of why the Alliance is so desperate to keep the knowledge River has obtained a secret and a deadly confrontation between the crew, the Reavers, and the Alliance.
As much as I tried to like this film, I was unable to. The film plods along for almost 90 minutes before getting to any sustained action, and when it finally does arrive, it is so by the book and underwhelming, I felt cheated. Two gigantic fleets converge and I think we are going to get a grand battle. Instead, the film gives us about 90 seconds of action only to take the story to a bland locale in a poorly decorated and conceived set.
After sitting through such a large setup, and enduring a cast that often is about as exciting in this film as watching paint dry, I thought something more should be done. I would have expected this from a show that was on television, but for a film version, it was lacking much of the energy that is needed to maintain a feature films.
I am not saying that the cast are bad actors, far from it, but they spend a lot of the film with a dear in the headlights look that underscores that this is first and foremost a TV. show. As such, the cast and many of the sets and effects seem underpowered in the transition to the screen.
The entire length of the film, I thought I was watching an inexpensive television series rather than a major studio release. As such, I had a hard time caring for the characters.
A few nights ago I watched another episode of the series on the Sci Fi Channel and I was amazed at how interesting the characters were, how engrossing the story was, and how much humor and action it had. While the film attempts to convey this, much of it falls flat. Serenity will make a good film series with a bit more effort, but as it stands now, the film is little more than a TV movie of the week for die hard fans only. This is sad as with a bit more polish it could have, and should have been much, much more.
While networks have often had a love/hate relationship with Science Fiction shows, few can debate that shows such as Battlestar Galactica, Smallville, Buffy, and The X-Files have proven to be profitable investments for the studios that created them.
Sadly for fans and viewers alike, for every hit there are at least three failures such as The Lone Gunmen, Space Rangers, and Earth 2. Then you get the shows such as Enterprise, Crusade and Firefly that get cancelled before their time, leaving legions of fans to ponder what might have been had the shows been allowed to continue their productions.
When FOX cancelled the show Firefly after a handful of episodes, fans were outraged. The show had developed a loyal following, but did not meet what the studio was after, leaving it as just another failed series.
Thanks to strong DVD sales, the shows creator Joss Whedon was given the chance to bring his series to the big screen and after months and months of delays, the film Serenity has finally been released.
I would like to say at the outset that while I was not a fan of the show, I did catch it in reruns and grew to appreciate much of the quality that was in the show. With my new found appreciation of the show and amidst the wave of growing hype around the release, I attended an early screener of the film several weeks back anxious to see what the excitement was all about.
The film revolves around the crew of a Firefly class ship named Serenity whose Captain Mal (Nathan Fillion), is a former soldier who survived the battle of Serenity Valley during a period of galactic unrest. Mal makes a living as rogue trying to stay ahead of the Alliance and various threats such as the deadly cannibalistic Reavers.
The story involves a young girl named River (Summer Glau) and her physician brother Simon (Sean Maher). The two are fleeing the Alliance where River was being honed to be a weapon of amazing abilities.
In the aftermath of a mission where the deadly Reavers arrive, Mal and the crew find themselves fleeing an Alliance assassin, who has brought the overwhelming might of the Alliance to bear in an effort to capture River.
Of course Mal with no love of the Alliance will not allow this even though many in his crew see new harm in saving their necks by turning her over. As the film unfolds it leads to the discovery of why the Alliance is so desperate to keep the knowledge River has obtained a secret and a deadly confrontation between the crew, the Reavers, and the Alliance.
As much as I tried to like this film, I was unable to. The film plods along for almost 90 minutes before getting to any sustained action, and when it finally does arrive, it is so by the book and underwhelming, I felt cheated. Two gigantic fleets converge and I think we are going to get a grand battle. Instead, the film gives us about 90 seconds of action only to take the story to a bland locale in a poorly decorated and conceived set.
After sitting through such a large setup, and enduring a cast that often is about as exciting in this film as watching paint dry, I thought something more should be done. I would have expected this from a show that was on television, but for a film version, it was lacking much of the energy that is needed to maintain a feature films.
I am not saying that the cast are bad actors, far from it, but they spend a lot of the film with a dear in the headlights look that underscores that this is first and foremost a TV. show. As such, the cast and many of the sets and effects seem underpowered in the transition to the screen.
The entire length of the film, I thought I was watching an inexpensive television series rather than a major studio release. As such, I had a hard time caring for the characters.
A few nights ago I watched another episode of the series on the Sci Fi Channel and I was amazed at how interesting the characters were, how engrossing the story was, and how much humor and action it had. While the film attempts to convey this, much of it falls flat. Serenity will make a good film series with a bit more effort, but as it stands now, the film is little more than a TV movie of the week for die hard fans only. This is sad as with a bit more polish it could have, and should have been much, much more.
Unf*ckology: A Field Guide to Living with Guts and Confidence
Book
Amy Alkon presents Unf*ckology, a "science-help" book that knocks the self-help genre on its...
self-help
How to Win at Feminism: The Definitive Guide to Having it All-and Then Some!
Book
'People say women can't be funny. WRONG...I love Reductress.' -Sam Bain, co-creator of Peep Show The...
Who Is The Killer (Episode I)
Games
App
"We would personally recommend everyone to try this game, especially those who love brain teasers....
LeftSideCut (3776 KP) rated The Texas Chain Saw Massacre (1974) in Movies
May 20, 2021
Tobe Hooper's seminal The Texas Chain Saw Massacre is a straight up horror classic, that changed the face of the genre. It's influence can be seen all over the place, and it's notoriety is still prominent. To this day, TTCSM is still misunderstood by wider audiences. It's title, alongside it's "video nasty" reputation that stuck for decades, suggests that the viewer is in for a depraved gore fest, when in reality, this film borders on arthouse more often than not. Its brimming with iconic shots, and beautiful cinematography work courtesy of Daniel Pearl. In terms of gore, you don't see much of it. Pretty much all of the violent scenes are implied, and the movie shies away from showing anything explicit, a move that is incredibly effective.
Its pacing is pretty much perfect. The slow build first half is suitably uncomfortable, and full of great performances that keep it engaging. When things kick off, it grabs you by the throat and doesn't let go until the credits roll. Some incredibly well done sound design and tense music score compliment the breakneck final act, that is just an unencumbered assault on the senses. It's exhausting (in a good way).
Marilyn Burns' Sally is a badass final girl that causes the Sawyer family a whole bunch of trouble, and Leatherface is a wonderfully portrayed maniac - a genuinely terrifying MF, who has a sympathetic side. He's the main reason why TTCSM is still scary as fuck all these years later. The scares on display are all well earned, and the jump moments are startling and are far from being cheap.
What more can I say, TTCSM is truly one of the greats. It's uncomfortable, entertaining, extremely well put together, and is wholeheartedly deserving of its place in horror royalty.
Its pacing is pretty much perfect. The slow build first half is suitably uncomfortable, and full of great performances that keep it engaging. When things kick off, it grabs you by the throat and doesn't let go until the credits roll. Some incredibly well done sound design and tense music score compliment the breakneck final act, that is just an unencumbered assault on the senses. It's exhausting (in a good way).
Marilyn Burns' Sally is a badass final girl that causes the Sawyer family a whole bunch of trouble, and Leatherface is a wonderfully portrayed maniac - a genuinely terrifying MF, who has a sympathetic side. He's the main reason why TTCSM is still scary as fuck all these years later. The scares on display are all well earned, and the jump moments are startling and are far from being cheap.
What more can I say, TTCSM is truly one of the greats. It's uncomfortable, entertaining, extremely well put together, and is wholeheartedly deserving of its place in horror royalty.
Believe Training Journal
Book
The Believe Training Journal by professional runners Lauren Fleshman and Roisin McGettigan-Dumas is...
Lyndsey Gollogly (2893 KP) rated Shattered Warrior ( Dark Warrior Alliance book 11 in Books
Jan 9, 2023
7 of 235
Kindle
Shattered Warrior ( Dark Warrior Alliance book 11)
By Brenda Trim and Tami Julka
⭐️⭐️⭐️⭐️⭐️
🌶🌶🌶
Detective Orlando Trovatelli is a glutton for punishment when it comes to matters of the heart and not even his shifter instincts can keep him on course. It's bad enough that he has feelings for the Vampire Queen, who is mated to one of the most powerful males of the Tehrex Realm, but then he falls for Jaidis, a mated cambion. He clings to the pathetic excuse that Jaidis's mate is abusing her and the Goddess will reconsider and give Jaidis to Orlando in the end. He learns how wrong he is the night he arrives at Jaidis's house to find her lying in a pool of her own blood while struggling to save her unborn baby. Orlando is prepared to move heaven and earth to save Jaidis's life, but ultimately all he can guarantee Jaidis is that he will protect her unborn son. Struggling with his new responsibilities, Orlando isn't prepared to deal with the aftermath of the new archdemons. With his Omega on one side of the fence and Zander on the other, Orlando is forced to choose between his loyalty to the Dark Warriors and disclosing their existence to humans. After everything Orlando has been through, he questions the Goddess and whether his faith in her has been in vain.
This was my favourite so far! I possibly say that every book but Orlando is just perfect and he’s been so unlucky in love and although Ember is a little bit of a selfish cow it’s nice to see him get his happy ending! Oh and the little pops of Izzy through these books are always a joy. Looking forward to The King of Khoth!
Kindle
Shattered Warrior ( Dark Warrior Alliance book 11)
By Brenda Trim and Tami Julka
⭐️⭐️⭐️⭐️⭐️
🌶🌶🌶
Detective Orlando Trovatelli is a glutton for punishment when it comes to matters of the heart and not even his shifter instincts can keep him on course. It's bad enough that he has feelings for the Vampire Queen, who is mated to one of the most powerful males of the Tehrex Realm, but then he falls for Jaidis, a mated cambion. He clings to the pathetic excuse that Jaidis's mate is abusing her and the Goddess will reconsider and give Jaidis to Orlando in the end. He learns how wrong he is the night he arrives at Jaidis's house to find her lying in a pool of her own blood while struggling to save her unborn baby. Orlando is prepared to move heaven and earth to save Jaidis's life, but ultimately all he can guarantee Jaidis is that he will protect her unborn son. Struggling with his new responsibilities, Orlando isn't prepared to deal with the aftermath of the new archdemons. With his Omega on one side of the fence and Zander on the other, Orlando is forced to choose between his loyalty to the Dark Warriors and disclosing their existence to humans. After everything Orlando has been through, he questions the Goddess and whether his faith in her has been in vain.
This was my favourite so far! I possibly say that every book but Orlando is just perfect and he’s been so unlucky in love and although Ember is a little bit of a selfish cow it’s nice to see him get his happy ending! Oh and the little pops of Izzy through these books are always a joy. Looking forward to The King of Khoth!
Purple Phoenix Games (2266 KP) rated Arcane Arena in Tabletop Games
Jan 23, 2021
The Tournament of Champions is coming! The Tournament of Champions is coming! The bravest fighters must prepare themselves to face-off in a three-round arena match to determine the ultimate warrior. There is no time to waste learning finishing moves here. Combatants will only have three rounds to prove they are superior in this all-out brawl!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!






Ben Butler (17 KP) Oct 11, 2017