Search

Search only in certain items:

40x40

Kirk Bage (1775 KP) rated The Expanse in TV

Sep 4, 2020 (Updated Feb 11, 2021)  
The Expanse
The Expanse
2015 | Sci-Fi
In this particular future, where there exists a cold war tension between the splintered factions of humanity across the solar system, all is not well. Earthers, Dusters (Martians) and Skinnies (Belters) compete for resources and political strength in an ever shifting landscape of trust and betrayal. It is a sci-fi geek’s paradise, full of believable tech, an extensive character list and jargon coming out of the wazoo! It’s all very complicated… and season five just finished airing on Amazon Prime on Wednesday 3rd Feb, so I thought it a good time to talk about it in detail.

Based on the novel series by James S. A. Corey (actually the assumed name of collaborators Ty Franck and Daniel Abraham), which began in 2011 and has produced one book a year since, the TV version has been on the go since 2015, first at SyFy and then at Amazon after being cancelled unfairly, and to mass uproar from the fans, after Season three. It isn’t something you watch casually – either you are into it and make a point of obsessing about it, or you watch a few, feel completely lost and admit it isn’t for you; although you suspect it is good and you just didn’t make the effort to engage enough. Sci-fi this earnest can be like that: a little unforgiving to tourists and passers-by.

Personally, I went through 2 phases with it. The first was watching it late at night with autoplay on, falling in and out of sleep depending on how exciting what was happening was, missing a lot of the detail and feeling largely lost in space. The second was coming back to Season 4 recently (about 3 weeks ago), after taking in a full recap of the story, and becoming a true fan that couldn’t get enough of the complex web of storylines, motives and personalities. Catching up enough to have to wait a week between episodes for the last 4 weeks, which has been tremendously rewarding.

Not that I had a major problem with it from the start. I thought it had a great look and a great mood about it, but lacked some star quality in the cast and was fairly opaque storywise. It always had potential. It was a question of whether you could be bothered to invest in that, knowing that it may go nowhere or even get cancelled very quickly – the TV universe is not known for being kind to sci-fi, as die-hard fans of Firefly still weep about regularly, and quite correctly.

In season one you watch it for the only person onboard that you have heard of, namely Thomas Jane (from The Mist and The Punisher) as det. Joe Miller, a cynical sleuth complete with a great anachronistic hat, who gets wrapped up in a mystery so mysterious it is often hard to work out what he is doing at all, and why… he literally comes and goes, for reasons that become apparent in later seasons. A frustrating and yet fascinating entity that must have been a real test to get right.

The show’s main cast also take a lot of time to warm up, to the point where you wonder who they are and whether they will be in it for long? Steven Strait, Dominique Tipper, Wes Chatham and Cas Anvar, as the ragtag collective of a small ship (they eventually name The Rocinante) that finds itself at the centre of a huge political shitstorm as the last bastion of impartial hope and moral reasoning, exude such little charisma at first it all seems doomed to fail. But, something magical begins to happen, by virtue of being in their presence a lot – you start to care. And the more you care the more the subsequent events have the power to stun you sideways!

More than anything else I can think of in recent years, this is a show that rewards patient investment. You will have definite moments of wanting to quit or take a long break, but the more faith you show in it, the more it will reward you in the long run. For me it was the climax of season 3 when I realised I was 100% into it, and that everything that had happened to that point was now starting to make sense in a larger context. Basically, what you think this is and what you assume it is about early doors, is not where it ends up. It goes somewhere way better!

Perhaps because it has the support of the book series as inspiration, the writing and story arc feels stronger and stronger in time. There are to date 9 books, so there is still scope to let this run for a good few years. And it does start to feel like there is a point where it will all completely tie together. Anyway, I am rambling as much as an average episode seems to do here. The point is, there is something right on the tightrope edge of classic or near miss going on with this. The cast have all really grown into their skins and personalities, and there are some moments in seasons 4 & 5 that left me jaw dropped at their dramatic weight!

Look, this isn’t going to be for everyone. It is very easy to say “I don’t get it” and move on with this show, but I am a sci-fi veteran , if not full geek, and I now absolutely love it. Cult status then is what we are talking about here. There will be a good wait for season six now, but the cliffhanger is mouth-watering, so I am in! It’s far from impossible they will ruin the vibe at some point and it will all fall flat… or, it could become the stuff of legend. I’ll be there to find out either way. No chance I am doing 5 seasons of something to drop out at that point.

Take away the space and the spaceships and this is a story about division and rights, and the hard work it takes to meet a diplomatic solution to the many differences and grievances that exist between different tribes and factions. What will some do to gain power? What will others do to ensure freedom and justice? How easy is it to waste life in the name of a cause? Oh, yeah and there’s also the little detail of an ancient alien civilisation that have been leaving tech and artifacts all over the solar system for us to fight over and try to control. As I say, the main story element of it all still feels like a partial mystery, and I love that!
  
Marvel United
Marvel United
2020 | Card Game, Comic Book / Strip, Fighting
This has probably been mentioned before, but I love Marvel superheroes. My favorite has got to be Spider-Man, hands down. Feel free to send me an email if you’d like to hear my thoughts on who is the best Spider-Man – Tobey Maguire, Andrew Garfield, or Tom Holland. I’m getting off topic here… Anyway – when I saw the massive Kickstarter campaign for Marvel United, I knew it was going to be big. Admittedly, I didn’t join in on the campaign (teacher salaries, amiright?), but I did snag a copy of the base game post-campaign. Does the game live up to my expectations? Or does it fall flat, like a DC movie? (OOOOOOH BURN)

Disclaimer: This review encompasses only the base game of Marvel United. There are a number of expansions, but they will not be addressed in this review. -L

Marvel United is a cooperative game in which players take on the roles of various Marvel superheroes tasked with stopping the main Villain from completing their Villainous Plot. Follow the setup instructions detailed in the rulebook, selecting a Villain with whom to battle, 6 random Locations, and whichever Heroes you decide to use to fight the big bad. Place Threat cards, Civilians, and Thugs on the various Locations as indicated, and place the Villain and Heroes as described in the rules. Shuffle the Master Plan deck and respective Hero decks, and each player draws a hand of 3 cards. Choose a Hero as the ‘starting’ Hero, and the game is now ready to begin!

Over a series of turns, players will be resolving Villain effects and playing Hero cards to perform actions. The game always begins with a Villain turn, and the first step is to reveal a Master Plan card, adding it to the Storyline (table). Master Plan cards have different effects to be resolved – move the Villain to a new Location, BAM! effects (usually attacking Heroes or advancing their Villainous Plot towards victory), and adding Civilians/Thugs to surrounding Locations. Once all effects on the Master Plan card are dealt with, the game moves to a Hero turn. During a Hero turn, the player will perform 4 steps: Draw a card, Play a Card, Resolve Actions, and Location Effects. To start, the player will draw a card from their Hero deck and add it to their hand. They then select a card from their hand to play, adding it to the end of the Storyline.

Looking at the symbols at the bottom of their played card, the Hero will now resolve their actions. Actions could be Movement (to an adjacent Location), Attack (Thugs/Henchmen or the Villain in their current Location), Heroic Actions (rescuing Civilians or working to clear the Threat on their current Location), or Wild (any of the previous actions). During this step, a cool twist comes into play – after all, the game is called Marvel United, right? When a Hero plays a card, they resolve the symbols on the bottom of their card AND the symbols on the bottom of the previously played Hero card! This simulates the various Heroes uniting their efforts to take down the Villain! So when selecting your card, be sure to check out the last card to see if you can create a sweet chain of actions for maximum benefit. The final step is to use Location effects, if applicable. Location effects are only available after the Threat to the Location has been cleared, and allows the player to perform special actions (draw extra cards, move to other Locations, etc.). If you end your turn on a Location that has been cleared, you may use its ability if you so choose.


In order to defeat the Villain, the Heroes must complete Missions. The 3 Missions in each game are to Rescue Civilians, Defeat Thugs, and Clear Threats. So with their actions on their turns, Heroes will be working to complete these Missions, moving them closer to victory. The turn sequence of the game is unique as well – the Villain will take a turn after every 3rd Hero turn, not opposite every single Hero. Keep that in mind as you decide which card to play when! The game essentially continues in this fashion (with a few extra effects) until either the Heroes win or they lose. Heroes win if they defeat the Villain! The Villain is defeated when at least 2 Missions are completed, and the Villain has been sufficiently damaged by Attacks. Heroes lose if the Villain completes their Villainous Plot, the deck of Master Plan cards has run out, or if any Hero starts their turn with no cards left to play. The Heroes either win together or lose together.
So I know that kind of sounds like a lot, but I promise that once you get playing, the game flows really well and is pretty intuitive. Marvel United can basically be broken down into 2 steps: Villain turn and Hero turn. All you are doing is playing cards and resolving actions to complete your goals. One of the coolest things about this gameplay is the fact that on your turn you resolve not only your played card, but also the previously played Hero card as well. It does a good job emulating the Heroes working together, and adds a strategic element to the overall gameplay. Maybe you wanted to play a certain card, but based on the last Hero card, you should play this one to benefit the group the most. Players really are all working together to defeat the Villain, instead of each playing their own Hero and going in for the fight one-on-one.

Another neat aspect of the game is the inclusion of the Missions. Heroes are not allowed to directly attack the Villain until at least 2 Missions have been completed. This ups the gameplay because it stops players from just going straight for the Villain from the start, not taking anything else into account. In ‘real life,’ Heroes are also concerned with saving Civilians and neutralizing threats, so the Mission requirement makes the gameplay feel more authentic. Well, as authentic as a superhero game can feel…. The variability of Locations and the random setup of Threats each game means that you likely won’t play the same game twice. Add in expansions too and you’ve got even more scenarios. With different Hero choices, you get to try out different combinations and find out which Heroes really work well together. The gameplay itself may be simple (draw cards, play cards, resolve cards) but the variety of Heroes, Villains, Locations, Threats, etc. keeps it engaging and entertaining.


As for components, I only have positive things to say. The Villain/Hero minis are chunky and cute, the artwork is all colorful and fun to look at, and the cardboard tokens are thick and crisp. All the symbolism in the game is clear, and the text is legible and easy to comprehend. One thing to consider is that this game can be a bit of a table hog if you let it. So just be prepared for a bit of a bigger footprint with this one. Overall, great production quality of the base game, and from what I’ve seen of the expansions, those are top notch as well.
Don’t let the cutesy artwork fool you – Marvel United isn’t an easy game by any means. It takes a decent amount of strategy to be successful, and it does really take a team effort. You stay engaged in the gameplay right up until the very end, and it’s more involved than you would think for being a lighter game. I am also a big fan of Marvel Legendary, and I have to say that this gives me those vibes, but in a more simplified and streamlined way. I’m not sure I would go as far as to call Marvel United “Marvel Legendary Jr.,” but it’s also not entirely a bad idea….. Overall though, I really liked Marvel United way more than I first anticipated. It’s light, yet strategic, and has some unique elements that keep you on your toes. I can’t wait to get my hands on some of the expansions to see how I can mix and match and create even more awesome scenarios! Purple Phoenix Games gives this one a heroic 16 / 18.
  
Knight of The Dead II: Cavalry
Knight of The Dead II: Cavalry
7
7.0 (1 Ratings)
Book Rating
Knight of the Dead 2: Cavalry is author Ron Smorynski’s second book in this action-packed, zombie apocalypse book with a medieval twist. In the second book, Ronan and his family have found themselves a place to build up as their fortress and are ready to start bringing others into their midst. But as their little community grows, they find themselves faced with inner conflict as much as dealing with the danger the world has become. This conflict mainly arises from the fact that when it was just his family, Ronan shared the same beliefs as everyone else, they understood each other’s skills, and trusted each other completely, which is not the case with traumatized strangers. The book is a quick and easy read that is full of action-packed zombie fights and chases, interesting ways of surviving in an apocalyptic world, and sweet family moments. I would say that this book is best suited for those that love zombie, apocalypse, and Christian literature.
I really appreciated the small moments throughout the book that hold sweet moments of family. In a dark world, it is nice to see those moments of trying to keep a little innocence alive for young children, sharing love, the comradery of close friends, and the earnest desire to protect one another. What this book, and the series as a whole, are very strong in is the action. This does not just mean the actual fights but the interesting chases, the intense moments of sneaking through the city, searching for materials needed to survive, and trying to save others. I thought that the addition of new characters was great and through their eyes allowed us to learn even more about the central family. Especially when it came to dealing with conflict and trusting those around them. In this book, the family’s connection to God is strengthened and becomes a key aspect of their mental journeys and how they deal with the horror that surrounds them.
Smorynski has done an excellent job of creating an atmosphere in the series that feels possible. For both the physical shape of the world and the mental space of the characters, you can see this being a future for humanity despite the sci-fi premise. I found the book to be a fun read and look forward to reading the next installment in the series.
  
Kill Bill: Volume 1 (2003)
Kill Bill: Volume 1 (2003)
2003 | Action
Bloody Brilliant
A woman seeks revenge on the man that tried to kill her along with his gang of deadly assassins. Director Quentin Tarantino is known for producing masterpieces and this is definitely one of his finest.

Acting: 10

Beginning: 10
Talk about a movie that sucks you in right from the very beginning. The opening scene is jarring and so amazing. I was anxious and excited to see what would happen next.

Characters: 10

Cinematography/Visuals: 10
The cinematic appeal of Kill Bill Volume 1 is out of this world. The fight scenes are shot with flare and an intensity that ramps as each battle works towards the climax. I love how daring Tarantino is, even incorporating animated scenes to flesh out the story. One of my favorite moments is the main character’s final showdown against an assassin shot against the backdrop of a snowy landscape in Japan. It’s so incredibly beautiful, even as droplets of blood spatter against the snow.

Conflict: 10

Entertainment Value: 10
Captivating from beginning to end. This is why we watch movies. There was never a dull moment as intensity lingers around every corner. The entertainment comes from a combination of conflict and sheer originality. As you sit there, you realize you are seeing something you have never seen before. I loved every minute of it.

Memorability: 10
Tarantino operates with the flare of a man who has been there and done that. I appreciate the fact that he’s not afraid to try new things. As a result, we get something new in every single scene. It’s brilliant how all the puzzle pieces come together. We think we are watching something simple and straightforward, but it ends up being amazingly intricate.

Pace: 10

Plot: 10

Resolution: 10
You already know going in there’s going to be a sequel as the title indicates. But this movie wraps up quite nicely with a beautiful cliffhanger that gets you stoked for the sequel. No matter how many times I’ve watched this movie, the ending always pushes me into watching the sequel right after. Not many movies can say that.

Overall: 100
I’m not saying this lightly: Kill Bill Volume 1 is one of the greatest movies ever made. See it. I’ll end it there.
  
40x40

Kristy H (1252 KP) rated The Long Call in Books

Sep 13, 2019  
The Long Call
The Long Call
8
7.0 (2 Ratings)
Book Rating
Well, this was an excellent police procedural; one of those mysteries that you get caught up in from the start. I'll be honest that I've never heard of Ann Cleeves or any of her previous series. That's clearly my loss, and I'm definitely interested in her other works now.

I won't go into too many details here and spoil the plot, but I'll say that this is a great read, filled with all the little details and nuances that you get from a strong writer. I was heartened from the beginning to find our protagonist, DI Venn, to be gay. You don't get a lot of that in the mystery world. His sexuality is a part of the book, but not the focus, and it was just really nice to read about a gay detective. Matthew is a fascinating character, who is grappling with facing members of the Barum Brethren, a religious sect that he grew up in, but of whom he is no longer a member. He is also a straight-laced policeman, and a strong leader who can admit his faults. It will be nice to follow him in a new series.

His team is interesting as well--quirky Jen and annoying Ross are the main two--and I hope they come along in the second book. Cleeves is quite adept at creating her characters, and all are easy to imagine. There's a wide cast of characters in this one, and plenty of suspects, but not so many as to get confused or lost. There's a main plotline (murdered man) and a secondary one--that may be related--and both are intriguing and keep you guessing. We learn things along with the team, as they investigate, which is always a favorite of mine. It's a small-town setting, and many folks are complicated, many have secrets, and it's difficult to work out which secret may have led to murder! (Though I'm proud that I had an inkling about some things!)

In the end, this was a really strong mystery. It quietly keeps you guessing and invested in the story. The characters are excellent, and I'm just so heartened to find a gay lead! It's thoughtful and smart, without any gimmicks. Definitely recommend. 4+ stars.
  
Cooking Customers
Cooking Customers
2019 | Card Game
Raise your hand if you have ever worked in the food industry. Okay, I see a few hands. Now raise your hand if you have ever been so torqued by a customer that you wanted to cook them in a pie. Oh, thanks for your hand Mrs. Lovett. Good to know. Well this game is an experience of getting your money and getting out. Fastest one to do so will win, and if you have to stew a few eyeballs in the process, more power to you.

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

Cooking Customers is a card and dice game where the first player to amass $20 in “tips” will be crowned the winner. Players earn tips by serving enough meals to customers at each table. Players can receive meals by rolling them on dice, or by card manipulation. Let me explain.

To setup, place the meals (black discs) in the middle of the table for all to reach. Similarly, place all the dice nearby. These dice have three sides: FIRED, MEAL, and a blank side. Shuffle the mighty deck of cards and deal five to each player, placing the rest of the deck in the middle of the table. Finally, shuffle the Table cards and place somewhere near the other components. Players are now ready to begin!

On a player’s turn, they will first draw the topmost Table card to be placed in front of themselves. This card will show how many meals need to be served to it to be satisfied and earn tips. The Table cards will mostly just sit there in front of players collecting meal discs for the game’s duration. Once a Table card is drawn (and only one Table per player, please) the active player may then play cards from hand. A player may play one or two cards, but only one card may be played to the active player’s tableau, and only one card may be played on an opponent. Should a player not wish to play a card to anyone’s tableau, they must discard a card to the middle of the table. Then the active player will draw back to the hand size of five cards.

Cards played to other players are usually bad, Munchkin-esque cards that halt progression or just cause mayhem for their designs. I will not go into detail on these, as half the fun of this game is the Take-That of these cards. Cards played to a player’s own tableau can be a myriad choices: Cooks, Helpers, Kitchen Supplies, etc. The most important are the Cook cards. A player will need to have a Cook “hired” in front of them in order to participate in the next phase of the game: rolling dice. Players can have Helper cards (sous chefs) and Kitchen Supplies active without a Cook, but the player may not roll dice or serve meals without a Cook. Cooks and Helpers will dictate how many dice are rolled in the next phase of a turn, and rolling more dice is always better.

Once all cards have been played on a player’s turn, they may now roll the dice (though for a game with such a dark theme I say we use the “Roll Them Bones” colloquialism). When the dice are rolled, players are hoping for MEAL to show up on all dice. This is how a meal can be collected and served to the Table cards. However, if at any time all dice read FIRED then the player’s Cook is fired and they may not continue rolling dice. The Cook is discarded and play is forfeited to the next player. #cheflife amirite?

Once a Table card has all the meals it needs to be satisfied, the player may score it by flipping it over to reveal the amount in tips they have earned. Play continues in this fashion until one player has earned $20 in tips. They can then taunt the other players with their superiority.

Components. Cooking Customers is a BUNCH of cards, some painted wooden discs, and some embossed dice. The cards are good quality, the discs are good as well, and the dice are great. All the components are pretty darn good. The art, though gross at times, is really well-done (see what I did there) and kept us laughing throughout our plays.

I do have one qualm about this game: the rulebook. Though only six pages long and with lots of illustrations throughout, I found that reading it made me more confused than it should have. I did take the rulebook’s advice to go to the publisher’s website, goodenoughgames.com, and watch the rules explanation and playthrough. That helped immensely to clear up what the rulebook did to my brain.

All in all, we had a great time playing this one. We all like Munchkin, and though it is NOT Munchkin, Cooking Customers delivers a take-that dice and card game that really is worth checking out. If you are looking for something with a new theme that plays quickly and has some meat on its bones (and there), then we certainly recommend Cooking Customers. Purple Phoenix Games gives this one a hearty (food puns are too easy) 13 / 18. You can purchase a copy at goodenoughgames.com currently. While you’re there please watch the video.
  
Prowler's Passage
Prowler's Passage
2018 | Medieval, Territory Building
Night in the city – guards patrol the streets, protecting the extraordinary wealth found across all the city districts. Your goal? To infiltrate the districts and steal the valuable items for yourself. But with the heightened security measures, you’ve got to find an alternate route for entry… tunnels! Burrow underneath the city in a network of passages and grab all the valuable goods you want! Better move fast, though, because your thieving rival has had the same idea and is already on the prowl to steal the wealth for himself.

Prowler’s Passage is a 2-player game of area majority, route building, and set collection in which players are trying to plunder the city and amass more wealth than their rival thief. Played over a series of rounds, players take turns building a passage, collecting items, and gaining influence over certain city districts. To setup the game, place the control track between the 2 players, and randomly select and place 6 board hexes as described in the rulebook. Place 3 random Achievement cards face-up next to the control board. Place the Statues and Control markers in their corresponding starting spaces, populate the board with item tiles, and each player receives 13 passage sections in their chosen color. The game is ready to begin!


On your turn, you will perform 3 actions, beginning with placing a passage. Take a passage section from your supply and place it on any pathway on the board that has an item tile on it. It is important to note that you can place your passages anywhere on the board, as long as there is an item tile in that space – your passages are not required to create a continuous, unbroken pathway. After placing your passage, collect the item tile from the pathway where you just placed your passage. Finally, each pathway is adjacent to 2 city districts. Move the Control markers for the corresponding adjacent city districts one space toward your side of the control track. Play moves on to your opponent, and the game continues as such. There are 2 scoring phases, one in the middle of the game, and the other at the game’s end. You score points for continuous passages, statues collected, sets of items gathered, city districts (if you have majority control), and fulfillment of achievement cards. All scoring items are worth different point values, so check the rulebook for the specifics of how everything is scored. At the end of the game, total up points from both scoring phases, and the player with the most points is the winner!
For a small, 2-player only game, Prowler’s Passage packs quite the punch. It is essentially a tug-of-war between players as they try to gain control of the 5 city districts and amass the most wealth. But instead of using brute strength to pull the districts in your favor, you use strategy. Every passage you put into play moves the adjacent 2 city district Control markers one space in your favor. So you have to strategize what passage placements are the most beneficial for your overall scoring, and most detrimental to your opponent. And since passages do not need to be played in a continuous line, your strategy can be more open-ended instead of limiting you to only certain future placements. Aside from gaining control of the city districts, you also receive points for collecting sets of item tokens. That’s just another layer of strategy added that takes this game to the next level. Not only do you have to decide what passage placements are best for you, you need to figure out what item tokens you want and if you are willing to risk letting go of certain district influence in order to complete an item set.

One thing that I love about Prowler’s Passage is that it is a game of open information. There are no hidden objectives, secret powers, or unknowns overall. Everything is laid out and plainly visible to both players. You can see exactly what your opponent is doing, and they can see what you are doing. So your strategy must be two-fold – putting yourself in a good position, while also attempting to stifle the progress of your opponent. Can you anticipate the strategy of your opponent, or will they be able to keep you off their trail? And as the game progresses and passage placement options dwindle, you really have to kick your strategy into overdrive to squeeze out as many points as you can before the end of the game!

The biggest drawback for me regarding this game is the actual scoring. Each city district is scored in a unique way unlike any of the other districts. So when I play, I find myself referring back to the rulebook during both mid-game and end-game scoring to check how to score everything. It’s not as intuitive as I would like, and it just slows the game down when tallying up scores. The other thing that can be a drawback is that since there are so many strategic options, it could lead to some serious AP in players. Every move affects several other factors, so you really have to be thinking deeply and in advance for each of your turns. Which is cool – I love trying to figure out the best strategy for success. But at the same time, it could bring the game to a screeching halt as one player must decide between so many options. It’s supposed to be a quick game, but overthinking is definitely a possibility.


The components of the game are nice and sturdy overall. The colors of some components don’t match perfectly, and that can lead to some confusion. The Purple city district has a nice Purple meeple, but the corresponding tile sections look more Pink to me. The Brown meeple is fine, but the city tiles have some pinkish hues. Just a little mismatching, but nothing that an edited printing can’t fix!
Overall, I would have to say that I really like Prowler’s Passage. There are many strategic options and ways to score points, and you must be able to adjust your strategy on the fly to answer back to your opponent. There is no single right strategy, and discovering different options is fun for me. Aside from the color matching in the components, and the possibilities for serious AP, this game is a great one. Enough strategy, scoring options, and player interaction to keep both players engaged, but not so difficult that you have to devote an entire game night to play one single game. I’m glad that I was able to get Prowler’s Passage in my collection, and it is high on my 2-player-only games list. Purple Phoenix Games gives it a sneaking 9/12.
  
Twin Peaks  - Season 3
Twin Peaks - Season 3
2017 | Drama
The Cast (1 more)
The new mysterys
Lack of the familar Twin Peaks stuff (2 more)
The way the story unfolds
Very Slow
The first four episodes
Twin Peaks: The Return

*** Ive tried to write this as spoiler free as i can, you may find some in here but nothing that i think would ruin watching the show for you ***

I don’t think it will come to anyones surprise to say that the first four episodes of Twin Peaks return are strange. But maybe not in the way that we know and love.

I found these first four episodes difficult to enjoy not because they were bad, but because it was not what I was expecting at all. I wanted the key things that I love about Twin Peaks to be there, the returning characters, the iconic score by Angleo Badalamenti, the quirky weirdness grounded by soap opera like stories. I wanted the dark seriousness of murder, lust and money, beautifully intertwined with the ridiculousness of silent drape runners, saving the pine weasel and miss twin peaks contests.Unfortunately I found very little of any of what I wanted.

Yes Cooper is back or more accurately Kyle Maclachlan is back but has yet to act or sound anything like Special Agent Dale Cooper at all, the story calling for him to play a very lifeless rendition of his former glory. Other familiar faces have shown up along the way, but not very many and for not very long at all.

What we have is something very Lynchian, long drawn out scenes, especially in The Black Lodge that after extended moments of a droning humming score and lot of not a lot going on in slow motion followed by more not a lot going on but this time with a white horse or a talking lump of flesh on a leafless tree in the picture, it starts to feel like a lot of weird stuff just for sheer sake of being weird.

Fans of the previous seasons of Twin Peaks might be left wondering what is going on with the stories that were left open, is Leo still holding that rope in his mouth, what happened after the explosion in the bank vault, and what the hell has happened to Annie – well you wont find any of these answers here. Instead we are given a whole bunch of new characters, who’s stories we are still trying to figure out and how they are related to the events of Twin Peaks, which is a made into a bigger and more confusing mystery seeing as none of them actually take place in Twin Peaks at all. In fact, the most recognisable place in the first few hours is The Black Lodge, which features extensively in the first two episodes before “Cooper” bizarrely ends up in Las Vegas. Also knocking us out of our comfort zone and driving home the fact that this is not the same kind of Twin Peaks show we are used to, are the occasional F bombs being dropped and the coy sexiness that flowed through the show has been replaced with plain nudity.

We have been given vision that is pure David Lynch. He produces some fantastical imagery and some unnerving editing that is like watching Eraserhead, Lost Highway and Fire Walk With Me all at the same time on the same screen. As a piece of art it has its place amongst Lynch fans, but as a piece of entertainment for prime time television, it missed the mark for me, and as a return to Twin Peaks, it should be ashamed of itself, as apart from 30 seconds or so in episode 4 where here the familiar twangs of the original score, I didn’t feel like there was any return to that great tv show from the early 90s. There is the odd nugget of new that will keep me watching, Naomi Watts and Matthew Lillard have joined the team in what promises to be entertaining roles, there is a glass box that is being kept in some kind of secret bunker under constant video monitoring that seems to have something to do with The Black Lodge, the log lady is getting message from her log again, a body that doesn’t belong to its head and we are still hanging out at the Bang Bang Bar with Bobby, Shelley and James even if it was for far too brief at time.

Overall: It didn’t deliver on its promise, or give me what I wanted, but there is still a lot more episodes to come. I cant think of another show that would get away with such a slow build or lack of deliverance than the new third season of Twin Peaks.
  
UM
Uncertain Magic
10
10.0 (1 Ratings)
Book Rating
Uncertain Magic by Laura Kinsale
Genre: Adult Historical romance
ISBN: 9781402237027
Published: May 4th 2010 by Sourcebooks Casablanca (first published March 2nd 1987)
Rating: 5
Roddy has a "gift"—or as she thinks of it, a curse—that allows her to hear the mind and feel the emotions of every human and animal on earth. Because of this, and her family history, she knows she will never be married, never have her own family… because what man wants every single thought and emotion on display for his wife? Past failed marriages in the family have shown her that her happiness is a hopeless cause… until she meets one man whom she does not have access to his thoughts and feelings. So Roddy takes things into her own hands. She realizes a little too late what kind of man she's gotten interested in her: Lord Iveragh. The Devil Earl of Ireland.
She carries out her plan, however, and he seems to like her enough to marry her. But The Devil Earl is hiding things from her… and possibly himself. Roddy finds that she can help him… but it will require more than she may be willing to give. If she doesn't, though, she will loose him forever… and maybe loose herself, too.
I loved Uncertain Magic. I wasn't sure what to expect when I started reading it. It was certainly a romance, and a very good one at that. But it was so much more than a romance novel: It was a clever blend of romance, adventure, historical events, family secrets, and Gaelic magic. The plot incorporated a rebellion in Ireland, smuggling, murder, and magic. There were horse races, escaping soldiers, and midnight balls with the dead.
The relationship between Roddy and Faelan (Lord Iveragh) started off a little random: a chance meeting, Roddy saving his horse from a heart attack, her pretending to be a stable boy and bragging on his employer (herself, of course) and Faelan seeing through it and embarrassing her. As it continued, I was a little surprised at the speed it progressed: They were married by chapter five. But them being married though the book was such an important aspect, that I understood it later. Of course, no marriage is perfect, and many romances are victims of happyland syndrome, where their relationship is so perfect that it's almost Holy.
Not this one.
There were misunderstandings, tears, heartbreak, scandals, possible affairs, redemption, and healing. And plenty of love-making.
With that said: the characters were great. Roddy was sweet and soft, but she had her spunk and I liked her immediately (especially when she took out a rude stableboy with a single kick). Faelan was, as his nickname describes him, a devil—but he was good that way. He was a little obnoxious, he had his sarcastic moments, and he certainly had his pride. He's the kind of dark secretive hero that everyone looks for… but with a touch of madness—or maybe magic—to make him even more mysterious. I love Roddy, I adore Faelan, and his mother (let's just say she never. shuts. up.) makes me laugh… the characters in this story are gems.
Just as I didn't expect the twisting exciting plot, I didn't expect the writing to be so good. It felt great to read, and the dialogue was easy to speak and felt natural. It flowed well, and was descriptive and lyrical. I liked the way Kinsale described Roddy experiencing everyone else's thoughts and emotions, and I liked the way she didn't over-describe everything—every little facial expression, every little movement—leaving out some for your imagination, but added enough description to allow you to see everything.
There were disappearing faeries and blind men who could see (try figuring that one out!) and missing chunks of time… all tied up beautifully at the end. Although it was, at first, a little confusing to figure out what had just happened on the last few pages, I loved the ending. There wasn't quite enough closure, but it didn't need to be closed: it was more like an opening for their new life together. After reading it, you know what will happen… so it doesn't need to be said.
This is probably one of my favorite books I've read this year, and it demands a re-read in the future.
Content/Recommendation: Some sex, mild language. Ages 18+
Review copyright Haley Mathiot 2010. Review copy supplied by publisher.
  
Marriage Story (2019)
Marriage Story (2019)
2019 | Comedy, Drama
Well Acted Scenes Do Not A Good Movie Make
Noah Baumbach is one of those filmmakers that is highly regarded in the "Art House" community for his semi-autobiographical humanistic films. These are domestic dramas heavy on dialogue - the type of film that "A-List" Actors swarm to perform in for the acting challenges it brings. His latest, MARRIAGE STORY, is no exception as it follows the dissolution of a marriage and the struggles of the 2 main players involved. The husband and wife are written realistically (according to Baumbach) with moments of pathos and moments of repulsion thrown in at equal measure.

So, naturally, Baumbach (THE SQUID AND THE WHALE) was able to draw 2 of the better performers working in film today to play the leads - Scarlett Johannson and Adam Driver - and they deliver the goods (along with Laura Dern) - all 3 were deserved Oscar nominees - and the performances of ALL of the actors on screen are worth watching.

But...that's about all this film has going for it. For I found the first hour and a half of this film tedious with (at times) preposterous dialogue that looked good on paper - and was enthusiastically performed - but wrang (at least to me) as unrealistic. Consequently, this film is filled with well acted scenes that I kept saying to myself - "that was a well acted scene and that was an interesting choice that that actor made in that scene", but I found that these disparate scenes in this part of the film did not hold together as a movie. It seemed to me a series of acting class scenes and not a film.

And, for that, I blame Writer/Director Baumbach. This film, purportedly, parallels his divorce from actress Jennifer Jason Leigh (HATEFUL 8) and it shows. It's a little too "on the nose" and "inside baseball" for my tastes. The dialogue, at times, was "too cute" and the pacing was deliberate - which is a nice way of saying "slow".

What saves this film is the performances. Johannson dominates the first part of this film and she brings her "A" game, bringing a strength and awakening purpose to her character that will have you rooting for her - at the beginning. The first half of the film (for the most part) is Johannson's film and is what gives her her Oscar nomination (she won't win), but she deserves the nomination.

Laura Dern is also Oscar nominated for her role as Johannson's Divorce Attorney. Bright, funny, articulate and a shark in the courtroom and boardroom, Dern's character was fascinating to watch onscreen. While I thought this performance was "fine" and I was "okay" with it getting an Oscar nomination, I kept waiting for the "Oscar scene" for this supporting character - and about 2/3 of the way into the film this character had that moment - and Dern killed it. I would now say Dern is the deserved frontrunner for Best Supporting Actress (ironically, over Johansson who is ALSO nominated for Supporting Actress for JoJo Rabbit).

This scene propels the last 1/3 of this film into interesting territory - a place that this film had not gone to thus far. I was sucked into this last part and I think it is in no small reason due to the fact that this part of the film is driven (no pun intended) by Adam Driver's character. I've always found Driver to be a fascinating actor and while his character was not front and center much in the first part of the film, he commands center stage in the last part and I could not take my eyes off of his powerful performance. In a strong year of Best Acting performances, he shines and I would be happily surprised and satisfied if he won the Best Actor Oscar.

Alan Alda, as usual, brings an interesting character to the screen as does Julie Hagerty (remember her from AIRPLANE?) as Scarlett's mother. The surprise to me was the strong play of Ray Liotta as one of Driver's lawyers - it is his best work in quite some time and shows he does have some acting chops. Finally, good ol' Wallace Shawn (the "inconceivable" Count Visini in PRINCESS BRIDE) was fun - and annoying - in his scenes.

So...if you want to see some good acting in scenes that I am sure will end up as good scenes in an acting class performed very strongly, then check out MARRIAGE STORY. Just make sure you are well rested. A fast-paced romp it is not.

Letter Grade: B (for the strong performances)

7 stars (out of 10) and you can take that to the Bank(ofMarquis)