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Gareth von Kallenbach (980 KP) rated Call of Duty: Black Ops 4 in Video Games
Jun 19, 2019
The latest in the popular Call of Duty series has arrived with Call of Duty: Black Ops IIII. The game has made the controversial decision to forgo the traditional campaign in favor of a Battle Royale mode known as Blackout and a more expansive online experience which includes more Zombie modes and a greater emphasis on gameplay.
I played the game first at E3 and then again during the Beta phases for the game so I had a decent familiarity with what to expect when the full release version of the game arrived.
After several days of playing the game, I have to say it is to me a mixed bag and many aspects of it disappointed me which is very frustrating as fan of the series since the very first game.
The look and feel of the game does not come across to me as a new game but instead to me look and play like DLC for Call of Duty: Black Ops 3. Many of the maps seem familiar and have been updated from their appearances in previous games. The same holds true for the weapons and kill streaks. I am not saying it is not fun, but it all has a sense of having seen most of it before.
Another very annoying change to the game is the severe limitation of grenades in the game. Usually a player has a grenade option which comes in handy when Snipers setup behind cover. Without the ability to lob a grenade to get Snipers out from cover, players are easy pickings, especially when the first appear on the screen. You can unload a full clip into a player at a distance and still end up dead with one shot from a sniper. As such you have to wait until you reach level 42 in order to add them to your customized loadout and even then they are very Nerfed from what players have come to expect.
The multiplayer modes are what you have come to expect as there are the Team Deathmatch variations as well as the Capture and Control modes and a new mode called Heist where players need to capture or prevent the capture of a target.
For me the most enjoyable aspect of the game was the Zombie modes as not only were the players I was matched with usually very helpful, but they were also much friendlier than many of the other people I encountered.
The Blackout mode is very popular with gamers but not being a fan of the One and Done mode of play, I found myself enjoying the vast details of the map and preferring to work with a team, capturing vehicles, and such. I have seen multiple players unload point blank on a player in this mode only to see them walk away and one shot kill their attackers. This is either a hack or an example of how imbalanced things can be at times and you will see multiple instances of players taking numerous hits and walking away while others go down with one shot.
Black Ops IIII does not have a regenerative health system and instead requires players to use a timed injection in order to restore health.
This is all designed to foster teamwork and to make the game more appealing to the eSports community. While this is nice, it deviates from much of what has made the game so appealing from the start.
The game to me seems like it was hurried to market as it released on October 12th vs the traditional November release date. I am sure a big part of this was a desire to beat Red Dead Redemption 2 to market but in doing so it seems that things are missing from the final product.
There is much to like about the game as it is still an exciting and intense experience but to me is the first Call of Duty game to not feel shiny and new but instead more of the same in many cases.
The developers have supported the game with numerous updates and there are more on the way as well as planned DLC down the road so the game as it is now is likely to change in the next few months as more feedback is given to developers and new features are added.
Hopefully they will also look to add a campaign at a later date as although it is fun, it seems lacking and dated in many aspects as the changes seem like a step back to me rather than progress.
http://sknr.net/2018/10/23/call-of-duty-black-ops-iiii-2/
I played the game first at E3 and then again during the Beta phases for the game so I had a decent familiarity with what to expect when the full release version of the game arrived.
After several days of playing the game, I have to say it is to me a mixed bag and many aspects of it disappointed me which is very frustrating as fan of the series since the very first game.
The look and feel of the game does not come across to me as a new game but instead to me look and play like DLC for Call of Duty: Black Ops 3. Many of the maps seem familiar and have been updated from their appearances in previous games. The same holds true for the weapons and kill streaks. I am not saying it is not fun, but it all has a sense of having seen most of it before.
Another very annoying change to the game is the severe limitation of grenades in the game. Usually a player has a grenade option which comes in handy when Snipers setup behind cover. Without the ability to lob a grenade to get Snipers out from cover, players are easy pickings, especially when the first appear on the screen. You can unload a full clip into a player at a distance and still end up dead with one shot from a sniper. As such you have to wait until you reach level 42 in order to add them to your customized loadout and even then they are very Nerfed from what players have come to expect.
The multiplayer modes are what you have come to expect as there are the Team Deathmatch variations as well as the Capture and Control modes and a new mode called Heist where players need to capture or prevent the capture of a target.
For me the most enjoyable aspect of the game was the Zombie modes as not only were the players I was matched with usually very helpful, but they were also much friendlier than many of the other people I encountered.
The Blackout mode is very popular with gamers but not being a fan of the One and Done mode of play, I found myself enjoying the vast details of the map and preferring to work with a team, capturing vehicles, and such. I have seen multiple players unload point blank on a player in this mode only to see them walk away and one shot kill their attackers. This is either a hack or an example of how imbalanced things can be at times and you will see multiple instances of players taking numerous hits and walking away while others go down with one shot.
Black Ops IIII does not have a regenerative health system and instead requires players to use a timed injection in order to restore health.
This is all designed to foster teamwork and to make the game more appealing to the eSports community. While this is nice, it deviates from much of what has made the game so appealing from the start.
The game to me seems like it was hurried to market as it released on October 12th vs the traditional November release date. I am sure a big part of this was a desire to beat Red Dead Redemption 2 to market but in doing so it seems that things are missing from the final product.
There is much to like about the game as it is still an exciting and intense experience but to me is the first Call of Duty game to not feel shiny and new but instead more of the same in many cases.
The developers have supported the game with numerous updates and there are more on the way as well as planned DLC down the road so the game as it is now is likely to change in the next few months as more feedback is given to developers and new features are added.
Hopefully they will also look to add a campaign at a later date as although it is fun, it seems lacking and dated in many aspects as the changes seem like a step back to me rather than progress.
http://sknr.net/2018/10/23/call-of-duty-black-ops-iiii-2/
Bob Mann (459 KP) rated Kingsman: The Golden Circle (2017) in Movies
Sep 29, 2021
Vaughn and Golding cross the pond to deliver more of the same.
You would probably need to be living under a rock not to know that “Kingsman: The Golden Circle” is the follow-up film to Matthew Vaughn and Jane Goldman’s highly successful 2015 offering “Kingsman: The Secret Service”: a raucous, violent and rude entry into the spy-caper genre. And the sequel is more of the same: why mess with a crowd-pleasing formula?
The fledgling agent Eggsy (Taron Egerton (“Eddie the Eagle“), curiously called “Eggy” at various points in the film for reasons I didn’t understand) is now the new “Galahad” following the demise in the first film of the original, played by Colin Firth (“Magic in the Moonlight“, “Bridget Jones’ Baby“). But just as he’s getting into his stride the whole Kingsman organisation, now headed by Michael Gambon (“Harry Potter”) as Arthur , is ripped apart by an evil drugs cartel called “The Golden Circle” headed by smiling but deadly Poppy (Juliane Moore, “Still Alice”).
Eggsy and Lancelot (Mark Strong, “Miss Sloane“) in desperation turn to Statesman – the US equivalent organisation – and together with some surprising allies set out to defeat the evil plot to poison all casual drug users.
Subtle this film certainly is not, featuring brash and absurdly unrealistic action scenes that are 90% CGI but – for me at least – enormous fun to watch. As with the first film (and I’m thinking of the grotesquely violent church scene here) the action moves however from ‘edgy’ to “over-the-top/offensive” at times. The ‘burger scene’ and (particularly) the ‘Glastonbury incident’ are the standout moments for all the wrong reasons. I have a theory about how these *might* have come about…
One Mann’s Movies Showcase Theatre
The scene: Matthew Vaughn and Jane Golding are working “The Golden Circle” script at Goldman’s English home.
Vaughn: “OK, so Eggsy is in the tent with Clara and needs to plant the tracking device on her.”
Goldman’s husband Jonathan Ross sticks his head round the door.
Ross: “Hey Guys, I’ve an idea about that. I was on the phone to Wussell Bwand and we came up with a GWEAT idea.”
Vaughn: (rolling his eyes, mutters to himself): “Oh God, not again…”
Ross: “We thought that Eggsy could use his finger to stick the tracker right up her – ahem – ‘lady canal’ and… and… here’s the really great bit… the camera’s gonna be his finger. A camera up the muff! It’ll be weally weally funny!”
Vaughn: “But Jonathan…”.
Goldman nudges him hard.
Goldman (whispering): “Just let it go Matthew… you know what he’s like if he doesn’t get at least a couple of his ideas into the film”.
You can only hope a stunt vagina was used for this scene, else Poppy Delavigne (older sister of Cara) is going to find it very hard to find credible future work. One can only guess what tasteful interlude is being planned for Kingsman 3 – – a prostate-based tracker perhaps?
The film works best when the core team of Taron Egerton, Mark Strong and Colin Firth (yes, Colin Firth!) are together. Jeff Bridges (“Hell or High Water“), Channing Tatum (“Foxcatcher“) and Halle Berry (“Monster’s Ball”) all turn up as key members of ‘Statesman’ – adding star power but not a lot else – together with Pedro Pascal (“The Great Wall“) as ‘Whiskey’…. who I expected to be someone equally famous behind the moustache but wasn’t!
There’s also a very entertaining cameo from a star (no spoilers from me) whose foul-mouthed tirades I found very funny, and who also has the funniest line in the film (playing off one of the most controversial elements of the first film). It’s fair to say though that others I’ve spoken to didn’t think this appearance fitted the film at all.
Julianne Moore makes for an entertaining – if less than credible – villain, as does Bruce Greenwood (“Star Trek: Into Darkness”) as a barely disguised Trump. None of the motivations of the bad ‘uns however support any scrutiny whatsoever: this is very much a “park your brain at the door” film.
I really shouldn’t enjoy this crass, brash, brainless movie fast-food… and I know many have hated it! But my guilty secret is that I really did like it – one of the best nights of unadulterated escapist fun I’ve had since “Baby Driver”. Classy it’s certainly NOT, but I enjoyed this just as much as the original.
The fledgling agent Eggsy (Taron Egerton (“Eddie the Eagle“), curiously called “Eggy” at various points in the film for reasons I didn’t understand) is now the new “Galahad” following the demise in the first film of the original, played by Colin Firth (“Magic in the Moonlight“, “Bridget Jones’ Baby“). But just as he’s getting into his stride the whole Kingsman organisation, now headed by Michael Gambon (“Harry Potter”) as Arthur , is ripped apart by an evil drugs cartel called “The Golden Circle” headed by smiling but deadly Poppy (Juliane Moore, “Still Alice”).
Eggsy and Lancelot (Mark Strong, “Miss Sloane“) in desperation turn to Statesman – the US equivalent organisation – and together with some surprising allies set out to defeat the evil plot to poison all casual drug users.
Subtle this film certainly is not, featuring brash and absurdly unrealistic action scenes that are 90% CGI but – for me at least – enormous fun to watch. As with the first film (and I’m thinking of the grotesquely violent church scene here) the action moves however from ‘edgy’ to “over-the-top/offensive” at times. The ‘burger scene’ and (particularly) the ‘Glastonbury incident’ are the standout moments for all the wrong reasons. I have a theory about how these *might* have come about…
One Mann’s Movies Showcase Theatre
The scene: Matthew Vaughn and Jane Golding are working “The Golden Circle” script at Goldman’s English home.
Vaughn: “OK, so Eggsy is in the tent with Clara and needs to plant the tracking device on her.”
Goldman’s husband Jonathan Ross sticks his head round the door.
Ross: “Hey Guys, I’ve an idea about that. I was on the phone to Wussell Bwand and we came up with a GWEAT idea.”
Vaughn: (rolling his eyes, mutters to himself): “Oh God, not again…”
Ross: “We thought that Eggsy could use his finger to stick the tracker right up her – ahem – ‘lady canal’ and… and… here’s the really great bit… the camera’s gonna be his finger. A camera up the muff! It’ll be weally weally funny!”
Vaughn: “But Jonathan…”.
Goldman nudges him hard.
Goldman (whispering): “Just let it go Matthew… you know what he’s like if he doesn’t get at least a couple of his ideas into the film”.
You can only hope a stunt vagina was used for this scene, else Poppy Delavigne (older sister of Cara) is going to find it very hard to find credible future work. One can only guess what tasteful interlude is being planned for Kingsman 3 – – a prostate-based tracker perhaps?
The film works best when the core team of Taron Egerton, Mark Strong and Colin Firth (yes, Colin Firth!) are together. Jeff Bridges (“Hell or High Water“), Channing Tatum (“Foxcatcher“) and Halle Berry (“Monster’s Ball”) all turn up as key members of ‘Statesman’ – adding star power but not a lot else – together with Pedro Pascal (“The Great Wall“) as ‘Whiskey’…. who I expected to be someone equally famous behind the moustache but wasn’t!
There’s also a very entertaining cameo from a star (no spoilers from me) whose foul-mouthed tirades I found very funny, and who also has the funniest line in the film (playing off one of the most controversial elements of the first film). It’s fair to say though that others I’ve spoken to didn’t think this appearance fitted the film at all.
Julianne Moore makes for an entertaining – if less than credible – villain, as does Bruce Greenwood (“Star Trek: Into Darkness”) as a barely disguised Trump. None of the motivations of the bad ‘uns however support any scrutiny whatsoever: this is very much a “park your brain at the door” film.
I really shouldn’t enjoy this crass, brash, brainless movie fast-food… and I know many have hated it! But my guilty secret is that I really did like it – one of the best nights of unadulterated escapist fun I’ve had since “Baby Driver”. Classy it’s certainly NOT, but I enjoyed this just as much as the original.
Emma @ The Movies (1786 KP) rated Mega Shark vs Kolossus (2015) in Movies
Aug 16, 2020
Amendment to the shark rules, having "mega" in the title... *chef's kiss*
When the hunt for the power source known as Red Mercury takes a team to an underground bunker they accidentally awaken the giant doomsday machine that's been idle since the Cold War. While the Kolossus runs rampage a new megalodon is terrorising the coast... what will happen when the two inexplicably meet?
I will say that of the Mega-Shark "franchise" the best is Mega Shark Vs. Mecha Shark. It is obviously much more sensible having two things that are designed to be in the same environment battling together, a robot fighting a shark is epic... but a stretch. This duo does mean that it feels very much like two films, but honestly, the ridiculousness of this makes up a bit for that.
It does at last start with a super realistic submarine that's manned by a lot of women in tight pleather that doesn't look like it would offer any kind of protection against water or action. This is why we come for these films... the accuracy.
The acting is exactly what you'd expect from a shark film, probably something you'd rather wasn't on your resume. You've got all the stereotypes with all the cringeable moments and the actors don't do a bad job with what they're given.
There's a little issue right at the beginning of the film. When the team meet up outside the bunker there's an obviously pointless exchange to explain what's going on, two of the actors have subtitles. I don't have an issue with subtitles when they're needed, but while both the actors have accents in the scene they're actually speaking perfectly understandable English. It might have been a glitch on the copy I watched, I'd like to give them the benefit of the doubt, but if it wasn't then I don't know what they were thinking.
When it comes to the shark scale this film is good because it has the requisite bag CGI, stupid storyline and classic quotes... the famous last words "No sign of the mega shark" and my personal favourite "...or you can die hiding under your desk searching for your balls." Glorious. Despite the amazing lines and the fact it's got a shark in it, the sheer impossibility of the pairing and the fact it feels like two films forced together makes it fall short of high marks.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/08/mega-shark-vs-kolossus-movie-review.html
When the hunt for the power source known as Red Mercury takes a team to an underground bunker they accidentally awaken the giant doomsday machine that's been idle since the Cold War. While the Kolossus runs rampage a new megalodon is terrorising the coast... what will happen when the two inexplicably meet?
I will say that of the Mega-Shark "franchise" the best is Mega Shark Vs. Mecha Shark. It is obviously much more sensible having two things that are designed to be in the same environment battling together, a robot fighting a shark is epic... but a stretch. This duo does mean that it feels very much like two films, but honestly, the ridiculousness of this makes up a bit for that.
It does at last start with a super realistic submarine that's manned by a lot of women in tight pleather that doesn't look like it would offer any kind of protection against water or action. This is why we come for these films... the accuracy.
The acting is exactly what you'd expect from a shark film, probably something you'd rather wasn't on your resume. You've got all the stereotypes with all the cringeable moments and the actors don't do a bad job with what they're given.
There's a little issue right at the beginning of the film. When the team meet up outside the bunker there's an obviously pointless exchange to explain what's going on, two of the actors have subtitles. I don't have an issue with subtitles when they're needed, but while both the actors have accents in the scene they're actually speaking perfectly understandable English. It might have been a glitch on the copy I watched, I'd like to give them the benefit of the doubt, but if it wasn't then I don't know what they were thinking.
When it comes to the shark scale this film is good because it has the requisite bag CGI, stupid storyline and classic quotes... the famous last words "No sign of the mega shark" and my personal favourite "...or you can die hiding under your desk searching for your balls." Glorious. Despite the amazing lines and the fact it's got a shark in it, the sheer impossibility of the pairing and the fact it feels like two films forced together makes it fall short of high marks.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/08/mega-shark-vs-kolossus-movie-review.html
Gareth von Kallenbach (980 KP) rated The Place Beyond The Pines (2013) in Movies
Aug 7, 2019
I really wanted to sit at my computer tonight and write about how much I disliked this movie. I was practically begging people to go with me, but no one wanted to. So I ended up going on my own. The only thing I really knew about this film going into it was that it was from Derek Cianfrance, the writer/director of “Blue Valentine”. I didn’t care much for BV, and so my hopes were not high for “The Place Beyond the Pines”, but actually, Pines surprised me.
Pines is the story of two men on opposite sides of the law, just trying to do the right thing and how what they do impacts each other’s lives, and the lives of their sons. Of course the means by which they got to the “right thing” was not always the “right way”, but ultimately they were trying to good.
Ryan Gosling plays “Heart Throb” Luke Glanton, a stunt motorcycle rider with a traveling circus. We open on him doing his thing in Schenectady, New York, and after his performance he sees Romina (“Roe”, portrayed by Eva Mendes). You can tell these two have history, as though they met the last time his little side show burned through town. Cutting through the awkwardness, Luke finds out that Roe had a kid. His kid, Jason. Though, he didn’t find out from her. Determined to make things right, despite Roe having moved on being with another man, Luke sticks around Schenectady to try and be part of his son’s life and to win Roe from her man. Only things don’t begin moving fast enough for him, and so turns to robbing banks in this small town as a way to provide for his lover and their newborn child. Only things go south fairly quickly and this puts him on a collision course with an ambitious rookie cop.
Bradley Cooper plays Avery Cross; a rookie cop on the force all of six months. After a harrowing deed that puts takes him off duty for several months and causes him so serious psychological issues which make it hard for him to even look at his son, Avery Jr. After his recovery, Avery returns to the force only to be thrust into a den of corrupt cops, gangs and a genuine fear for his life. He is not sure how to react at first, but eventually knows that he must do the right thing… even if it means ratting out his brothers in arms. This doesn’t prove to be an easy course for him, but he is determined to do the right thing, despite it tearing his family apart.
Act one of this film focuses on Gosling and Mendes’ characters and their tumultuous relationship. When they first brought Mendes on screen, I was really questioning the casting choice. By the end of the act, those questions were still there. It just didn’t seem like Gosling and Mendes had the chemistry that the makers of the film were desperately trying to portray. But we do see a lot into the character of Luke and how much he really just wants to be there for his son. Gosling did an excellent job with the role, but I feel like there was thing that was distracting from his performance: his hair. For some reason they decided bleach blond was the way to go to this character, but mostly what I was thinking when he was on screen was that it just looked out of place and I really had to concentrate to get past it.
Act two focuses on Bradley Cooper and the turmoil he goes through. I can’t say too much without giving away some major plot points of the film, but Bradley Cooper definitely did an excellent job playing the young rookie cop. He has an excellent supporting cast for his act with Harris Yulin playing his father, Rose Byrne as his wife and Bruce Greenwood as the District Attorney. He eventually manages to get from underneath all the lies, coercion and corruption to make a bid for an Assistant District Attorney position.
Fast forward to 15 years later, and this is where our act three takes place. Only now we are focusing on the lives of young Jason and Avery Jr. The deeds of their fathers in yester year, portrayed in our first two acts, affect our young subjects as they become friends without realizing the history between their families. I felt that Dane DeHaan who portrayed a 17-year old Jason knocked it out of the park with his performance. But there is something left to be said for Emory Cohen who is on screen as Avery Jr.
Want to know the rest? Watch the movie. Acts one and two, though long winded at points, blew me out of the water. Cianfrance did an excellent job of captivating the audience and making you care for the two focus points, despite them being on completely different sides of the law (as mentioned earlier). Act three, however, fell kind of flat to me. It very well could be a result of a poor casting choice in Emory Cohen, but I also felt like they could have shaped the end of this tail into so much more.
Overall, I actually enjoyed the movie, despite a lackluster ambition to go see it. Would I have gone to see it on my own if I had to pay for it? Nah! But it is a good date movie and might possibly start some interesting conversations between you and your partner.
Pines is the story of two men on opposite sides of the law, just trying to do the right thing and how what they do impacts each other’s lives, and the lives of their sons. Of course the means by which they got to the “right thing” was not always the “right way”, but ultimately they were trying to good.
Ryan Gosling plays “Heart Throb” Luke Glanton, a stunt motorcycle rider with a traveling circus. We open on him doing his thing in Schenectady, New York, and after his performance he sees Romina (“Roe”, portrayed by Eva Mendes). You can tell these two have history, as though they met the last time his little side show burned through town. Cutting through the awkwardness, Luke finds out that Roe had a kid. His kid, Jason. Though, he didn’t find out from her. Determined to make things right, despite Roe having moved on being with another man, Luke sticks around Schenectady to try and be part of his son’s life and to win Roe from her man. Only things don’t begin moving fast enough for him, and so turns to robbing banks in this small town as a way to provide for his lover and their newborn child. Only things go south fairly quickly and this puts him on a collision course with an ambitious rookie cop.
Bradley Cooper plays Avery Cross; a rookie cop on the force all of six months. After a harrowing deed that puts takes him off duty for several months and causes him so serious psychological issues which make it hard for him to even look at his son, Avery Jr. After his recovery, Avery returns to the force only to be thrust into a den of corrupt cops, gangs and a genuine fear for his life. He is not sure how to react at first, but eventually knows that he must do the right thing… even if it means ratting out his brothers in arms. This doesn’t prove to be an easy course for him, but he is determined to do the right thing, despite it tearing his family apart.
Act one of this film focuses on Gosling and Mendes’ characters and their tumultuous relationship. When they first brought Mendes on screen, I was really questioning the casting choice. By the end of the act, those questions were still there. It just didn’t seem like Gosling and Mendes had the chemistry that the makers of the film were desperately trying to portray. But we do see a lot into the character of Luke and how much he really just wants to be there for his son. Gosling did an excellent job with the role, but I feel like there was thing that was distracting from his performance: his hair. For some reason they decided bleach blond was the way to go to this character, but mostly what I was thinking when he was on screen was that it just looked out of place and I really had to concentrate to get past it.
Act two focuses on Bradley Cooper and the turmoil he goes through. I can’t say too much without giving away some major plot points of the film, but Bradley Cooper definitely did an excellent job playing the young rookie cop. He has an excellent supporting cast for his act with Harris Yulin playing his father, Rose Byrne as his wife and Bruce Greenwood as the District Attorney. He eventually manages to get from underneath all the lies, coercion and corruption to make a bid for an Assistant District Attorney position.
Fast forward to 15 years later, and this is where our act three takes place. Only now we are focusing on the lives of young Jason and Avery Jr. The deeds of their fathers in yester year, portrayed in our first two acts, affect our young subjects as they become friends without realizing the history between their families. I felt that Dane DeHaan who portrayed a 17-year old Jason knocked it out of the park with his performance. But there is something left to be said for Emory Cohen who is on screen as Avery Jr.
Want to know the rest? Watch the movie. Acts one and two, though long winded at points, blew me out of the water. Cianfrance did an excellent job of captivating the audience and making you care for the two focus points, despite them being on completely different sides of the law (as mentioned earlier). Act three, however, fell kind of flat to me. It very well could be a result of a poor casting choice in Emory Cohen, but I also felt like they could have shaped the end of this tail into so much more.
Overall, I actually enjoyed the movie, despite a lackluster ambition to go see it. Would I have gone to see it on my own if I had to pay for it? Nah! But it is a good date movie and might possibly start some interesting conversations between you and your partner.
Bob Mann (459 KP) rated Joker (2019) in Movies
Nov 10, 2019
Joachim Phoenix - Oscar winning performance? (1 more)
Look and feel of the film - technically brilliant
A loser's tale.
“Joker” has managed to stir up a whirlwind of controversy, centring partly around the level of violence included but also on the use of “that song” on the soundtrack. But putting aside that flurry of commentary, what of the film itself?
Man, this is a dark film! It’s as much of an anti-superhero film as this year’s “Brightburn“. The Batman legacy has addressed the mental state of the protagonists before (both that of the hero and the villains). Here we have a real study of how a mentally unstable no-hoper can be pushed over the edge by bigotry, carelessness and government cut-backs.
Indeed, there is something alarmingly prescient about the movie’s plot line, watching this as we (in the UK) are in the month of possible (or as Boris Johnson would say, definite) Brexit madness! “Is it me, or is it getting crazier out there?” Arthur Fleck muses to his social worker (Sharon Washington). And a rant by Arthur late on goes “Everybody just yells and screams at each other. Nobody’s civil anymore. Nobody thinks what it’s like to be the other guy. You think men like Thomas Wayne ever think what it’s like to be someone like me? To be somebody but themselves? They don’t. They think that we’ll just sit there and take it, like good little boys! That we won’t werewolf and go wild!” Chilling words as we possibly face a very bumpy October and November in the UK.
After reviewing “Judy” I wouldn’t be the least surprised if I’d just seen the Best Actress award bagged (by Renée Zellweger). Now, with “Joker”, surely Joachim Phoenix might bag his first (and well overdue in my book) Oscar. Although nominated before (for “Gladiator”, “Walk the Line” and “The Master”) he’s never won. Here Phoenix’s physical transformation into Arthur Fleck is SIMPLY EXTRAORDINARY. And the way he captures the (medically) induced fits of helpless laughter, ending in a sort of choking fit, is brilliant and replicated to a ‘T’ on multiple occasions.
I loved “You Were Never Really Here“, primarily due to Phoenix’s pitch-perfect performance. And “Joker” reminded me very much of Lynne Ramsey‘s film: a disturbed loner, looking after his elderly mother; with violence meted out to wrong-doers. Joe is almost the yin to Arthur Fleck’s yang: Joe is an invisible man who is very much present; Arthur is a very visible man who thinks he is invisible. There’s even comment by Fleck towards the end of the film that sometimes he thinks he’s ‘not really there at all’! (A deliberate ‘in’ joke in reference to that film?)
After some pretty piss-poor “pension grabs” in recent years, culminating in the appalling career- nadir of “Dirty Grandpa” in 2016, Robert De Niro comes good with a fine performance as the idolised but thoughtless and cruel talk-show host Murray Franklin. It’s very much a supporting role, but delivered with great aplomb.
Also great again is “Deadpool 2“‘s Zazie Beetz (a great trivia answer for an actor with three ‘z’s’ in the name). This angle of the story is deviously clever, and Zazie handles the various twists and turns brilliantly.
Movie violence needs to be taken in context to both the film’s story and to the movie’s certificate. For those expecting a light and fluffy “Avengers” style of movie, they might be shocked by what they see. True that the film definitely pushes the boundaries of what I think is acceptable in a UK15-certificate film. … I suspect there were HEATED discussions at the BBFC after this screening! The violence though seems comparable to some other 15’s I’ve seen: a DIY-store drill scene in “The Equalizer” comes to mind.
A particularly brutal scene is reminiscent of a climactic scene in “Once Upon a Time… in Hollywood“, such that Quentin Tarantino might have just cause to appeal his ‘UK18’ certificate.
You might argue about the level of violence that SHOULD be shown in a 15 certificate film. But I think the violence portrayed – given this is in the known context an origin story for a psychopathic killer – is appropriate. I personally found the Heath Ledger‘s Joker’s “pencil trick” scene in “The Dark Knight” more disturbing, given it was a 12 certificate.
I have less sympathy for the inclusion of “Rock and Roll Part 2” on the soundtrack. The fact that a convicted paedophile (I refuse to say his name) is profiting from the ticket sales is galling. This is almost deliberately courting controversy. There has been some view that this is a “traditional” chant song at US football matches (as “The Hey Song”). But most (all?) teams have now recognized the connection and stopped its use. At least here the director and producers should have more of a ‘world view’ on this.
Where “Hangover” director Todd Phillips does recover some of this respect is in the quality of the script (co-written with Scott Silver) and the direction. It’s misdirection without mis-direction! Some of the twists in the plot (no spoilers here!) I did not see coming, and certain aspects of the story (again no spoilers!) are left brilliantly (and chillingly) vague.
Sure, it borrows heavily in story-line and mood from Martin Scorsese‘s “Taxi Driver”. And I was also reminded of 1993’s Joel Schumacher flick “Falling Down” where Michael Douglas is an ordinary man pushed to the edge and beyond by a series of life’s trials. But if you want to criticise a film for “not being 100% original” then let’s start at the top of the 2019 IMDB listings and keep going! I’ve also seen comment from some that criticises the somewhat clunky overlay of the Batman back-story into the script. I also understand that view but I didn’t personally share it.
Elsewhere I would not be surprised if the movie gets garlanded with technical Oscar nominations aplenty come January. The cinematography, by Phillips-regular Lawrence Sher, is exquisite in setting the grimy 70’s tone. (I loved the retro Warner Brothers logo too). And both video and sound editing is top-notch. Not forgetting a sonorous cello-heavy soundtrack that perfectly suits the mood. Want to put a bet on which film might top the “number of Oscar nominations” list? This might not be a bad choice.
Dark and brooding, with a slow-burn start, this is a proper drama that might make action superhero fans fidgety. But I simply loved it, and would love to carve out the time to give it a re-watch. The Phoenix performance is extraordinary. Will this make my Top 10 of the year? Fingers to head, and pull the trigger…. it’s a no-brainer.
Man, this is a dark film! It’s as much of an anti-superhero film as this year’s “Brightburn“. The Batman legacy has addressed the mental state of the protagonists before (both that of the hero and the villains). Here we have a real study of how a mentally unstable no-hoper can be pushed over the edge by bigotry, carelessness and government cut-backs.
Indeed, there is something alarmingly prescient about the movie’s plot line, watching this as we (in the UK) are in the month of possible (or as Boris Johnson would say, definite) Brexit madness! “Is it me, or is it getting crazier out there?” Arthur Fleck muses to his social worker (Sharon Washington). And a rant by Arthur late on goes “Everybody just yells and screams at each other. Nobody’s civil anymore. Nobody thinks what it’s like to be the other guy. You think men like Thomas Wayne ever think what it’s like to be someone like me? To be somebody but themselves? They don’t. They think that we’ll just sit there and take it, like good little boys! That we won’t werewolf and go wild!” Chilling words as we possibly face a very bumpy October and November in the UK.
After reviewing “Judy” I wouldn’t be the least surprised if I’d just seen the Best Actress award bagged (by Renée Zellweger). Now, with “Joker”, surely Joachim Phoenix might bag his first (and well overdue in my book) Oscar. Although nominated before (for “Gladiator”, “Walk the Line” and “The Master”) he’s never won. Here Phoenix’s physical transformation into Arthur Fleck is SIMPLY EXTRAORDINARY. And the way he captures the (medically) induced fits of helpless laughter, ending in a sort of choking fit, is brilliant and replicated to a ‘T’ on multiple occasions.
I loved “You Were Never Really Here“, primarily due to Phoenix’s pitch-perfect performance. And “Joker” reminded me very much of Lynne Ramsey‘s film: a disturbed loner, looking after his elderly mother; with violence meted out to wrong-doers. Joe is almost the yin to Arthur Fleck’s yang: Joe is an invisible man who is very much present; Arthur is a very visible man who thinks he is invisible. There’s even comment by Fleck towards the end of the film that sometimes he thinks he’s ‘not really there at all’! (A deliberate ‘in’ joke in reference to that film?)
After some pretty piss-poor “pension grabs” in recent years, culminating in the appalling career- nadir of “Dirty Grandpa” in 2016, Robert De Niro comes good with a fine performance as the idolised but thoughtless and cruel talk-show host Murray Franklin. It’s very much a supporting role, but delivered with great aplomb.
Also great again is “Deadpool 2“‘s Zazie Beetz (a great trivia answer for an actor with three ‘z’s’ in the name). This angle of the story is deviously clever, and Zazie handles the various twists and turns brilliantly.
Movie violence needs to be taken in context to both the film’s story and to the movie’s certificate. For those expecting a light and fluffy “Avengers” style of movie, they might be shocked by what they see. True that the film definitely pushes the boundaries of what I think is acceptable in a UK15-certificate film. … I suspect there were HEATED discussions at the BBFC after this screening! The violence though seems comparable to some other 15’s I’ve seen: a DIY-store drill scene in “The Equalizer” comes to mind.
A particularly brutal scene is reminiscent of a climactic scene in “Once Upon a Time… in Hollywood“, such that Quentin Tarantino might have just cause to appeal his ‘UK18’ certificate.
You might argue about the level of violence that SHOULD be shown in a 15 certificate film. But I think the violence portrayed – given this is in the known context an origin story for a psychopathic killer – is appropriate. I personally found the Heath Ledger‘s Joker’s “pencil trick” scene in “The Dark Knight” more disturbing, given it was a 12 certificate.
I have less sympathy for the inclusion of “Rock and Roll Part 2” on the soundtrack. The fact that a convicted paedophile (I refuse to say his name) is profiting from the ticket sales is galling. This is almost deliberately courting controversy. There has been some view that this is a “traditional” chant song at US football matches (as “The Hey Song”). But most (all?) teams have now recognized the connection and stopped its use. At least here the director and producers should have more of a ‘world view’ on this.
Where “Hangover” director Todd Phillips does recover some of this respect is in the quality of the script (co-written with Scott Silver) and the direction. It’s misdirection without mis-direction! Some of the twists in the plot (no spoilers here!) I did not see coming, and certain aspects of the story (again no spoilers!) are left brilliantly (and chillingly) vague.
Sure, it borrows heavily in story-line and mood from Martin Scorsese‘s “Taxi Driver”. And I was also reminded of 1993’s Joel Schumacher flick “Falling Down” where Michael Douglas is an ordinary man pushed to the edge and beyond by a series of life’s trials. But if you want to criticise a film for “not being 100% original” then let’s start at the top of the 2019 IMDB listings and keep going! I’ve also seen comment from some that criticises the somewhat clunky overlay of the Batman back-story into the script. I also understand that view but I didn’t personally share it.
Elsewhere I would not be surprised if the movie gets garlanded with technical Oscar nominations aplenty come January. The cinematography, by Phillips-regular Lawrence Sher, is exquisite in setting the grimy 70’s tone. (I loved the retro Warner Brothers logo too). And both video and sound editing is top-notch. Not forgetting a sonorous cello-heavy soundtrack that perfectly suits the mood. Want to put a bet on which film might top the “number of Oscar nominations” list? This might not be a bad choice.
Dark and brooding, with a slow-burn start, this is a proper drama that might make action superhero fans fidgety. But I simply loved it, and would love to carve out the time to give it a re-watch. The Phoenix performance is extraordinary. Will this make my Top 10 of the year? Fingers to head, and pull the trigger…. it’s a no-brainer.
Purple Phoenix Games (2266 KP) rated Tiny Epic Mechs in Tabletop Games
Jun 30, 2021
I am someone who loves strategy. It is fun for me to create elaborate plans and see them through to either success or failure. Ok, it’s fun to see them succeed, not so much fail. BUT either way – I like to have a plan. So when Tiny Epic Mechs launched on Kickstarter, I was a little wary. Action programming? Can’t that effectively negate any strategy you have set up? I was on the fence. But I backed it anyway. So was my investment a good one, or did my programmed action of picking up this game backfire and leave me KO’d?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.
Mattia Gagliardi (14 KP) rated Love, Death & Robots in TV
Jun 4, 2019
Outstanding animation (2 more)
Some of the shorts are amazing
I wish there would be more products like this
Other shorts where very dull and boring (3 more)
Sometimes it's style over substance
Too edgy in some parts
Some of the shorts look like commercial for videogame
Uff this is gonna be though to review
"Love Death & Robot" is an anthology of adult animated shorts. It features 18 shorts of different lenght with the common theme being the sci-fi.
The problem of reviewing a product like this is that the episodes are all so different to each other and the quality is too vary.
On a technical point of view, every shorts are amazing. The animation feels great in every style it is portrayed, either 2D or 3D. The quality of the shots, the models and basically every visual elements are simply gorgeous.
However that doesn't mean that the short themselves are by default good. The ones that are super realistic, like "Beyond the Aquila Rift" and "Lucky 13", just make you wonder why they didn't used real actors instead. This two in particular doesn't really benefit for being animated. For comparison, "Ice Age" uses real actors and the CG is contained in the special effects and it works perfectly. Oh and "Lucky 13" is just plain bad on top of that.
Then there are the shorts with amazing visual styles but with quite dull story. "The Witness" is the one that comes to mind using clever use of compositing (the implementation of CG elements in a realistic environment) and having a nice character design with excellent animation. However it feels pretentious because it doesn't say anything really interesting and it focus more on sexual visual rather than a story, with a nonsensical twist nevertheless. Style over substance.
Other shorts instead feels like watching a cinematic for a videogame, pilot for different series or University students showreel. This doesn't mean they are bad but it just feels a bit underwhelming.
However when a short is good, it's really good! The one that are always left me with a smile on my face and with an overall excitement, eager to see what was coming next or more works from these studios. "Three Robots" is definitely one of my favourite short thanks to the amazing visuals, clever dialogues and an interesting lore.
My main criticism that involves mostly all the shorts is the supposed maturity, especially in the use of sex and violence.. I am not against the use of them by any means. However using them just for the sake of it doesn't make your product automatically mature. It just felt edgy, the equivalent of a goth teenagers that watch gory movies just because "uuhhh so taboo".
I know that animation is still perceived as a product for children and I am always happy to see new ones that wants to focus on a more mature audience. I don't think though that you can do it with just the use of swear words, sex and violence without any substance in it.
I want to see more actually mature animations, with compelling stories and amazing styles, using animation as a media and not as a genre.
The problem of reviewing a product like this is that the episodes are all so different to each other and the quality is too vary.
On a technical point of view, every shorts are amazing. The animation feels great in every style it is portrayed, either 2D or 3D. The quality of the shots, the models and basically every visual elements are simply gorgeous.
However that doesn't mean that the short themselves are by default good. The ones that are super realistic, like "Beyond the Aquila Rift" and "Lucky 13", just make you wonder why they didn't used real actors instead. This two in particular doesn't really benefit for being animated. For comparison, "Ice Age" uses real actors and the CG is contained in the special effects and it works perfectly. Oh and "Lucky 13" is just plain bad on top of that.
Then there are the shorts with amazing visual styles but with quite dull story. "The Witness" is the one that comes to mind using clever use of compositing (the implementation of CG elements in a realistic environment) and having a nice character design with excellent animation. However it feels pretentious because it doesn't say anything really interesting and it focus more on sexual visual rather than a story, with a nonsensical twist nevertheless. Style over substance.
Other shorts instead feels like watching a cinematic for a videogame, pilot for different series or University students showreel. This doesn't mean they are bad but it just feels a bit underwhelming.
However when a short is good, it's really good! The one that are always left me with a smile on my face and with an overall excitement, eager to see what was coming next or more works from these studios. "Three Robots" is definitely one of my favourite short thanks to the amazing visuals, clever dialogues and an interesting lore.
My main criticism that involves mostly all the shorts is the supposed maturity, especially in the use of sex and violence.. I am not against the use of them by any means. However using them just for the sake of it doesn't make your product automatically mature. It just felt edgy, the equivalent of a goth teenagers that watch gory movies just because "uuhhh so taboo".
I know that animation is still perceived as a product for children and I am always happy to see new ones that wants to focus on a more mature audience. I don't think though that you can do it with just the use of swear words, sex and violence without any substance in it.
I want to see more actually mature animations, with compelling stories and amazing styles, using animation as a media and not as a genre.
Bong Mines Entertainment (15 KP) rated Seven Dollar Paycheck by Arms Akimbo in Music
Jun 17, 2019
Arms Akimbo is a four-piece indie-rock band. Not too long ago, they released a heartfelt alternative tune, entitled, “Pitchfork”.
“I feel like the song is a letter to my band and my loved ones back home. I wanted to tell the people in my life that even though it’s not the easiest path that we’re on, it’s the right path and we’re not going to give up. We don’t play music because we want to. We play music because we have to. And, as we say in the song, ‘if we’re patient then we’ll make it eventually’.”
‘Pitchfork’ tells an interesting tale of a young musician who is out on the road, on tour in west New Mexico, very far away from a special woman who has his heart.
Apparently, it was hard for him to goodbye to her, and shortly after his departure, he felt that he had let her down. Her emotional wellbeing made him question if she will still want him when he returns home.
While on tour, he thinks about her text message which states how he always let love slip away. Deep down, he wishes she’s wrong about that statement.
Later, things aren’t the same and a tad bit quiet when they talk on the phone. Also, the thoughts of losing her and not fulfilling his musical goals scares him. But he remains patient and hopes that everything works out in his favor.
“I wrote ‘Pitchfork’ on a non-stop drive back to LA from Austin, Texas, after SXSW 2018. Facing the existential dread that comes with finishing a tour, I couldn’t help but think about the way that being a musician connects you with so many people while simultaneously being extremely isolating. Music is our form of communication to reach people who might be feeling the same way that we are and we use that to build a community. But functioning as a musician means being on the road and being away from the people that you care about. This dichotomy can be tough to balance.”
Arms Akimbo’s consists of Peter Schrupp (vocals, guitar), Chris Kalil (guitar, vocals), Matthew Sutton (drums), and Colin Boppell (bass).
They labeled their single ‘Pitchfork’ in reference to the lyrics at the end of the song.
The likable tune encourages those in the music industry to never give up. Also, it narrates the existential dread which comes with finishing a tour.
“The song was written in two parts, with the first section functioning almost like a tour diary, a vignette of our life on the road. The second part is more of a personal plea to my loved ones to stick by me on this journey. It’s also my attempt to explain why I have to play music and why it’s so deeply instilled into who I am.”
‘Pitchfork’ contains a relatable storyline, warm vocal tones, and summery instrumentation flavored with melodic guitars.
The song is featured on Arms Akimbo’s latest EP, entitled, “Seven Dollar Paycheck”.
https://www.bongminesentertainment.com/arms-akimbo-pitchfork/
“I feel like the song is a letter to my band and my loved ones back home. I wanted to tell the people in my life that even though it’s not the easiest path that we’re on, it’s the right path and we’re not going to give up. We don’t play music because we want to. We play music because we have to. And, as we say in the song, ‘if we’re patient then we’ll make it eventually’.”
‘Pitchfork’ tells an interesting tale of a young musician who is out on the road, on tour in west New Mexico, very far away from a special woman who has his heart.
Apparently, it was hard for him to goodbye to her, and shortly after his departure, he felt that he had let her down. Her emotional wellbeing made him question if she will still want him when he returns home.
While on tour, he thinks about her text message which states how he always let love slip away. Deep down, he wishes she’s wrong about that statement.
Later, things aren’t the same and a tad bit quiet when they talk on the phone. Also, the thoughts of losing her and not fulfilling his musical goals scares him. But he remains patient and hopes that everything works out in his favor.
“I wrote ‘Pitchfork’ on a non-stop drive back to LA from Austin, Texas, after SXSW 2018. Facing the existential dread that comes with finishing a tour, I couldn’t help but think about the way that being a musician connects you with so many people while simultaneously being extremely isolating. Music is our form of communication to reach people who might be feeling the same way that we are and we use that to build a community. But functioning as a musician means being on the road and being away from the people that you care about. This dichotomy can be tough to balance.”
Arms Akimbo’s consists of Peter Schrupp (vocals, guitar), Chris Kalil (guitar, vocals), Matthew Sutton (drums), and Colin Boppell (bass).
They labeled their single ‘Pitchfork’ in reference to the lyrics at the end of the song.
The likable tune encourages those in the music industry to never give up. Also, it narrates the existential dread which comes with finishing a tour.
“The song was written in two parts, with the first section functioning almost like a tour diary, a vignette of our life on the road. The second part is more of a personal plea to my loved ones to stick by me on this journey. It’s also my attempt to explain why I have to play music and why it’s so deeply instilled into who I am.”
‘Pitchfork’ contains a relatable storyline, warm vocal tones, and summery instrumentation flavored with melodic guitars.
The song is featured on Arms Akimbo’s latest EP, entitled, “Seven Dollar Paycheck”.
https://www.bongminesentertainment.com/arms-akimbo-pitchfork/
Mandy and G.D. Burkhead (26 KP) rated Flightless Falcon in Books
May 20, 2018
Shelf Life – Flightless Falcon Still Glides Pretty Well
Flightless Falcon is a light DAW fantasy by Mickey Zucker Reichert that first came out in paperback in July of 2001. Set in your typical fantasy land – lightly coated in magic but sans any fantastical creatures such as dragons, elves, dwarves, and the like – it follows the sad, luckless exploits of an ex-miner named Tamison made useless after a cave in kills his father and brother and leaves him trapped deep in the mine for a few days.
Afterwards, with a debilitating fear of both the dark and being underground, he’s unable to continue as a miner, yet too unskilled to get any other job. As such, he and his family live in dirt poverty for a decade or so until he finally decides to try stealing what they need instead of earning the money to buy it. Unfortunately he’s just as horrible at this as anything else he tries and ends up in jail for two years.
When he finally gets out, his family’s disappeared, so he adopts a stray dog and lives on the streets for a while. Then one day a guard finds him and tells him, “Hey, I know where your family is, and it’s bad, man, we should go save ’em.” So Tamison saves a fortune teller from some different guards, just for good measure, and the three of them go off to get his family back.
The plot evolves from there – I won’t go into much greater detail because I don’t want to give anything away. And while it’s an entertaining read, it does have its share of snags, though not often or strong enough to derail the overall experience. Still, might was well talk about ’em.
The majority of these moments occur due to the protagonist himself; Tamison’s constant suffering and depression and worthlessness gets a bit irritating after a while (and not a very long while). But you do end up genuinely sympathizing with him, at least for the most part – his self-pitying and constant sobbing are offset, personality-wise, by his intense love and devotion to his family’s welfare (though apparently it still isn’t strong enough for him to suck up his phobia and go back to working in the mines). The end result is a character that, while whiny enough that you want to reach into the pages and smack him, is still believable. The fact that a lot of his misfortune is brought on by bad luck and the overwhelming apathy of the world around him, instead of just his own sad uselessness, also helps save what might have been an otherwise excruciatingly sad-sack protagonist.
But ignore what Miss Reichert and the back cover of the book say – the real star of this story isn’t Tamison, the guard (Dallan), or the fortune teller (Rifkah). It’s the weasely bastard of a con man that Tamison can’t stop running into, the aptly-named Con. This guy’s selfish lack of a moral compass and unwillingness to sugarcoat anything for anyone is a breath of fresh air amidst the hopeful optimism and general boyscout do-goodery of the rest of the starring party, and his quick wit and blunt, sarcastic dialogue are at once impressive and entertaining to read in the circumstances. His back story’s also far more interesting than anything Tamison, Dallan, and Rifkah can come up with.
The story itself also grows past a simple “save some good guys from some bad guys” fetch quest to envelope a degree of political intrigue, subterfuge, loyalty dilemmas, and good ol’ fashion backstabbery. I won’t say anything more past the obvious (there’s a twist, you know there’s gonna be a twist, there’s always a twist) other than to say that the generic good-guy-bad-guy feeling the book’s own synopsis offers slips slowly into a more realistic, more satisfying realm of uncertain grayness that accompanies all conflicts between the world’s two rival governments, the one Tamison belongs to and the one he’s told is harboring his missing family.
Basically, each time you think this book is going to march the plot or one of the characters into Generic Land (and you will occasionally think this multiple times), the direction skews off at the last moment to surprise you. The result is that you end up reading the book in two minds: one for soaking up the story and being entertained, and one with a critical eye turned always on the author’s style, to see where it threatens to stray into unimpressiveness and how it keeps saving itself.
But don’t focus overly much on my criticisms – that’s just how I’ve been trained to talk about good writing, to search for the roughest spots and pick at them in order to see how the whole thing might be polished even more. The reason this book is so easy to criticize is because its weak spots are few and manageable and therefor easy to cover and be done with in the length of a blog post. The overall impression I came away with is still one of a fun, thoughtful, imaginative tale, at times suspenseful, at times moving, and always deeply visual. I didn’t mention the detailed visual descriptions did I? Oh well, I just did. Now you know they’re there.
It’s not going to turn into the next blockbuster fantasy franchise, but if you find it in your used book store, there are less-enjoyable ways to spend your reading time. I recommend Flightless Falcon to anyone who enjoys well-written, character-driven fantasy and doesn’t need it to last through a dozen sequels.
Afterwards, with a debilitating fear of both the dark and being underground, he’s unable to continue as a miner, yet too unskilled to get any other job. As such, he and his family live in dirt poverty for a decade or so until he finally decides to try stealing what they need instead of earning the money to buy it. Unfortunately he’s just as horrible at this as anything else he tries and ends up in jail for two years.
When he finally gets out, his family’s disappeared, so he adopts a stray dog and lives on the streets for a while. Then one day a guard finds him and tells him, “Hey, I know where your family is, and it’s bad, man, we should go save ’em.” So Tamison saves a fortune teller from some different guards, just for good measure, and the three of them go off to get his family back.
The plot evolves from there – I won’t go into much greater detail because I don’t want to give anything away. And while it’s an entertaining read, it does have its share of snags, though not often or strong enough to derail the overall experience. Still, might was well talk about ’em.
The majority of these moments occur due to the protagonist himself; Tamison’s constant suffering and depression and worthlessness gets a bit irritating after a while (and not a very long while). But you do end up genuinely sympathizing with him, at least for the most part – his self-pitying and constant sobbing are offset, personality-wise, by his intense love and devotion to his family’s welfare (though apparently it still isn’t strong enough for him to suck up his phobia and go back to working in the mines). The end result is a character that, while whiny enough that you want to reach into the pages and smack him, is still believable. The fact that a lot of his misfortune is brought on by bad luck and the overwhelming apathy of the world around him, instead of just his own sad uselessness, also helps save what might have been an otherwise excruciatingly sad-sack protagonist.
But ignore what Miss Reichert and the back cover of the book say – the real star of this story isn’t Tamison, the guard (Dallan), or the fortune teller (Rifkah). It’s the weasely bastard of a con man that Tamison can’t stop running into, the aptly-named Con. This guy’s selfish lack of a moral compass and unwillingness to sugarcoat anything for anyone is a breath of fresh air amidst the hopeful optimism and general boyscout do-goodery of the rest of the starring party, and his quick wit and blunt, sarcastic dialogue are at once impressive and entertaining to read in the circumstances. His back story’s also far more interesting than anything Tamison, Dallan, and Rifkah can come up with.
The story itself also grows past a simple “save some good guys from some bad guys” fetch quest to envelope a degree of political intrigue, subterfuge, loyalty dilemmas, and good ol’ fashion backstabbery. I won’t say anything more past the obvious (there’s a twist, you know there’s gonna be a twist, there’s always a twist) other than to say that the generic good-guy-bad-guy feeling the book’s own synopsis offers slips slowly into a more realistic, more satisfying realm of uncertain grayness that accompanies all conflicts between the world’s two rival governments, the one Tamison belongs to and the one he’s told is harboring his missing family.
Basically, each time you think this book is going to march the plot or one of the characters into Generic Land (and you will occasionally think this multiple times), the direction skews off at the last moment to surprise you. The result is that you end up reading the book in two minds: one for soaking up the story and being entertained, and one with a critical eye turned always on the author’s style, to see where it threatens to stray into unimpressiveness and how it keeps saving itself.
But don’t focus overly much on my criticisms – that’s just how I’ve been trained to talk about good writing, to search for the roughest spots and pick at them in order to see how the whole thing might be polished even more. The reason this book is so easy to criticize is because its weak spots are few and manageable and therefor easy to cover and be done with in the length of a blog post. The overall impression I came away with is still one of a fun, thoughtful, imaginative tale, at times suspenseful, at times moving, and always deeply visual. I didn’t mention the detailed visual descriptions did I? Oh well, I just did. Now you know they’re there.
It’s not going to turn into the next blockbuster fantasy franchise, but if you find it in your used book store, there are less-enjoyable ways to spend your reading time. I recommend Flightless Falcon to anyone who enjoys well-written, character-driven fantasy and doesn’t need it to last through a dozen sequels.
Purple Phoenix Games (2266 KP) rated Peak Oil Profiteer in Tabletop Games
Jun 11, 2021
One of the most important energy resources in the world is oil. We have a finite amount, it is used in our everyday lives, and it is always in demand. So imagine if a country found a new supply of oil – everyone would be fighting for a piece! Enter Peak Oil Profiteer, a game that puts you in charge of an oil corporation vying for money and oil in this new-found oil vein. Sound like something you might be interested in? Keep reading and see what it’s all about!
Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L
Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.
The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.
The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.
The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.
I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!
Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!
Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L
Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.
The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.
The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.
The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.
I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!
Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!