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Bob Mann (459 KP) rated Jack Reacher: Never Go Back (2016) in Movies
Sep 29, 2021
I’m a big fan of Tom Cruise. He is a real old-fashioned film star, generous with his fans on the red carpet and with real star power at the box office. And I can happily sit down in front of just about any one of his DVD’s time and time again and still enjoy it. Unlike many critics, I even enjoyed his last outing as Jack Reacher.
Unfortunately, and it pains me to say this but, his latest outing – “Jack Reacher: Never Go Back” – is a bit dull.
Lee Child’s Reacher has many years before turned his back on his military past and wanders the country as a drifter righting wrongs outside of the law. In this film, his military past again makes a major (“No, ex-Major”) intrusion into his life. Potential love interest Major Susan Turner (Colbie Smulders, from the “Avengers” world) is arrested on trumped-up espionage charges and Cruise sets out to clear her name. Along the way he accidentally (and rather too conveniently for the plot) discovers that a paternity suit has been filed against him and Reacher confronts the rebellious and light-fingered teenager Samantha (Danika Yarosh, aged 18 playing 15).
Unfortunately the big-cheeses involved in the international arms skulduggery are determined to tie up each and every loose end in their intrigue, and that includes Reacher, Turner and young Samantha by association. Needless to say, the villains – led by a one-man killing machine (Patrick Heusinger) – haven’t counted on Reacher’s ‘particular set of skills’.
My problem with the film (after an entertaining opening) is that the screenplay lumbers from standard thriller set-piece to standard thriller set-piece in a highly predictable way. It’s as if the scripts from 20 different films have been stuck in a blender. Shadowy arms dealing shenanigans: check; Cute teenager in peril: check; Gun fight on a dockside: check; Rooftop chase: check.
Are all the individual set-pieces decently done? Yes, sure. But the combination of these bits of action tapas really don’t add up to a satisfying meal. The story arc is almost non-existent as there is no suspense in the ‘investigation’: the plot is all pretty well laid out for you.
Where there is some fun to be had is in the play-off between the born-leader Reacher and the born-leader Turner, both trying to be top-dog in the decision making. The romantic connection between the leads seems almost plausible despite their 20 (TWENTY!) year age difference: this is more down to how incredibly good Cruise still looks at age 54 (damn him!). Turner makes a good female role-model right up to the point where there is a confrontation in a hotel room and Turner backs down: despite Cruise being the “hero” it would have been nice for female equality for this face-off to have gone the other way.
The director is Edward Zwick, who helmed Cruise’s more interesting movie “The Last Samurai”.
The trailer started off well and then progressed into general mediocrity. Unfortunately – for me at least – the film lived up to the trailer. Watchable, but not memorable.
Unfortunately, and it pains me to say this but, his latest outing – “Jack Reacher: Never Go Back” – is a bit dull.
Lee Child’s Reacher has many years before turned his back on his military past and wanders the country as a drifter righting wrongs outside of the law. In this film, his military past again makes a major (“No, ex-Major”) intrusion into his life. Potential love interest Major Susan Turner (Colbie Smulders, from the “Avengers” world) is arrested on trumped-up espionage charges and Cruise sets out to clear her name. Along the way he accidentally (and rather too conveniently for the plot) discovers that a paternity suit has been filed against him and Reacher confronts the rebellious and light-fingered teenager Samantha (Danika Yarosh, aged 18 playing 15).
Unfortunately the big-cheeses involved in the international arms skulduggery are determined to tie up each and every loose end in their intrigue, and that includes Reacher, Turner and young Samantha by association. Needless to say, the villains – led by a one-man killing machine (Patrick Heusinger) – haven’t counted on Reacher’s ‘particular set of skills’.
My problem with the film (after an entertaining opening) is that the screenplay lumbers from standard thriller set-piece to standard thriller set-piece in a highly predictable way. It’s as if the scripts from 20 different films have been stuck in a blender. Shadowy arms dealing shenanigans: check; Cute teenager in peril: check; Gun fight on a dockside: check; Rooftop chase: check.
Are all the individual set-pieces decently done? Yes, sure. But the combination of these bits of action tapas really don’t add up to a satisfying meal. The story arc is almost non-existent as there is no suspense in the ‘investigation’: the plot is all pretty well laid out for you.
Where there is some fun to be had is in the play-off between the born-leader Reacher and the born-leader Turner, both trying to be top-dog in the decision making. The romantic connection between the leads seems almost plausible despite their 20 (TWENTY!) year age difference: this is more down to how incredibly good Cruise still looks at age 54 (damn him!). Turner makes a good female role-model right up to the point where there is a confrontation in a hotel room and Turner backs down: despite Cruise being the “hero” it would have been nice for female equality for this face-off to have gone the other way.
The director is Edward Zwick, who helmed Cruise’s more interesting movie “The Last Samurai”.
The trailer started off well and then progressed into general mediocrity. Unfortunately – for me at least – the film lived up to the trailer. Watchable, but not memorable.
Gareth von Kallenbach (980 KP) rated The Lion King (2019) in Movies
Jul 11, 2019
It seems recently that the Disney vault has exploded with the release of several of their classic animated films being remade. Unfortunately, the classics that have inspired these remakes have been redone with mixed results. The original The Lion King was released back in 1994 and it’s hard to believe that I was a junior in college when I saw it. Since that time, we’ve seen various iterations of the classic story, a few direct to VCR sequels and the awe-inspiring Broadway stage production (which if you are a serious fan of the movie I encourage you to see). It seems odd to discuss the plot of a movie that I’m certain everyone reading this has seen at least once (or a dozen times over). To the uninformed however, The Lion King is about a young cub named Simba (JD McCrary as the young voice and Donald Glover as the adult) who suffers the tragic loss of his father Mufasa (James Earl Jones) at the paws of his evil uncle Scar (Chiwetel Ejiofor). Scar convinces Simba that he is responsible for his father’s death and that he must leave the pride and never return. With the help of his faithful friends Timon (Billy Eichner), the lovable warthog Pumbaa (Seth Rogen), the ever wise Zazu (John Oliver) and his budding queen Nala (Beyoncé’) he learns that true courage comes from within and realizes he must face Scar if he is ever to bring peace back to the Pride Lands.
Given the recent track record, I wasn’t sure if this was going to be a retelling of the story as I remembered it, or a re-imagining of the story as a whole (and yes there is a difference). Thankfully, I can say that The Lion King draws practically all of its inspiration directly from the animated classic. Director Jon Favreau (who had already wowed audiences when he directed The Jungle Book) brings the same heart-warming, tear jerk moments that we all know and love. While he certainly didn’t take any risks with The Lion King, that’s exactly what made it such a pleasure to behold. He understood that there was no need to change the story into something new or try to make it something it shouldn’t be. True, for those who have seen the animated film it will feel incredibly familiar, but I think that’s exactly what fans are looking for. Changes and risks don’t always make a movie better, and The Lion King is a prime example of not breaking something that works.
The real star of the show however isn’t the actors, nor it’s incredible director, but the technology that went behind bringing our favorite felines to life. Disney refers to this as a “photo real movie”. The technology behind it merges both new and old together to bring the animals to life, indistinguishable from their real-life counterparts. Utilizing VR, animation and mixed with live action film-making it is practically impossible to distinguish what is live and what is animated. The character models have come a far way from the original Jumanji, which was heralded back in 1995 for it’s use of computer animated animals that supposedly looked and felt like the real thing. While Disney has always made great strides to make their computer-generated animals look and feel real (much like the absolutely stunning Jungle Book) The Lion King takes this to an entirely different level altogether.
Disney has done what has seemed practically impossible lately, bringing a classic back to the screen without changing what made the original such a classic. Unlike some of their more recent attempts, The Lion King holds true to the source material which has delighted fans for over 25 years. While the story doesn’t bring anything particularly new to the table, the photo realistic lions and their supporting cast feel as fresh as they ever have. If you aren’t a fan of the classic animated movie, The Lion King won’t necessarily change that, however the imagery alone may be reason enough to see it. I hope Disney takes note of this movie in particular, that fans don’t need a re-imagining of the stories that captivated our youths to bring the magic back. The Lion King is a testament to how the Disney classic still holds up today, and how to make something old feel new again.
http://sknr.net/2019/07/11/the-lion-king/
Given the recent track record, I wasn’t sure if this was going to be a retelling of the story as I remembered it, or a re-imagining of the story as a whole (and yes there is a difference). Thankfully, I can say that The Lion King draws practically all of its inspiration directly from the animated classic. Director Jon Favreau (who had already wowed audiences when he directed The Jungle Book) brings the same heart-warming, tear jerk moments that we all know and love. While he certainly didn’t take any risks with The Lion King, that’s exactly what made it such a pleasure to behold. He understood that there was no need to change the story into something new or try to make it something it shouldn’t be. True, for those who have seen the animated film it will feel incredibly familiar, but I think that’s exactly what fans are looking for. Changes and risks don’t always make a movie better, and The Lion King is a prime example of not breaking something that works.
The real star of the show however isn’t the actors, nor it’s incredible director, but the technology that went behind bringing our favorite felines to life. Disney refers to this as a “photo real movie”. The technology behind it merges both new and old together to bring the animals to life, indistinguishable from their real-life counterparts. Utilizing VR, animation and mixed with live action film-making it is practically impossible to distinguish what is live and what is animated. The character models have come a far way from the original Jumanji, which was heralded back in 1995 for it’s use of computer animated animals that supposedly looked and felt like the real thing. While Disney has always made great strides to make their computer-generated animals look and feel real (much like the absolutely stunning Jungle Book) The Lion King takes this to an entirely different level altogether.
Disney has done what has seemed practically impossible lately, bringing a classic back to the screen without changing what made the original such a classic. Unlike some of their more recent attempts, The Lion King holds true to the source material which has delighted fans for over 25 years. While the story doesn’t bring anything particularly new to the table, the photo realistic lions and their supporting cast feel as fresh as they ever have. If you aren’t a fan of the classic animated movie, The Lion King won’t necessarily change that, however the imagery alone may be reason enough to see it. I hope Disney takes note of this movie in particular, that fans don’t need a re-imagining of the stories that captivated our youths to bring the magic back. The Lion King is a testament to how the Disney classic still holds up today, and how to make something old feel new again.
http://sknr.net/2019/07/11/the-lion-king/
Purple Phoenix Games (2266 KP) rated Dreams of Tomorrow in Tabletop Games
Sep 17, 2020
Let’s talk about dreams. They can range from simply reliving a stressful day at work, to remembering THAT embarrassing moment from your past, to maybe even discovering that you have superpowers. In your dreams, there are endless possibilities – but what if they meant something more? According to Dreams of Tomorrow, our dreams actually serve a bigger purpose!
Dreams of Tomorrow is game of set collection that utilizes a shifting rondel (I had to look up the definition too) in which players are working to weave a series of dreams into a complete Dream Sequence. Set in the future, players take on the roles of Dream Engineers, who are tasked with creating Dream Sequences to be sent to the past in an effort to save the future. Can you weave the most powerful Dream Sequence to alter the path of your present life, or is the future doomed to fall?
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. -L
To setup the game, place the Collective Consciousness (the rondel) in numerical order within reach of all players. Reveal a number of Dream cards from the Dream deck, based on the number of players, and these cards will create the communal Dreamscape. Each player receives a player card, cubes, and meeple in their chosen color, and sets their resources to the starting numbers, as described in the rulebook. All players begin with their meeples in the first space of the rondel, and in clockwise order, will select and pay for a Dream from the Dreamscape to be placed in their Dream Catcher (waiting area). Once all players have selected a Dream, and adjusted their resources accordingly, the game is ready to begin.
Dreams of Tomorrow is played over a series of rounds in which players will take turns performing 2 actions: Move and Take Action. Movement happens sequentially around the rondel, and players may choose how many spaces to move. To move 1-3 spaces is free, but to move more than 3 spaces will cost a number of resources. When a player decides to end their movement, they will then take the action indicated on the space on which they landed. These actions include: Gaining resources, Catching a Dream, Weaving a Dream, or Activating a Dream Ability. Gaining resources is pretty self-explanatory, and there is one neat thing to note: even if it is not your active turn, most of the rondel spaces have a Shared Effect, which grants an off-turn action to all non-active players. Catching a Dream means that you pay the requisite resources and select a Dream from the Dreamscape. Any caught Dreams go into your Dream Catcher until you are able to perform the Weave a Dream action. When you Weave a Dream, you again pay the requisite resources displayed on the Dream card and move the Dream from your Dream Catcher into your Dream Sequence (play area). To Activate a Dream Ability, you select a Dream card in your tableau, and use the ability printed on it. It is important to note that once Dreams are woven into your Dream Sequence, they will overlap each other, and only one Dream Ability will ever be available for use, so create that sequence wisely! Play continues in turns until one player has woven a Dream Sequence of five Dreams total. The round ends once all players have taken the same number of turns, and then final points are counted. The player with the highest score is the winner!
So all-in-all, how is Dreams of Tomorrow as a whole? I actually was very surprised at how much I enjoyed this game. When reading through the rules, it seemed kind of complicated and I was a bit worried before my first play. Once you actually get playing, however, the game is pretty intuitive and simple to play. One thing I particularly enjoyed about this game is its iconography. With only three resources and four actions, there are only seven icons of which to keep track. It keeps the cards from being cluttered with text, and makes the costs/abilities clear to understand. The iconography of the Dream Abilities, however, can be a liiiittle more complicated, but the game does come with Reference Cards which explain what every single icon means!
Another neat thing I enjoyed about this gameplay is the addition of Shared Effects. Even if you are not the active player, you will always gain some resource on everyone else’s turn. That adds an extra element of strategy because you have to amass your own resources for Dreams, but you have to be careful not to be giving your opponents too much extra help for themselves! Probably my favorite part of Dreams of Tomorrow are the actual Dream Abilities themselves. Performing the regular turn actions are pretty straight-forward, but Dream Abilities are more special and allow you to do even more on your turn. For example, some Dream Abilities allow you to change directions, move extra spaces, or even alter the Collective Consciousness, re-arranging the cards in a way to benefit you and hopefully hinder your opponents. The Dream Abilities are literal game-changers, and they really keep all players on their toes.
Talking about components, this game is of a pretty good quality. The cards are nice and sturdy, the player boards are decent, and the meeples and cubes are your standard wooden tokens. I’ve said in reviews before, but I always appreciate when games include Reference Cards for players, and Dreams of Tomorrow certainly delivered on theirs. The cards are clear, concise, and helpful during play. The artwork of this game is very vibrantly colorful and just plain pretty to look at. I found myself getting distracted by admiring the artwork, or catching Dreams based on their artwork, instead of taking their point-values or resources requirements into consideration. Oops. That’s just my bad, but the artwork really helps make the game more immersive.
Overall, I would say that Dreams of Tomorrow is a great little game. Admittedly, the rulebook is kind of daunting and seems a little overly complicated at first, but once you get into an actual game, it flows very quickly and easily. After just one turn, I got exactly what was happening and had no further questions about the gameplay. It really went above and beyond my expectations, and is one that I definitely look forward to bringing out in future game nights. Purple Phoenix Games gives it a dreamy 10 / 12. Check this one out if you haven’t before, it may just be the game of your dreams. (Ha, get it?)
Dreams of Tomorrow is game of set collection that utilizes a shifting rondel (I had to look up the definition too) in which players are working to weave a series of dreams into a complete Dream Sequence. Set in the future, players take on the roles of Dream Engineers, who are tasked with creating Dream Sequences to be sent to the past in an effort to save the future. Can you weave the most powerful Dream Sequence to alter the path of your present life, or is the future doomed to fall?
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. -L
To setup the game, place the Collective Consciousness (the rondel) in numerical order within reach of all players. Reveal a number of Dream cards from the Dream deck, based on the number of players, and these cards will create the communal Dreamscape. Each player receives a player card, cubes, and meeple in their chosen color, and sets their resources to the starting numbers, as described in the rulebook. All players begin with their meeples in the first space of the rondel, and in clockwise order, will select and pay for a Dream from the Dreamscape to be placed in their Dream Catcher (waiting area). Once all players have selected a Dream, and adjusted their resources accordingly, the game is ready to begin.
Dreams of Tomorrow is played over a series of rounds in which players will take turns performing 2 actions: Move and Take Action. Movement happens sequentially around the rondel, and players may choose how many spaces to move. To move 1-3 spaces is free, but to move more than 3 spaces will cost a number of resources. When a player decides to end their movement, they will then take the action indicated on the space on which they landed. These actions include: Gaining resources, Catching a Dream, Weaving a Dream, or Activating a Dream Ability. Gaining resources is pretty self-explanatory, and there is one neat thing to note: even if it is not your active turn, most of the rondel spaces have a Shared Effect, which grants an off-turn action to all non-active players. Catching a Dream means that you pay the requisite resources and select a Dream from the Dreamscape. Any caught Dreams go into your Dream Catcher until you are able to perform the Weave a Dream action. When you Weave a Dream, you again pay the requisite resources displayed on the Dream card and move the Dream from your Dream Catcher into your Dream Sequence (play area). To Activate a Dream Ability, you select a Dream card in your tableau, and use the ability printed on it. It is important to note that once Dreams are woven into your Dream Sequence, they will overlap each other, and only one Dream Ability will ever be available for use, so create that sequence wisely! Play continues in turns until one player has woven a Dream Sequence of five Dreams total. The round ends once all players have taken the same number of turns, and then final points are counted. The player with the highest score is the winner!
So all-in-all, how is Dreams of Tomorrow as a whole? I actually was very surprised at how much I enjoyed this game. When reading through the rules, it seemed kind of complicated and I was a bit worried before my first play. Once you actually get playing, however, the game is pretty intuitive and simple to play. One thing I particularly enjoyed about this game is its iconography. With only three resources and four actions, there are only seven icons of which to keep track. It keeps the cards from being cluttered with text, and makes the costs/abilities clear to understand. The iconography of the Dream Abilities, however, can be a liiiittle more complicated, but the game does come with Reference Cards which explain what every single icon means!
Another neat thing I enjoyed about this gameplay is the addition of Shared Effects. Even if you are not the active player, you will always gain some resource on everyone else’s turn. That adds an extra element of strategy because you have to amass your own resources for Dreams, but you have to be careful not to be giving your opponents too much extra help for themselves! Probably my favorite part of Dreams of Tomorrow are the actual Dream Abilities themselves. Performing the regular turn actions are pretty straight-forward, but Dream Abilities are more special and allow you to do even more on your turn. For example, some Dream Abilities allow you to change directions, move extra spaces, or even alter the Collective Consciousness, re-arranging the cards in a way to benefit you and hopefully hinder your opponents. The Dream Abilities are literal game-changers, and they really keep all players on their toes.
Talking about components, this game is of a pretty good quality. The cards are nice and sturdy, the player boards are decent, and the meeples and cubes are your standard wooden tokens. I’ve said in reviews before, but I always appreciate when games include Reference Cards for players, and Dreams of Tomorrow certainly delivered on theirs. The cards are clear, concise, and helpful during play. The artwork of this game is very vibrantly colorful and just plain pretty to look at. I found myself getting distracted by admiring the artwork, or catching Dreams based on their artwork, instead of taking their point-values or resources requirements into consideration. Oops. That’s just my bad, but the artwork really helps make the game more immersive.
Overall, I would say that Dreams of Tomorrow is a great little game. Admittedly, the rulebook is kind of daunting and seems a little overly complicated at first, but once you get into an actual game, it flows very quickly and easily. After just one turn, I got exactly what was happening and had no further questions about the gameplay. It really went above and beyond my expectations, and is one that I definitely look forward to bringing out in future game nights. Purple Phoenix Games gives it a dreamy 10 / 12. Check this one out if you haven’t before, it may just be the game of your dreams. (Ha, get it?)
Purple Phoenix Games (2266 KP) rated MechaTop in Tabletop Games
Jul 2, 2020
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
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BankofMarquis (1832 KP) rated Morbius (2022) in Movies
Jul 7, 2022
It's Not Bad...It's Stupid
“It’s not as bad as you heard”, is certainly the very definition of damning something with faint praise, but that is exactly the right thing to say about the 2022 Sony Comic Book Film Adaptation of MORBIUS.
Starring Jared Leto, MORBIUS follows the origin story - and first adventure - of Spiderman villain Morbius who, inexplicably, becomes the hero in this story.
While, ultimately, not a good film, there are some good things happening here, so let’s begin there.
The lead performance by Jared Leto as Dr. Michael Morbius is - very surprisingly - somewhat grounded in reality. Leto is not one to be subtle in his character choices (see HOUSE OF GUCCI) but in this one, he is (somewhat) reserved. It would have been easy for Leto to go over the top with this character, but he wisely chooses the opposite route…and it works. The always watchable Jared Harris (CHERNOBYL) is on-board in the “mentor” role while Tyrese Gibson and Al Madrigal bring some humor to the proceedings as “Agents” who are chasing after Morbius. The rest of the cast are benign - neither adding nor detracting from the proceedings - with the exception of Matt Smith (LAST NIGHT IN SOHO) who’s character is so badly written that he flounders under the weight of the absurdity of what his character is tasked with.
Trying to overcome the ridiculousness of the story is the Direction by Daniel Espinosa (the Denzel Washington action flick SAFE HOUSE). He moves the action along quickly, never really lingering on the absurdities of the events going on (and there are PLENTY of absurdities to avoid - more on that later) and Espinosa actually has an artistic vision of what he wanted to accomplish visually in this comic-book film, freezing many frames when the picture on the screen looked like a page from a graphic novel. It’s a smart choice for a film that can only be described as dumb.
And dumb this film is. I kept feeling any sense of common sense and reality slip away as this film - written by Matt Sazama and Burk Sharpless - quickly devolved into the absurd and ridiculous. One does have to suspend belief when watching Comic Book films (how else are we going to believe that a man can turn into a human spider) but in this case, the suspension is mighty - it is one of the dumbest films ever made (in terms of plot and situations) and that is saying something. The makers of this film really stretch the term “go with me here” as Morbius is constantly chasing and evolving and being chased in the most absurd ways throughout this film with special effects that add to the absurdity of the proceedings. To be fair, this film never falls into the “so bad it’s good” range, it hovers just above that line.
The end credits scenes start to setup a “Sinister Six” Spiderman film, so there is some hope for this - it would be interesting to see Leto’s Morbius team up with some other Spiderman villains (who’s names would be a spoiler), provided the script is better. There’s no way that it can be worse.
MORBIUS is not a bad film - it just will insult your intelligence.
Letter Grade: C
4 Stars (out of 10) and you can take that to the Bank(ofMarquis)
Starring Jared Leto, MORBIUS follows the origin story - and first adventure - of Spiderman villain Morbius who, inexplicably, becomes the hero in this story.
While, ultimately, not a good film, there are some good things happening here, so let’s begin there.
The lead performance by Jared Leto as Dr. Michael Morbius is - very surprisingly - somewhat grounded in reality. Leto is not one to be subtle in his character choices (see HOUSE OF GUCCI) but in this one, he is (somewhat) reserved. It would have been easy for Leto to go over the top with this character, but he wisely chooses the opposite route…and it works. The always watchable Jared Harris (CHERNOBYL) is on-board in the “mentor” role while Tyrese Gibson and Al Madrigal bring some humor to the proceedings as “Agents” who are chasing after Morbius. The rest of the cast are benign - neither adding nor detracting from the proceedings - with the exception of Matt Smith (LAST NIGHT IN SOHO) who’s character is so badly written that he flounders under the weight of the absurdity of what his character is tasked with.
Trying to overcome the ridiculousness of the story is the Direction by Daniel Espinosa (the Denzel Washington action flick SAFE HOUSE). He moves the action along quickly, never really lingering on the absurdities of the events going on (and there are PLENTY of absurdities to avoid - more on that later) and Espinosa actually has an artistic vision of what he wanted to accomplish visually in this comic-book film, freezing many frames when the picture on the screen looked like a page from a graphic novel. It’s a smart choice for a film that can only be described as dumb.
And dumb this film is. I kept feeling any sense of common sense and reality slip away as this film - written by Matt Sazama and Burk Sharpless - quickly devolved into the absurd and ridiculous. One does have to suspend belief when watching Comic Book films (how else are we going to believe that a man can turn into a human spider) but in this case, the suspension is mighty - it is one of the dumbest films ever made (in terms of plot and situations) and that is saying something. The makers of this film really stretch the term “go with me here” as Morbius is constantly chasing and evolving and being chased in the most absurd ways throughout this film with special effects that add to the absurdity of the proceedings. To be fair, this film never falls into the “so bad it’s good” range, it hovers just above that line.
The end credits scenes start to setup a “Sinister Six” Spiderman film, so there is some hope for this - it would be interesting to see Leto’s Morbius team up with some other Spiderman villains (who’s names would be a spoiler), provided the script is better. There’s no way that it can be worse.
MORBIUS is not a bad film - it just will insult your intelligence.
Letter Grade: C
4 Stars (out of 10) and you can take that to the Bank(ofMarquis)
Bob Mann (459 KP) rated Tomb Raider (2018) in Movies
Sep 29, 2021
A tremendously energetic and fun video game spin-off.
In this #TimesUp year, reviewing a film like “Tomb Raider” is just asking for trouble! So where shall I start digging my shallow grave?
Let’s start with the video game… “Tomb Raider” is of course the original video game phenomenon that started in 1993, featuring Lara Croft: someone that teenagers across the land mastur…. did their homework alongside in bedrooms up and down the land. Beauty; athleticism; a fierce independence; unfeasibly large breasts; ridiculously impossible leaps: in this film reboot, Alicia Vikander’s Lara differs from this ideal in just one respect. And before the Dora Milaje smash through my windows and drag me off for incarceration on Mysogeny Island, I’ll point out that this is OBVIOUSLY the least important omission! 🙂
For this film is good… very good.
“I’M SORRY….? WHAT DID YOU SAY DR BOB??” “But this is a film about a VIDEO GAME! … They are all uniformly s****e!”
Beauty, brains and talent: the GB Olympic team will likely be calling.
I know – I can barely bring myself to admit it. But this one really is good. Most of this is down to the reason I was looking forward so much to this one. Alicia Vikander (“Ex Machina“; “The Danish Girl“; “The Light Between Oceans“) is such a class act, and here she is so much more than just a one-dimensional action hero. She hurts, she mourns, she feels guilt, she’s vulnerable. And it’s all there on her face. Great acting skill. She also kicks ass like no woman on film since Emily Blunt in “Edge of Tomorrow“!
Don’t you just hate it when you drop a bag of flour in your kitchen?
The story by Evan Daugherty and Geneva Robertson-Dworet (with Alastair Siddons adding to the screenplay) rockets off in great style with a “fox and hounds” bike chase around the City of London which is brilliantly done and sets up Croft’s character with the minimum of tedious back story. Switch to the main story and Lara is struggling to face the fact that her father (Dominic West, “Money Monster“), seen in flashback, is finally dead after going off to Japan seven years previously in search of the legendary tomb of ancient sorceress Queen Himiko. The Croft corp. COO (Kristin Scott Thomas, “Darkest Hour“) persuades Lara its time to sign the necessary papers, but on the verge of this act the lawyer Mr Yaffe (Derek Jacobi, “Murder on the Orient Express“) lets a significant cat out of the bag and sets Lara off on the trail of her long-dead father’s original mission.
In happier times. Daddy (Dominic West) goes off on yet another trip from Croft Manor.
It’s a rollercoaster ride that’s really well done. But I reckon the writers should have named Jeffrey Boam, George Lucas and Menno Meyjes as co-collaborators, for the film plagerises terribly from “Indiana Jones and the Last Crusade”. In two or three places, the similarities are shocking! As in the best of Lucas traditions though there are some breathtaking set-pieces, with the best of them staged at the top of a raging waterfall that’s just plane ridiculous! (Even if it plagerises blatantly from “The Lost World”!).
English and patient. Kristin Scott Thomas as the guiding hand at the Croft corporation.
The movie’s tremendous to look at too, with cinematography by George Richmond (“Kingsman“; “Eddie the Eagle“) and (aside from a dodgy helicopter effect) good special effect by Max Poolman (“District 9”) and his team.
My one criticism would be that Vogel – the chief villain, played by Walton Goggins (“The Hateful Eight“) – is rather too unremittingly evil to have two sweetly smiling young children in his desk photo. One can only hope he faces a nasty demise!
Never trust a guy with a beard. Walton Goggins, a bit over the top as the villain of the piece.
The film is directed by Norwegian director Roar Uthaug, in what looks to be his first “non-Norwegian” film. Roar by name; roar by nature! He does a great job. An early “summer blockbuster” actioner that gets two thumbs up from me. What a pleasant surprise!
Let’s start with the video game… “Tomb Raider” is of course the original video game phenomenon that started in 1993, featuring Lara Croft: someone that teenagers across the land mastur…. did their homework alongside in bedrooms up and down the land. Beauty; athleticism; a fierce independence; unfeasibly large breasts; ridiculously impossible leaps: in this film reboot, Alicia Vikander’s Lara differs from this ideal in just one respect. And before the Dora Milaje smash through my windows and drag me off for incarceration on Mysogeny Island, I’ll point out that this is OBVIOUSLY the least important omission! 🙂
For this film is good… very good.
“I’M SORRY….? WHAT DID YOU SAY DR BOB??” “But this is a film about a VIDEO GAME! … They are all uniformly s****e!”
Beauty, brains and talent: the GB Olympic team will likely be calling.
I know – I can barely bring myself to admit it. But this one really is good. Most of this is down to the reason I was looking forward so much to this one. Alicia Vikander (“Ex Machina“; “The Danish Girl“; “The Light Between Oceans“) is such a class act, and here she is so much more than just a one-dimensional action hero. She hurts, she mourns, she feels guilt, she’s vulnerable. And it’s all there on her face. Great acting skill. She also kicks ass like no woman on film since Emily Blunt in “Edge of Tomorrow“!
Don’t you just hate it when you drop a bag of flour in your kitchen?
The story by Evan Daugherty and Geneva Robertson-Dworet (with Alastair Siddons adding to the screenplay) rockets off in great style with a “fox and hounds” bike chase around the City of London which is brilliantly done and sets up Croft’s character with the minimum of tedious back story. Switch to the main story and Lara is struggling to face the fact that her father (Dominic West, “Money Monster“), seen in flashback, is finally dead after going off to Japan seven years previously in search of the legendary tomb of ancient sorceress Queen Himiko. The Croft corp. COO (Kristin Scott Thomas, “Darkest Hour“) persuades Lara its time to sign the necessary papers, but on the verge of this act the lawyer Mr Yaffe (Derek Jacobi, “Murder on the Orient Express“) lets a significant cat out of the bag and sets Lara off on the trail of her long-dead father’s original mission.
In happier times. Daddy (Dominic West) goes off on yet another trip from Croft Manor.
It’s a rollercoaster ride that’s really well done. But I reckon the writers should have named Jeffrey Boam, George Lucas and Menno Meyjes as co-collaborators, for the film plagerises terribly from “Indiana Jones and the Last Crusade”. In two or three places, the similarities are shocking! As in the best of Lucas traditions though there are some breathtaking set-pieces, with the best of them staged at the top of a raging waterfall that’s just plane ridiculous! (Even if it plagerises blatantly from “The Lost World”!).
English and patient. Kristin Scott Thomas as the guiding hand at the Croft corporation.
The movie’s tremendous to look at too, with cinematography by George Richmond (“Kingsman“; “Eddie the Eagle“) and (aside from a dodgy helicopter effect) good special effect by Max Poolman (“District 9”) and his team.
My one criticism would be that Vogel – the chief villain, played by Walton Goggins (“The Hateful Eight“) – is rather too unremittingly evil to have two sweetly smiling young children in his desk photo. One can only hope he faces a nasty demise!
Never trust a guy with a beard. Walton Goggins, a bit over the top as the villain of the piece.
The film is directed by Norwegian director Roar Uthaug, in what looks to be his first “non-Norwegian” film. Roar by name; roar by nature! He does a great job. An early “summer blockbuster” actioner that gets two thumbs up from me. What a pleasant surprise!