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Purple Phoenix Games (2266 KP) rated Harsh Shadows in Tabletop Games
Apr 20, 2021
I am definitely a social gamer, but if there is one positive thing to come from the year 2020, it was rediscovering my love of playing solo games. So when Wonderspell reached out about previewing their newest casual solo card game, I was hooked! Taking on the role of a secret agent trying to track down an enemy spy? Yes please! Keep reading to find out more.
Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L
Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.
Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.
Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!
Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L
Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.
Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.
Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!

Paul Kellett (118 KP) rated Descent: Journeys in the Dark (Second Edition) in Tabletop Games
May 4, 2019
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.
With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.
So many cards...
Descent: An Overview In The Dark
Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.
The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.
Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.
Solo? How So? Redjak has the answer.
With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.
I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.
These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.
RAMV
The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.
After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.
You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.
It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.
RAOV
This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.
RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.
You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)
and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.
Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.
That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.
An Open Dungeon
As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.
For The Digital Generation
Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.
I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.
The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.
In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.
So many cards...
Descent: An Overview In The Dark
Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.
The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.
Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.
Solo? How So? Redjak has the answer.
With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.
I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.
These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.
RAMV
The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.
After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.
You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.
It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.
RAOV
This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.
RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.
You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)
and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.
Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.
That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.
An Open Dungeon
As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.
For The Digital Generation
Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.
I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.
The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.
In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.

Darren (1599 KP) rated Within (2016) in Movies
Oct 24, 2019
Characters – John is the father of the house, we know he has been on hard times and this house is all he can afford for his family. He does love both his wife and daughter and is trying to teach his daughter a lesson after her mistakes have led them to this location. Hannah is his daughter of John that has been getting herself in trouble which caused the move, she is grounded and is the first one to notice the strange events around the house. Melanie is the new wife and step-mother to Hannah, she doesn’t do much beyond the normal, which is mostly trying to be the best friend in her time of need. Ray is the creepy neighbour that offers to help change the locks, less we say about him the better.
Performances – When we look at the performances in this film we must be praising Erin Moriarty as she is excellent in her role, the weaknesses come from the parental characters, Michael Vartan and Nadine Velazquez who both don’t seem to do much with their roles in the film.
Story – The story here follows the family that move into a new home only to start seeing strange things happening and we fall in the, ‘creepy person living in the attic’ sub-genre, which is one that I feel is getting tiresome, there is only so much you can do while telling this story and if we are being honest we have seen it done on better levels before. The build up follows the checklist and by the end of the film the story just feels like it is trying to hard to be different, rather than good.
Horror – The horror in the film comes from the idea that someone could be living in your house, it is an easy idea for because being haunted in your own home should be working, though this misses the tension required for the film.
Settings – The film is set entirely inside the one house, which is all we need as this keeps the film contained for the maximum levels of horror, even if they don’t use it well.
Special Effects – The effects for the most part are good with the kills looking extra brutal when they hit.
Scene of the Movie – The first meeting of David.
That Moment That Annoyed Me – We have seen this too much.
Final Thoughts – This is a by the books horror that doesn’t test the audience enough, it has an easy out which doesn’t get used at all, though the killer does look creepy throughout.
Overall: Been here seen this.
Performances – When we look at the performances in this film we must be praising Erin Moriarty as she is excellent in her role, the weaknesses come from the parental characters, Michael Vartan and Nadine Velazquez who both don’t seem to do much with their roles in the film.
Story – The story here follows the family that move into a new home only to start seeing strange things happening and we fall in the, ‘creepy person living in the attic’ sub-genre, which is one that I feel is getting tiresome, there is only so much you can do while telling this story and if we are being honest we have seen it done on better levels before. The build up follows the checklist and by the end of the film the story just feels like it is trying to hard to be different, rather than good.
Horror – The horror in the film comes from the idea that someone could be living in your house, it is an easy idea for because being haunted in your own home should be working, though this misses the tension required for the film.
Settings – The film is set entirely inside the one house, which is all we need as this keeps the film contained for the maximum levels of horror, even if they don’t use it well.
Special Effects – The effects for the most part are good with the kills looking extra brutal when they hit.
Scene of the Movie – The first meeting of David.
That Moment That Annoyed Me – We have seen this too much.
Final Thoughts – This is a by the books horror that doesn’t test the audience enough, it has an easy out which doesn’t get used at all, though the killer does look creepy throughout.
Overall: Been here seen this.

Gareth von Kallenbach (980 KP) rated How to Train Your Dragon 2 (2014) in Movies
Aug 6, 2019
In 2010, the most unlikely Viking proved that dragons and humans can co-exist in the first How To Train Your Dragon film. Set five years after the original movie, How to Train Your Dragon 2 opens up on the Village of Berk where Vikings and dragons have developed a fond relationship. Hiccup (Jay Baruchel), the nerdy chieftain’s son, is now a few years older and has made himself a winged suit and spends his days soaring the skies with his beloved dragon, Toothless. This film brings together the original gang of friends, Astrid (America Ferrera), Fishlegs (Christopher Mintz-Plasse), Snotlout (Jonah Hill), and twins Ruffnut and Tuffnut (Kristen Wiig and TJ Miller). Still at odds with his expectations, Hiccup’s father Stoick (Gerard Butler) demands that he begins the preparations and training to follow in his footsteps and become chief of their Village. This is not the future Hiccup sees for himself, he and Toothless flee the Village and explore the world and stumble upon a cave full of dragons and encounter a Mysterious Dragon Rider (Cate Blanchett), with a similar affinity for dragons. Hiccup has realized that war still exists between dragons and men beyond the borders of his Village. He attempts to negotiate peace with dragon-hunter Drago (Djimon Hounsou), who is threatening to invade the village with his army.
Writer/director Dean DeBlois helms the reins on this one; he has opened up the story without losing the tone of the original. The true delight is in the details, the visual effects are stunning; a prime example of how much computer generated animation has progressed in such a short amount of time. From the diverse landscapes to the design of the characters were absolutely breathtaking. Even the most minute details, such as the texture from the armor, to the scales on the dragons, even the battles scars on the soldiers are so vividly expressed, they assisted in creating the most dramatic and heartfelt moments.
The overall theme has matured from the first film with a continually surprising plot. In the first go around, Hiccup learned to be himself; in this installment Hiccup is taught to become a better version of himself when those unbreakable bonds are tested, and the line between good vs. evil is skewed.
I wouldn’t say there is much training in the sequel, however there is still a wonderful message of friendship, love, and loyalty. Some of the material may be a little too dark, and there were moments that spent way too much time developing the characters which can be pretty taxing for young children.
A worthy follow up….
Writer/director Dean DeBlois helms the reins on this one; he has opened up the story without losing the tone of the original. The true delight is in the details, the visual effects are stunning; a prime example of how much computer generated animation has progressed in such a short amount of time. From the diverse landscapes to the design of the characters were absolutely breathtaking. Even the most minute details, such as the texture from the armor, to the scales on the dragons, even the battles scars on the soldiers are so vividly expressed, they assisted in creating the most dramatic and heartfelt moments.
The overall theme has matured from the first film with a continually surprising plot. In the first go around, Hiccup learned to be himself; in this installment Hiccup is taught to become a better version of himself when those unbreakable bonds are tested, and the line between good vs. evil is skewed.
I wouldn’t say there is much training in the sequel, however there is still a wonderful message of friendship, love, and loyalty. Some of the material may be a little too dark, and there were moments that spent way too much time developing the characters which can be pretty taxing for young children.
A worthy follow up….

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Phillip McSween (751 KP) rated Up (2009) in Movies
May 30, 2019
A Movie That Never Stumbles Towards its End Goal.
After the death of his wife (tear), Carl Fredericksen (Edward Asner) decides to tie a bunch of balloons to his house and fly off on a great adventure. He gets more than what he bargained for when he realizes he won’t be alone on this adventure.
Acting: 10
Beginning: 10
Up has more power in its first twelve minutes than most films do in their entire runtime. I can watch this a dozen times and it still hits me the same exact way. It tells the story of the relationship between Carl and Ellie in all of its highs and lows. You will be hard-pressed to find a better beginning than this throughout the history of movies. There’s something so real and heartfelt about it that sucks you in and sets up Carl’s character perfectly.
Characters: 10
Life has turned Carl into a cranky old man whose everything hurts all the time. He takes no guff and, at the end of the day, just wants to be left alone. He is one of numerous rich characters than shine throughout the movie, both animal and human alike. Young boyscout Russell (Jordan Nagai) puts a smile on my face with every single scene that he’s in. He’s always willing to go above and beyond to help. So inquisitive, yet so clueless. Throw in Doug the talking dog and the awesome Snipe and you have the perfect mix of original characters you want to root for.
Cinematography/Visuals: 10
I was blown away by the amazing visuals Up has to offer. So many colors shoot out at you as you see the balloons hovering over Carl’s house for the first time. The house floats into Paradise Falls after surviving a wicked storm and you’re treated to just that—Paradise. Canyons and a tropical rainforest full of lush greenery. The detail that went into this animation is outstanding.
Conflict: 10
There is plenty of action to be had on this great adventure. What starts as an innocent trip is quickly disrupted by a storm that turns everything upside down. The adventure soars to new heights after that, never really slowing down much for you to check on the time. Beginnings are important, but middles even moreso, and the events that unfold during the meat of the film are fun and harrowing at the same time.
Genre: 10
Memorability: 10
Pace: 10
Up is like riding a smooth wave. Some moments are more intense than others, but you’re always headed towards an end goal of sorts. Bad pacing is filled with road blocks and unnecessary scenes, but Up manages to maximize its full runtime by making every single moment count.
Plot: 10
A beautiful story that couldn’t have been told in a more beautiful way. It’s fun and unique, definitely something you haven’t seen before. I honestly can’t think of a better way it could have been done.
Resolution: 10
I’m one of the few weirdos who was touched just as much by the ending as I was the beginning. It makes you happy to see what befalls the characters, yet a bit sad as you realize the movie is reaching its conclusion. At the end, Up doesn’t linger. It does what it needs to do and concludes perfectly.
Overall: 100
There is a reason Up is one of three animated movies nominated for Best Picture. It is one of the greatest movies ever made and tops my all-time list as of 5/30/2019. Noticed I didn’t say “one of the greatest animated movies”, but one of the greatest MOVIES. It’s an all-timer driven by great character relationships and powerful, emotion-filled scenes.
Acting: 10
Beginning: 10
Up has more power in its first twelve minutes than most films do in their entire runtime. I can watch this a dozen times and it still hits me the same exact way. It tells the story of the relationship between Carl and Ellie in all of its highs and lows. You will be hard-pressed to find a better beginning than this throughout the history of movies. There’s something so real and heartfelt about it that sucks you in and sets up Carl’s character perfectly.
Characters: 10
Life has turned Carl into a cranky old man whose everything hurts all the time. He takes no guff and, at the end of the day, just wants to be left alone. He is one of numerous rich characters than shine throughout the movie, both animal and human alike. Young boyscout Russell (Jordan Nagai) puts a smile on my face with every single scene that he’s in. He’s always willing to go above and beyond to help. So inquisitive, yet so clueless. Throw in Doug the talking dog and the awesome Snipe and you have the perfect mix of original characters you want to root for.
Cinematography/Visuals: 10
I was blown away by the amazing visuals Up has to offer. So many colors shoot out at you as you see the balloons hovering over Carl’s house for the first time. The house floats into Paradise Falls after surviving a wicked storm and you’re treated to just that—Paradise. Canyons and a tropical rainforest full of lush greenery. The detail that went into this animation is outstanding.
Conflict: 10
There is plenty of action to be had on this great adventure. What starts as an innocent trip is quickly disrupted by a storm that turns everything upside down. The adventure soars to new heights after that, never really slowing down much for you to check on the time. Beginnings are important, but middles even moreso, and the events that unfold during the meat of the film are fun and harrowing at the same time.
Genre: 10
Memorability: 10
Pace: 10
Up is like riding a smooth wave. Some moments are more intense than others, but you’re always headed towards an end goal of sorts. Bad pacing is filled with road blocks and unnecessary scenes, but Up manages to maximize its full runtime by making every single moment count.
Plot: 10
A beautiful story that couldn’t have been told in a more beautiful way. It’s fun and unique, definitely something you haven’t seen before. I honestly can’t think of a better way it could have been done.
Resolution: 10
I’m one of the few weirdos who was touched just as much by the ending as I was the beginning. It makes you happy to see what befalls the characters, yet a bit sad as you realize the movie is reaching its conclusion. At the end, Up doesn’t linger. It does what it needs to do and concludes perfectly.
Overall: 100
There is a reason Up is one of three animated movies nominated for Best Picture. It is one of the greatest movies ever made and tops my all-time list as of 5/30/2019. Noticed I didn’t say “one of the greatest animated movies”, but one of the greatest MOVIES. It’s an all-timer driven by great character relationships and powerful, emotion-filled scenes.

Kirk Bage (1775 KP) rated Game Night (2018) in Movies
Jan 22, 2021
Virtual game nights over Zoom have been a big part of many lockdown experiences, so, if you haven’t already, check out this fun, disposable comedy starring Jason Bateman and Rachel McAdams. The two ever reliable leads make this 100 minute romp something worth doing, pitched as it is to tickle you on a superficial level and then leave you alone. Not one minute of meaningful plot or artistic message exists here; this is frat house tomfoolery for the now middle aged mainstream and then a bow to the crowd.
Anyone who has hosted, or been a guest at a dedicated game night will instantly relate to recognisable moments of cringe, such as the person who takes it all far too seriously and must win at all costs; the one who is far too dim to be true, and neither understands the rules nor knows the answers; the couple whose relationship is about to be ruined by how much they disagree; the guys who care much more about the booze, chat and music to care about the game; and the psycho that you didn’t really want to invite but is there in the mix anyway, giving the weirdest answers of all time and bringing down the mood. It’s all there!
When events take a canny twist and a planned fake murder mystery turns into a very real one, there is tons of fun to be had watching the main pair misjudge the amount of danger they are in, believing it all to still be a game. Bateman phones in his usual laconic likeable deadpan schtick, hard to differentiate from his role in half a dozen other films where he plays the likeable everyman, but is never less than watchable – because that’s what he does. McAdams also delivers her ace card, with a guileless charm and sweetness that makes her permanently lovable. She also wins by a point or two on the best lines and laugh out loud moments. If I was keeping score, I’d say she wins this one.
As a couple, their chemistry works a treat and sustains the conceit well for most of the running time. It can feel at times like a bit of a one trick pony, however, and also pushes the boundaries of likability by having quite a mean heart in places, leaning on crass, puerile or macho humour when not entirely necessary – but I guess it knows its target audience and just goes full tilt at that goal.
For that reason, it wouldn’t be something I’d be showing the kids. This is adult humour, for adults – a concept that always makes me slightly uncomfortable, as it will inevitably involve gratuitous violence, nasty misogyny and token gross-outs: the mainstay of comedy films without actual jokes. Game Night just about gets away with it, however, by being smart enough and self-aware enough to know exactly where it sits, shrugging its shoulders and saying “this is what this is” take it or leave it. And I guess there will be as many people who don’t enjoy it as those who do.
Personally, I enjoy what Bateman and McAdams do best enough to play along and enjoy the ride. There is also a terrifically creepy, but note perfect turn from the increasingly reliable Jesse Plemmons, as the lonely neighbour, who steals all the funniest moments the film has to offer. See it for his performance and comic timing if for nothing else. It’s also nice to see Michael C. Hall of Dexter fame turn up for two minutes of mayhem – I don’t see enough of him these days.
In conclusion, neither a winner or a loser. Let’s call it a draw and reset the pieces.
Anyone who has hosted, or been a guest at a dedicated game night will instantly relate to recognisable moments of cringe, such as the person who takes it all far too seriously and must win at all costs; the one who is far too dim to be true, and neither understands the rules nor knows the answers; the couple whose relationship is about to be ruined by how much they disagree; the guys who care much more about the booze, chat and music to care about the game; and the psycho that you didn’t really want to invite but is there in the mix anyway, giving the weirdest answers of all time and bringing down the mood. It’s all there!
When events take a canny twist and a planned fake murder mystery turns into a very real one, there is tons of fun to be had watching the main pair misjudge the amount of danger they are in, believing it all to still be a game. Bateman phones in his usual laconic likeable deadpan schtick, hard to differentiate from his role in half a dozen other films where he plays the likeable everyman, but is never less than watchable – because that’s what he does. McAdams also delivers her ace card, with a guileless charm and sweetness that makes her permanently lovable. She also wins by a point or two on the best lines and laugh out loud moments. If I was keeping score, I’d say she wins this one.
As a couple, their chemistry works a treat and sustains the conceit well for most of the running time. It can feel at times like a bit of a one trick pony, however, and also pushes the boundaries of likability by having quite a mean heart in places, leaning on crass, puerile or macho humour when not entirely necessary – but I guess it knows its target audience and just goes full tilt at that goal.
For that reason, it wouldn’t be something I’d be showing the kids. This is adult humour, for adults – a concept that always makes me slightly uncomfortable, as it will inevitably involve gratuitous violence, nasty misogyny and token gross-outs: the mainstay of comedy films without actual jokes. Game Night just about gets away with it, however, by being smart enough and self-aware enough to know exactly where it sits, shrugging its shoulders and saying “this is what this is” take it or leave it. And I guess there will be as many people who don’t enjoy it as those who do.
Personally, I enjoy what Bateman and McAdams do best enough to play along and enjoy the ride. There is also a terrifically creepy, but note perfect turn from the increasingly reliable Jesse Plemmons, as the lonely neighbour, who steals all the funniest moments the film has to offer. See it for his performance and comic timing if for nothing else. It’s also nice to see Michael C. Hall of Dexter fame turn up for two minutes of mayhem – I don’t see enough of him these days.
In conclusion, neither a winner or a loser. Let’s call it a draw and reset the pieces.

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Gareth von Kallenbach (980 KP) rated Fantastic Four (2015) in Movies
Jun 19, 2019
If you hold the film rights to an iconic and beloved comic book series, one would think you would do everything possible to see that it flourishes under you watch. For 29th Century Fox, The Fantastic Four is an asset that should be a gem of their studio as the long-running Marvel comic series has had legions of fans for generations.
The previous two films did well enough but still had their detractors amongst the fans. So, Fox opted for a hiatus and then a radical reboot of the series complete with casting choices that were considered very questionable.
The new version features Miles Teller as Reed Richards, a young man obsessed with teleportation to the point that his teachers and other students laugh at him for his odd and obsessive ways.
His only friend is Ben Grimm (Jamie Bell), who despite a lack of scientific knowledge supports Reed in his efforts which eventually allow him to be recruited by Dr. Franklin Storm (Reg E. Cathey), who discloses that he is working on a large scale teleportation device and seeing how Reed pulled it off with a device he made in his garage, is eager to see what he can do at a fully-funded facility.
Reed meets Franklins adopted daughter Sue (Kate Mara), as well as his son Johnny (Michael B. Jordan), while they work with the mercurial Victor Von Doom (Toby Kebbell), to complete the device.
When the team finds success, they are horrified to learn that the government plans to take over control of the project so Ben, Victor, Johnny, and Reed opt to use it themselves to visit the other dimension in order to leave their mark in history.
Things at first go well but when a mysterious force envelops them, odd things start to happen when they return home. Reed is capable of stretching himself, Johnny is a living fire, Ben is covered in rocks, and Sue is phasing in and out.
Flashing forward the group is under the watch of the government and Reed has fled not wanting to be a part of whatever is going on. Ben is used for special operations and blames Reed for abandoning them as Sue and Johnny are prepped for the field.
Now one would think a setup like this has some potential at the very least for some action and great FX. Sadly the film lurches ahead fairly light on action. The threat to the film appears, and within 10 minutes has moved to a fairly underwhelming final conflict that is so obviously done in front of a Green Screen that it loses much of the intended impact.
The best I can say for the film is that it is a forgettable and flawed film that tries to launch a new franchise in a new way. But the casting choices in the film are so wrong, that it undermines it at every step. Setting aside the debate over an African American Johnny Storm, Miles Teller is so bland; he just does not scream leading man or driving force behind the team.
The same can be said for pretty much the entire cast. The backstories hint at various things but their actions conflict several aspects of the film which to be honest are fairly forgettable.
The entire movie is like watching a Jr. College Fan Film where the cast has a Green Screen and studio funding, but not a clue on how to carry out a story, modern action sequences of character development.
Fox needs to take a serious page from Sony and work with Marvel if they are going to continue this franchise, or return the rights to Marvel so fans can finally get a film that does justice to the source material.
I am glad that Director Josh Trank is no longer associated with the pending Star Wars film as this movie is a train wreck that spits all over the history and legacy of the source material.
http://sknr.net/2015/08/07/the-fantastic-four/
The previous two films did well enough but still had their detractors amongst the fans. So, Fox opted for a hiatus and then a radical reboot of the series complete with casting choices that were considered very questionable.
The new version features Miles Teller as Reed Richards, a young man obsessed with teleportation to the point that his teachers and other students laugh at him for his odd and obsessive ways.
His only friend is Ben Grimm (Jamie Bell), who despite a lack of scientific knowledge supports Reed in his efforts which eventually allow him to be recruited by Dr. Franklin Storm (Reg E. Cathey), who discloses that he is working on a large scale teleportation device and seeing how Reed pulled it off with a device he made in his garage, is eager to see what he can do at a fully-funded facility.
Reed meets Franklins adopted daughter Sue (Kate Mara), as well as his son Johnny (Michael B. Jordan), while they work with the mercurial Victor Von Doom (Toby Kebbell), to complete the device.
When the team finds success, they are horrified to learn that the government plans to take over control of the project so Ben, Victor, Johnny, and Reed opt to use it themselves to visit the other dimension in order to leave their mark in history.
Things at first go well but when a mysterious force envelops them, odd things start to happen when they return home. Reed is capable of stretching himself, Johnny is a living fire, Ben is covered in rocks, and Sue is phasing in and out.
Flashing forward the group is under the watch of the government and Reed has fled not wanting to be a part of whatever is going on. Ben is used for special operations and blames Reed for abandoning them as Sue and Johnny are prepped for the field.
Now one would think a setup like this has some potential at the very least for some action and great FX. Sadly the film lurches ahead fairly light on action. The threat to the film appears, and within 10 minutes has moved to a fairly underwhelming final conflict that is so obviously done in front of a Green Screen that it loses much of the intended impact.
The best I can say for the film is that it is a forgettable and flawed film that tries to launch a new franchise in a new way. But the casting choices in the film are so wrong, that it undermines it at every step. Setting aside the debate over an African American Johnny Storm, Miles Teller is so bland; he just does not scream leading man or driving force behind the team.
The same can be said for pretty much the entire cast. The backstories hint at various things but their actions conflict several aspects of the film which to be honest are fairly forgettable.
The entire movie is like watching a Jr. College Fan Film where the cast has a Green Screen and studio funding, but not a clue on how to carry out a story, modern action sequences of character development.
Fox needs to take a serious page from Sony and work with Marvel if they are going to continue this franchise, or return the rights to Marvel so fans can finally get a film that does justice to the source material.
I am glad that Director Josh Trank is no longer associated with the pending Star Wars film as this movie is a train wreck that spits all over the history and legacy of the source material.
http://sknr.net/2015/08/07/the-fantastic-four/