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Purple Phoenix Games (2266 KP) rated Similo: Spookies in Tabletop Games
Mar 11, 2022
Anyone who knows my gaming preferences will tell you that I am not at all a fan of many party games. I just find them less that gratifying, with usually little to no skill or strategy involved, and also typically invites lewd and disgusting suggestions and behaviors. No thanks. However, upon seeing many reviewers that I trust showing off their hauls from recent conventions including games from the Similo series, I just had to find out why. Have I been missing out, or is this just another lame excuse for a “party game?”
Similo: Spookies (which I will just call Similo from here on out, as they are all basically the same, but with different themes) is a party card game where one player knows information and attempts to persuade the other players to choose the correct character SILENTLY. One game lasts five rounds or less, and many times players will want to play multiple games in a row.
To setup, shuffle the deck of cards and place it face-down on the table. The player chosen to be the “Clue Giver” will then secretly look at the top card. This card will be the secret character for the entire game. Along with this card, the Clue Giver will draw an additional 11 cards and shuffle them. Next, lay out the 12 characters face-up in a 4×3 grid, so that all players can see. Finally, the Clue Giver draws another five cards to act as their starting hand of clues. The game may now begin in earnest!
The game lasts no more than five rounds, and each round is played mostly the same. During the first round the Clue Giver will place a card from their hand onto the table in either Portrait or Landscape mode (I know there are different words to describe these orientations, but they are failing me now). When a card is in Portrait mode, the Clue Giver is letting the players know that the secret character has similarities to the played card. Landscape placement means that the secret character has differences from the card played.
At the end of the first round, the other players must discuss and decide one card from the grid to remove from play, based on the Clue Giver’s information. If the card removed is the secret character (or at any time the secret character is removed in this way) the players all immediately lose the game. However, if the players have removed an appropriate character card, then the game moves to the second round. Each subsequent round is played exactly the same way, except the number of cards removed will match the round number being played. For example, during the third round three cards will be removed. The only exception here is the very last fifth round. During this round there will only be two cards remaining, and the players will need to choose the correct one to win the game. Win or lose, all players will most likely request to play another game with a different Clue Giver.
Components. This game is 30 cards in a tuckbox. The cards are all great quality with excellent linen finish. They each have the character’s name on the upper left corner and a small thematic quip on the lower right corner. The big thing here is the utterly amazing character art by Naiade (Seasons, Tokaido, Isla Dorada, etc). They are each so wonderfully illustrated, and they have to be, considering the entire game is based on the similarity or differences of each card. I was so very pleasantly surprised to see this beautiful set of cards pop out of the box when I opened it. Zero issues with components here.
This game is low-key a thinking person’s puzzle. How can I get the group to exclude one card specifically and throw away all the others? What the heck is this Clue Giver trying to tell us? What exactly is an Oni? With the right group of gamers, especially those that share many inside jokes and experiences, this could be a nightly hit. Now, determining the difference between Frankenstein’s Monster and a Zombie may be harder than you thought, so do be careful with those technicalities.
This one really reminds me of a much more compact version of Deception: Murder in Hong Kong. There is a silent Clue Giver in both trying to guide the other players to the right answer using cards. If I can get the same feeling from a game featuring 30 cards versus about 300 I might have a replacement situation on my hands here.
For its tiny table presence, excellent artwork, and overall game play, Purple Phoenix Games gives this one a bone-chilling 4 / 6. I know at this very second that my score is hanging in the balance. I want it to be a 5 so very badly, and I feel that it may actually get there, assuming I can play with larger groups of people and a variety of types of gamers. For now, I am happy with the 4 it is assigned. If you are like me and didn’t know you needed a smaller game in your collection that can give similo experiences to bigger boxes, give this one a shot.
Oh PS – You can also combine the different sets into a larger and more chaotic game. I’m not sure I have the huevos for that quite yet, but I think a good counterpart to this Halloween-themed set may be the Fables or Myths sets. Let me know if you have combined these two and if my hunch is correct. I’m going to go fanboy over Naiade’s art now.
Similo: Spookies (which I will just call Similo from here on out, as they are all basically the same, but with different themes) is a party card game where one player knows information and attempts to persuade the other players to choose the correct character SILENTLY. One game lasts five rounds or less, and many times players will want to play multiple games in a row.
To setup, shuffle the deck of cards and place it face-down on the table. The player chosen to be the “Clue Giver” will then secretly look at the top card. This card will be the secret character for the entire game. Along with this card, the Clue Giver will draw an additional 11 cards and shuffle them. Next, lay out the 12 characters face-up in a 4×3 grid, so that all players can see. Finally, the Clue Giver draws another five cards to act as their starting hand of clues. The game may now begin in earnest!
The game lasts no more than five rounds, and each round is played mostly the same. During the first round the Clue Giver will place a card from their hand onto the table in either Portrait or Landscape mode (I know there are different words to describe these orientations, but they are failing me now). When a card is in Portrait mode, the Clue Giver is letting the players know that the secret character has similarities to the played card. Landscape placement means that the secret character has differences from the card played.
At the end of the first round, the other players must discuss and decide one card from the grid to remove from play, based on the Clue Giver’s information. If the card removed is the secret character (or at any time the secret character is removed in this way) the players all immediately lose the game. However, if the players have removed an appropriate character card, then the game moves to the second round. Each subsequent round is played exactly the same way, except the number of cards removed will match the round number being played. For example, during the third round three cards will be removed. The only exception here is the very last fifth round. During this round there will only be two cards remaining, and the players will need to choose the correct one to win the game. Win or lose, all players will most likely request to play another game with a different Clue Giver.
Components. This game is 30 cards in a tuckbox. The cards are all great quality with excellent linen finish. They each have the character’s name on the upper left corner and a small thematic quip on the lower right corner. The big thing here is the utterly amazing character art by Naiade (Seasons, Tokaido, Isla Dorada, etc). They are each so wonderfully illustrated, and they have to be, considering the entire game is based on the similarity or differences of each card. I was so very pleasantly surprised to see this beautiful set of cards pop out of the box when I opened it. Zero issues with components here.
This game is low-key a thinking person’s puzzle. How can I get the group to exclude one card specifically and throw away all the others? What the heck is this Clue Giver trying to tell us? What exactly is an Oni? With the right group of gamers, especially those that share many inside jokes and experiences, this could be a nightly hit. Now, determining the difference between Frankenstein’s Monster and a Zombie may be harder than you thought, so do be careful with those technicalities.
This one really reminds me of a much more compact version of Deception: Murder in Hong Kong. There is a silent Clue Giver in both trying to guide the other players to the right answer using cards. If I can get the same feeling from a game featuring 30 cards versus about 300 I might have a replacement situation on my hands here.
For its tiny table presence, excellent artwork, and overall game play, Purple Phoenix Games gives this one a bone-chilling 4 / 6. I know at this very second that my score is hanging in the balance. I want it to be a 5 so very badly, and I feel that it may actually get there, assuming I can play with larger groups of people and a variety of types of gamers. For now, I am happy with the 4 it is assigned. If you are like me and didn’t know you needed a smaller game in your collection that can give similo experiences to bigger boxes, give this one a shot.
Oh PS – You can also combine the different sets into a larger and more chaotic game. I’m not sure I have the huevos for that quite yet, but I think a good counterpart to this Halloween-themed set may be the Fables or Myths sets. Let me know if you have combined these two and if my hunch is correct. I’m going to go fanboy over Naiade’s art now.

Purple Phoenix Games (2266 KP) rated Vamp on the Batwalk in Tabletop Games
Feb 12, 2021
I think I could be a vampire. Not that I THINK I’m a vampire, but I think I could live(?) with being a vamp. Not the sparkly kind. Just the normal kind. Or maybe the “What We Do in the Shadows” kind. Yeah. At least initially I don’t think I would care much about being the most fashionable vampire in the group, but I could see why some of the elder vampires would need SOMETHING over which to compete and obsess. Maybe I could be one of the judges.
Vamp on the Batwalk has players take on the personalities of one of these fashionable elder vampires competing in the latest fashion show. The only problem is that vampires are unable to see themselves in mirrors, so they cannot really assure themselves that they look marvelous; the other vampires will have that privilege. Which vampire can win the most fashion shows this year with limited knowledge of how they look? Who would… stake… their reputation on mere fashion shows anyway?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup invert the bottom of the box and insert it into the back of the box top lid to create a runway. A “batwalk,” if you will. Each player will choose a vampire and place their standee on the batwalk Start space. They will also take the matching Reference Card. All Vamp Cards matching the vamps in play are collected, shuffled together, and five are dealt to each player. Whichever player is most fashionable goes first and the game may begin!
Vamp on the Batwalk is a trick-taking game where players know not which cards they hold. Instead, their hands are facing all other players in order to suss out which cards they may be holding. The first player will open the game by playing any card from their hand. The next player also will play any card they wish, and so on until all players have played a card.
Once each card is played the “lead” card may be switched depending on the rules of the game. Should all cards played be of the same suit the highest card played is the lead card and wins the trick. Similarly, if the first card played remains the highest card in that suit and no other cards played earn the lead card status, that highest card wins the trick.
However, when a card is played that is the same value (a three played on a three of a different suit) the newest card with the matching value “Steals the Show” and becomes the new lead card. Some cards feature a star for the value. These star cards will always take the lead unless a garlic card has been played to trump the star. Garlic cards typically are the lowest-ranking suit, but when played in the same hand as a star become the trump suit.
Luckily, the reference cards have handy reminders for these special rules. After all cards from the hand have been played, players check who is winning the fashion show based on points earned during the round. If this is the end of the third round the vamp with the most points wins! If not, the player to the left of the most recent first player then becomes the first player for the next round.
Components. This game features an ingenious scoreboard that is just so fun to use. Having the box double as the scoreboard runway was such a great decision and it works flawlessly. The cards are all large tarot-sized (I think, I’m no tarot-master) and feature some really great art. The player standees are fine, but only four or so can actually fit on a space on the runway without creating a mess. All in all I adore the components and art style here.
Now, several games also employ this mechanic of holding your hand of cards outward for opponents to see, but here the players never really are told which cards they hold. In Vamp on the Batwalk the card play is silly and mostly a guessing game, at least in my head. One can never truly know all the cards they hold because each round not all cards are used. This adds another layer of difficulty in trying to guess what you are holding. This may turn off certain gamers, but it’s a silly way to play the game and I love it.
At the end of the day, this is a game about vampires putting on a fashion show. I feel like once I decided not to take it so seriously I began enjoying it so much more. Sometimes it’s a surprise to win a trick with a 2 of garlic. A throwaway card usually can win if a star is played. Or thinking you have THE card to win the trick only to have someone else Steal the Show and beat you out. It’s just chaotic silliness and I’m smitten.
If you are at all anything like me and can put aside the need to win at all times and at all costs, you will enjoy this one. It is wacky, has an amazing theme and excellent components, and is just a fun game to relax with or to help recharge after a brain burning sesh. Purple Phoenix Games gives this one a blood-slurping 8 / 12. Even though I think the blue vamp is eerily similar to Travis McElroy, the almost-coolest-Travis, this one is a hit for me. Go grab it if you like fun games that don’t tax the brain a whole lot.
Vamp on the Batwalk has players take on the personalities of one of these fashionable elder vampires competing in the latest fashion show. The only problem is that vampires are unable to see themselves in mirrors, so they cannot really assure themselves that they look marvelous; the other vampires will have that privilege. Which vampire can win the most fashion shows this year with limited knowledge of how they look? Who would… stake… their reputation on mere fashion shows anyway?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup invert the bottom of the box and insert it into the back of the box top lid to create a runway. A “batwalk,” if you will. Each player will choose a vampire and place their standee on the batwalk Start space. They will also take the matching Reference Card. All Vamp Cards matching the vamps in play are collected, shuffled together, and five are dealt to each player. Whichever player is most fashionable goes first and the game may begin!
Vamp on the Batwalk is a trick-taking game where players know not which cards they hold. Instead, their hands are facing all other players in order to suss out which cards they may be holding. The first player will open the game by playing any card from their hand. The next player also will play any card they wish, and so on until all players have played a card.
Once each card is played the “lead” card may be switched depending on the rules of the game. Should all cards played be of the same suit the highest card played is the lead card and wins the trick. Similarly, if the first card played remains the highest card in that suit and no other cards played earn the lead card status, that highest card wins the trick.
However, when a card is played that is the same value (a three played on a three of a different suit) the newest card with the matching value “Steals the Show” and becomes the new lead card. Some cards feature a star for the value. These star cards will always take the lead unless a garlic card has been played to trump the star. Garlic cards typically are the lowest-ranking suit, but when played in the same hand as a star become the trump suit.
Luckily, the reference cards have handy reminders for these special rules. After all cards from the hand have been played, players check who is winning the fashion show based on points earned during the round. If this is the end of the third round the vamp with the most points wins! If not, the player to the left of the most recent first player then becomes the first player for the next round.
Components. This game features an ingenious scoreboard that is just so fun to use. Having the box double as the scoreboard runway was such a great decision and it works flawlessly. The cards are all large tarot-sized (I think, I’m no tarot-master) and feature some really great art. The player standees are fine, but only four or so can actually fit on a space on the runway without creating a mess. All in all I adore the components and art style here.
Now, several games also employ this mechanic of holding your hand of cards outward for opponents to see, but here the players never really are told which cards they hold. In Vamp on the Batwalk the card play is silly and mostly a guessing game, at least in my head. One can never truly know all the cards they hold because each round not all cards are used. This adds another layer of difficulty in trying to guess what you are holding. This may turn off certain gamers, but it’s a silly way to play the game and I love it.
At the end of the day, this is a game about vampires putting on a fashion show. I feel like once I decided not to take it so seriously I began enjoying it so much more. Sometimes it’s a surprise to win a trick with a 2 of garlic. A throwaway card usually can win if a star is played. Or thinking you have THE card to win the trick only to have someone else Steal the Show and beat you out. It’s just chaotic silliness and I’m smitten.
If you are at all anything like me and can put aside the need to win at all times and at all costs, you will enjoy this one. It is wacky, has an amazing theme and excellent components, and is just a fun game to relax with or to help recharge after a brain burning sesh. Purple Phoenix Games gives this one a blood-slurping 8 / 12. Even though I think the blue vamp is eerily similar to Travis McElroy, the almost-coolest-Travis, this one is a hit for me. Go grab it if you like fun games that don’t tax the brain a whole lot.

Purple Phoenix Games (2266 KP) rated Terror in Meeple City in Tabletop Games
Aug 6, 2019 (Updated Sep 23, 2021)
I don’t know about you, but one of my guilty pleasures is monster movies. Godzilla, King Kong, even the Jurassic Park franchise – if there are giant creatures terrorizing the world, chances are I’m going to love it. So when I heard of Terror in Meeple City (formerly known as Rampage, RIP), I knew I had to give it a try. Is the chance to embody one of these great monsters and wreak havoc on an innocent city as exciting as it seems? Or will your lack of dexterous ability result in a rampage? (See what I did there?)
Terror in Meeple City is a dexterity game of area movement and set collection in which players are trying to amass the most end-game Victory Points by devouring meeples, collecting building tiles, teeth, and by successfully completing their Character cards. To begin, setup the board as described in the rulebook, constructing buildings and placing meeples and vehicles accordingly. Each player receives a screen, Body (monster), and Paws (disc) in their chosen color, placing the Paws on the starting area closest to them. Players receive 4 Teeth tokens and are dealt a Character card, Power card, and Secret Superpower card. The Character and Power cards are visible to all players, and are permanent throughout the game – providing special abilities or scoring conditions for the end of the game. The Secret Superpower card is secret (duh) and revealed only when you are ready to use it – it is a one-time use in the game, and then discarded. Select a starting player, and the game is ready to begin!
On your turn, you will perform 2 of the following actions: Move, Demolish, Toss a Vehicle, or Breathe. You can perform the same action twice on your turn if you want! To Move, you will first take the Body of your monster off of the Paws disc. Using your finger, you will flick the Paws disc on the board, hopefully to end up where you wanted it! After a successful flick, put your Body back on the Paws. To Demolish, your Paws must be touching the sidewalk surrounding one of the buildings in the city. If that is the case, you can try to demolish that building – by picking up your Body, holding it over the appropriate building, and dropping it! In order to Toss a Vehicle, your monster must be located in the same neighborhood (area of the board) as a vehicle. Pick up the chosen vehicle, place it on top of your monster, and flick it! And finally, you can Breathe – place your chin on top of your monster, inhale, and then blow as hard as you can. While performing these actions, there may be some collateral damage, that could be beneficial or detrimental to you! If you knock down another monster on your turn, collect one of their Teeth and put it behind your screen. If after your action, there is a building tile with nothing on it (meeples, monsters, etc.) then you collect that tile behind your screen as well.
Once you have taken your 2 actions, it is time to Chow Down – eat as many accessible meeples in your same neighborhood as you have Teeth tokens left. Devoured meeples go into your stomach (behind the player screen). If at any point during your turn, any meeples end up fleeing the city (knocked off the board), they will be added, in order, to the Runaway Meeple board. Once a line on this board is filled, the active player suffers the negative consequence – so be careful not to scare off too many yummy meeple morsels! The game continues in this fashion until it ends in one of two ways. Either the last building tile is collected, everyone takes one last turn, and then VP are tallied. Or the final line of the Runaway Meeple board is filled, causing the player who filled it to lose, while everyone else counts up their VP. VP are earned for any Teeth collected, building tiles consumed, sets of meeples devoured, and any points earned from your Character card. The player with the most VP is the winner and is the greatest monster of the game!
So I know that sounds kind of chaotic – and at times it can be. But it is a light-hearted and silly game that engages all involved. The simplicity of the mechanics (flicking/blowing) are countered by the strategy required for success. Yes, by all means, go on a crazy rampage – but the goal is end-game VP, so how can you use all these moving components to your advantage? The strategy is there, with enough luck/randomness from a dexterity stand-point that it keeps the gameplay interesting. And it is just plain fun to play! Getting up to move around the board for a better angle, knocking over opponents accidentally (or on purpose!), and sending components flying across the board makes for an entertaining and engaging game. That being said, unless you are incredibly dextrous and can perfectly execute your desired actions, be prepared for some frustration when you whiff big on a flick.
Let’s talk components for a minute. They are pretty good in this game! The board and cardboard building tiles are all pretty sturdy, which is really necessary in a game where the components can take quite a beating. The wooden meeples and monster parts are thick and high quality as well! I take great pride in keeping my games in good condition, and even this one has withstood the test of time and plays. So, good production quality all around, if you ask me!
Is Terror in Meeple City my favorite game? No. But it’s one that I’m glad to have in my collection. It works well in so many situations – a gateway game, a light-hearted filler game, a game to get everyone up and moving, and a game that can be played with younger gamers as well. Although it’s not really a brain-burner or a game of high-level strategy, it’s one that still makes for a good time. Purple Phoenix Games gives it a 7 / 12. Give it a try if you’re itching to smash some stuff!
Terror in Meeple City is a dexterity game of area movement and set collection in which players are trying to amass the most end-game Victory Points by devouring meeples, collecting building tiles, teeth, and by successfully completing their Character cards. To begin, setup the board as described in the rulebook, constructing buildings and placing meeples and vehicles accordingly. Each player receives a screen, Body (monster), and Paws (disc) in their chosen color, placing the Paws on the starting area closest to them. Players receive 4 Teeth tokens and are dealt a Character card, Power card, and Secret Superpower card. The Character and Power cards are visible to all players, and are permanent throughout the game – providing special abilities or scoring conditions for the end of the game. The Secret Superpower card is secret (duh) and revealed only when you are ready to use it – it is a one-time use in the game, and then discarded. Select a starting player, and the game is ready to begin!
On your turn, you will perform 2 of the following actions: Move, Demolish, Toss a Vehicle, or Breathe. You can perform the same action twice on your turn if you want! To Move, you will first take the Body of your monster off of the Paws disc. Using your finger, you will flick the Paws disc on the board, hopefully to end up where you wanted it! After a successful flick, put your Body back on the Paws. To Demolish, your Paws must be touching the sidewalk surrounding one of the buildings in the city. If that is the case, you can try to demolish that building – by picking up your Body, holding it over the appropriate building, and dropping it! In order to Toss a Vehicle, your monster must be located in the same neighborhood (area of the board) as a vehicle. Pick up the chosen vehicle, place it on top of your monster, and flick it! And finally, you can Breathe – place your chin on top of your monster, inhale, and then blow as hard as you can. While performing these actions, there may be some collateral damage, that could be beneficial or detrimental to you! If you knock down another monster on your turn, collect one of their Teeth and put it behind your screen. If after your action, there is a building tile with nothing on it (meeples, monsters, etc.) then you collect that tile behind your screen as well.
Once you have taken your 2 actions, it is time to Chow Down – eat as many accessible meeples in your same neighborhood as you have Teeth tokens left. Devoured meeples go into your stomach (behind the player screen). If at any point during your turn, any meeples end up fleeing the city (knocked off the board), they will be added, in order, to the Runaway Meeple board. Once a line on this board is filled, the active player suffers the negative consequence – so be careful not to scare off too many yummy meeple morsels! The game continues in this fashion until it ends in one of two ways. Either the last building tile is collected, everyone takes one last turn, and then VP are tallied. Or the final line of the Runaway Meeple board is filled, causing the player who filled it to lose, while everyone else counts up their VP. VP are earned for any Teeth collected, building tiles consumed, sets of meeples devoured, and any points earned from your Character card. The player with the most VP is the winner and is the greatest monster of the game!
So I know that sounds kind of chaotic – and at times it can be. But it is a light-hearted and silly game that engages all involved. The simplicity of the mechanics (flicking/blowing) are countered by the strategy required for success. Yes, by all means, go on a crazy rampage – but the goal is end-game VP, so how can you use all these moving components to your advantage? The strategy is there, with enough luck/randomness from a dexterity stand-point that it keeps the gameplay interesting. And it is just plain fun to play! Getting up to move around the board for a better angle, knocking over opponents accidentally (or on purpose!), and sending components flying across the board makes for an entertaining and engaging game. That being said, unless you are incredibly dextrous and can perfectly execute your desired actions, be prepared for some frustration when you whiff big on a flick.
Let’s talk components for a minute. They are pretty good in this game! The board and cardboard building tiles are all pretty sturdy, which is really necessary in a game where the components can take quite a beating. The wooden meeples and monster parts are thick and high quality as well! I take great pride in keeping my games in good condition, and even this one has withstood the test of time and plays. So, good production quality all around, if you ask me!
Is Terror in Meeple City my favorite game? No. But it’s one that I’m glad to have in my collection. It works well in so many situations – a gateway game, a light-hearted filler game, a game to get everyone up and moving, and a game that can be played with younger gamers as well. Although it’s not really a brain-burner or a game of high-level strategy, it’s one that still makes for a good time. Purple Phoenix Games gives it a 7 / 12. Give it a try if you’re itching to smash some stuff!

Bob Mann (459 KP) rated The Nutcracker and the Four Realms (2018) in Movies
Sep 28, 2021
A fantasy that’s glossy and beautiful to look at.
Before the heavyweight juggernaut of “Mary Poppins Returns” arrives at Christmas, here’s another Disney live action feature to get everyone in the festive spirit.
The Plot.
It’s Victorian London and Young Clara (Mackenzie Foy) lives with her father (Matthew Macfadyen), her older sister Louise (Ellie Bamber) and her younger brother Fritz (Tom Sweet). It’s Christmas and the family are having a hard time as they are grieving the recent death of wife and mother Marie (Anna Madeley). Like her mother, Clara has an astute mind with an engineering bias and is encouraged in this pursuit by her quirky inventor godfather, Drosselmeyer (Morgan Freeman). At his fabled Christmas ball, Clara asks for his help in accessing a gift Clara’s mother has bequeathed to her. This leads Clara on a magical adventure to a parallel world with four realms, where everything is not quite peace and harmony.
The Review.
This is a film that visually delights from the word go. The film opens with a swooping tour of Victorian London (who knew the Disney castle was in the capital’s suburbs?!) via Westminster bridge and into the Stahlbaum’s attic. It’s a spectacular tour-de-force of special-effects wizardry and sets up the expectation of what’s to come. For every scene that follows is a richly decorated feast for the eyes. Drosselmeyer’s party is a glorious event, full of extras, strong on costume design and with a rich colour palette as filmed by Linus Sandgren (“La La Land“). When we are pitched into the Four Realms – no wardrobe required – the magical visions continue.
The film represents a Narnia-esque take on the four compass-point lands of Oz, and on that basis it’s a bit formulaic. But the good vs evil angles are more subtley portrayed. Of the Four Realms leaders, Keira Knightley as Sugar Plum rather steals the show from the others (played by Richard E. Grant, Eugenio Derbez and Helen Mirren). Mirren in particular is given little to do.
What age kids would this be suitable for? Well, probably a good judge would be the Wizard of Oz. If your kids are not completely freaked out by the Wicked Witch of the West and the flying monkeys, then they will probably cope OK with the scary bits of the “Realm of Entertainment”. Although those who suffer from either musophobia or (especially) coulrophobia might want to give it a miss! All kids are different though, and the “loss of the mother” is also an angle to consider: that might worry and upset young children. It is definitely a “PG” certificate rather than a “U” certificate.
Young people who also enjoy ballet (I nearly fell into a sexist trap there!) will also get a kick out of some of the dance sequences, which are “Fantasia-esque” in their presentation and feature Misty Copeland, famously the first African American Female Principal Dancer with the American Ballet Theatre. (I have no appreciation at all for ballet, but I’m sure it was brilliant!)
As for the moral tone of the film, the female empowerment message is rather ladled on with a trowel, but as it’s a good message I have no great problem with that. I am often appalled at how lacking in confidence young people are in their own abilities. Here is a young lady (an engineer!) learning self-resilience and the confidence to be able to do anything in life she puts her mind to. Well said.
The story is rather generic – child visits a magical other world – but the screenplay is impressive given its the first-feature screenplay for Ashleigh Powell: there is an article on her approach to screenwriting that you might find interesting here.
The film is credited with two directors. This – particularly if there is also an army of screenwriters – is normally a warning sign on a film. (As a case in point, the chaotic 1967 version of “Casino Royale” had six different directors, and it shows!). Here, there clearly were issues with the filming since Disney insisted on reshoots for which the original director, Lasse Hallström, was not available. This is where the “Captain America” director Joe Johnston stepped in.
The turns.
I really enjoyed Mackenzie Foy‘s performance as Clara. Now 18, she is a feisty and believable Disney princess for the modern age. (If, like me, you are struggling to place where you’ve heard her name before, she was the young Murph in Nolan’s “Interstellar“).
Another name I was struggling with was Ellie Bamber as her sister. Ellie was excellent in the traumatic role of the daughter in the brilliant “Nocturnal Animals“, one of my favourite films of 2016. (Hopefully the therapy has worked and Ellie can sleep at night again!).
A newcomer with a big role is Jayden Fowora-Knight as the Nutcracker soldier: Jayden had a bit part in “Ready Player One” but does a great job here in a substantial role in the film. He stands out as a black actor in a Disney feature: notwithstanding the Finn character in “Star Wars”, this is a long-overdue and welcome approach from Disney.
British comedians Omid Djalili and Jack Whitehouse turn up to add some light relief, but the humour seems rather forced and not particularly fitting.
Final thoughts
I wasn’t expecting to enjoy this one much, but I did. Prinicipally because it is such a visual feast and worth going to see just for that alone: I have a prediction that this film will be nominated for production design, costume design and possible special effects.
I think kids of the right age – I would have thought 6 to 10 sort of range – will enjoy this a lot, particularly if they like dance. Young girls in particular will most relate to the lead character. For such kids, I’d rate this a 4*. The rating below reflects my rating as an adult: so I don’t think ‘drag-a-long’ parents in the Christmas holidays (if it is still on by then) will not be totally bored.
The Plot.
It’s Victorian London and Young Clara (Mackenzie Foy) lives with her father (Matthew Macfadyen), her older sister Louise (Ellie Bamber) and her younger brother Fritz (Tom Sweet). It’s Christmas and the family are having a hard time as they are grieving the recent death of wife and mother Marie (Anna Madeley). Like her mother, Clara has an astute mind with an engineering bias and is encouraged in this pursuit by her quirky inventor godfather, Drosselmeyer (Morgan Freeman). At his fabled Christmas ball, Clara asks for his help in accessing a gift Clara’s mother has bequeathed to her. This leads Clara on a magical adventure to a parallel world with four realms, where everything is not quite peace and harmony.
The Review.
This is a film that visually delights from the word go. The film opens with a swooping tour of Victorian London (who knew the Disney castle was in the capital’s suburbs?!) via Westminster bridge and into the Stahlbaum’s attic. It’s a spectacular tour-de-force of special-effects wizardry and sets up the expectation of what’s to come. For every scene that follows is a richly decorated feast for the eyes. Drosselmeyer’s party is a glorious event, full of extras, strong on costume design and with a rich colour palette as filmed by Linus Sandgren (“La La Land“). When we are pitched into the Four Realms – no wardrobe required – the magical visions continue.
The film represents a Narnia-esque take on the four compass-point lands of Oz, and on that basis it’s a bit formulaic. But the good vs evil angles are more subtley portrayed. Of the Four Realms leaders, Keira Knightley as Sugar Plum rather steals the show from the others (played by Richard E. Grant, Eugenio Derbez and Helen Mirren). Mirren in particular is given little to do.
What age kids would this be suitable for? Well, probably a good judge would be the Wizard of Oz. If your kids are not completely freaked out by the Wicked Witch of the West and the flying monkeys, then they will probably cope OK with the scary bits of the “Realm of Entertainment”. Although those who suffer from either musophobia or (especially) coulrophobia might want to give it a miss! All kids are different though, and the “loss of the mother” is also an angle to consider: that might worry and upset young children. It is definitely a “PG” certificate rather than a “U” certificate.
Young people who also enjoy ballet (I nearly fell into a sexist trap there!) will also get a kick out of some of the dance sequences, which are “Fantasia-esque” in their presentation and feature Misty Copeland, famously the first African American Female Principal Dancer with the American Ballet Theatre. (I have no appreciation at all for ballet, but I’m sure it was brilliant!)
As for the moral tone of the film, the female empowerment message is rather ladled on with a trowel, but as it’s a good message I have no great problem with that. I am often appalled at how lacking in confidence young people are in their own abilities. Here is a young lady (an engineer!) learning self-resilience and the confidence to be able to do anything in life she puts her mind to. Well said.
The story is rather generic – child visits a magical other world – but the screenplay is impressive given its the first-feature screenplay for Ashleigh Powell: there is an article on her approach to screenwriting that you might find interesting here.
The film is credited with two directors. This – particularly if there is also an army of screenwriters – is normally a warning sign on a film. (As a case in point, the chaotic 1967 version of “Casino Royale” had six different directors, and it shows!). Here, there clearly were issues with the filming since Disney insisted on reshoots for which the original director, Lasse Hallström, was not available. This is where the “Captain America” director Joe Johnston stepped in.
The turns.
I really enjoyed Mackenzie Foy‘s performance as Clara. Now 18, she is a feisty and believable Disney princess for the modern age. (If, like me, you are struggling to place where you’ve heard her name before, she was the young Murph in Nolan’s “Interstellar“).
Another name I was struggling with was Ellie Bamber as her sister. Ellie was excellent in the traumatic role of the daughter in the brilliant “Nocturnal Animals“, one of my favourite films of 2016. (Hopefully the therapy has worked and Ellie can sleep at night again!).
A newcomer with a big role is Jayden Fowora-Knight as the Nutcracker soldier: Jayden had a bit part in “Ready Player One” but does a great job here in a substantial role in the film. He stands out as a black actor in a Disney feature: notwithstanding the Finn character in “Star Wars”, this is a long-overdue and welcome approach from Disney.
British comedians Omid Djalili and Jack Whitehouse turn up to add some light relief, but the humour seems rather forced and not particularly fitting.
Final thoughts
I wasn’t expecting to enjoy this one much, but I did. Prinicipally because it is such a visual feast and worth going to see just for that alone: I have a prediction that this film will be nominated for production design, costume design and possible special effects.
I think kids of the right age – I would have thought 6 to 10 sort of range – will enjoy this a lot, particularly if they like dance. Young girls in particular will most relate to the lead character. For such kids, I’d rate this a 4*. The rating below reflects my rating as an adult: so I don’t think ‘drag-a-long’ parents in the Christmas holidays (if it is still on by then) will not be totally bored.

Purple Phoenix Games (2266 KP) rated Proving Grounds in Tabletop Games
Aug 23, 2021
Maia Strongheart sees the eight opponents surrounding her and knows exactly how to handle each one. She makes a dash for #4, a simpleton Warrior in Training, and whoosh – misses. “Huh, that’s never happened to me before,” she thinks. Performing a daring backflip whilst targeting the Clan Elder in the #6 position with a well-placed finishing blow and whoosh – her armor seems to part like the Red Sea as the Clan Elder finds its weakness and delivers a wound to our heroine. “WHO IS PLAYING ME?” Maia wonders. It’s me. Travis. The worst player of Proving Grounds. Poor Maia.
Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.
As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.
Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.
After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.
It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!
However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.
So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!
Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.
As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.
Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.
After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.
It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!
However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.
So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!

graveyardgremlin (7194 KP) rated The Taken (Celestial Blues, #1) in Books
Feb 15, 2019
Even though I'm not especially fond of angels, I decided to try out this new series based on my previous experiences with Vicki Pettersson's work. Sadly, after an intriguing first chapter, any enjoyment I may have expected never came knocking (guess it was too busy knockin' on heaven's door).
Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.
Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.
Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.
Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.
Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.
Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.
Originally reviewed: June 29
Received: Amazon Vine
Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.
Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.
Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.
Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.
Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.
Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.
Originally reviewed: June 29
Received: Amazon Vine

Gareth von Kallenbach (980 KP) rated Tropico 6 in Video Games
Aug 14, 2019
I used to spend my time dreaming of what it would be like to live in a tropical paradise. No concerns in the world except for when my next umbrella drink was to arrive and how long I could nap before flipping over and beginning the whole process again. The leisurely island lifestyle seemed to be the perfect escape from the non-stop chaotic life that has become my own. Getting my hands-on Tropico 6, developer Limbic Entertainment’s latest installment of the popular city-builder series, quickly turned my peaceful dreams into a hectic, fast-paced adventure. Now instead of wondering what the difference between SPF 15 and SPF 30 in my sunblock are, I was forced to quell revolutions, ensure that my people had enough entertainment and housing, and promising improvement in healthcare…all in the hopes of getting re-elected and I loved every minute of it.
Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.
For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.
There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.
Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.
Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.
Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.
Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.
Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!
What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals
What I liked less: Road tool seems a bit finicky, some items are difficult to locate
Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.
For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.
There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.
Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.
Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.
Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.
Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.
Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!
What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals
What I liked less: Road tool seems a bit finicky, some items are difficult to locate

Mothergamer (1562 KP) rated the PlayStation 3 version of Fallout 3 in Video Games
Apr 3, 2019
I know. How could I have not played Fallout 3 or Fallout New Vegas? There are many games I haven't had a chance to play and as I've gotten older, I've become a little more discerning about which games I buy right away and sometimes I just miss a game or two here and there. I also wait until things go down in price and only really pay full price for a game if it's something I know I really want. Again, that comes with being an older nerd. At any rate, when I saw that I could buy Fallout 3 and Fallout New Vegas for 10 bucks, I did jump at the chance and I was excited to play. I started with Fallout 3 first of course and it was quite an interesting adventure.
The opening sequence was intriguing with the lone wanderer being born and of course this is so you can choose to be a boy or a girl and design your character and decide their race. I went with Asian girl and as I was picking out all the facial and hair designs, I wondered why there were several varying choices of bald. I mean, I get it. It's Fallout and with spiffy things like radiation poisoning hair falls out and people are bald, but so many choices of bald over actual hair. It was weird. I found a hair choice I liked and everything was great and I started my Fallout 3 story.
So the time jumps from baby to ten years old were interesting for getting to see how life was for my lone wanderer in Vault 101 and there was a birthday party for me where I get my very own Pipboy. Neat. Wandering around talking to everyone including a ridiculous bully named Butch (I was not nice to him and punched him. That was my freaking birthday dessert damn it!) was cool and it definitely sets the story up nicely. Then the time line jumps again and my character is 16 years old and has to take the G.O.A.T. (Generalized Occupational Aptitude Test for Fallout newbies) to decide what they'll be doing.
16 and ready to take the G.O.A.T. test.
A last time jump happens and the lone wanderer is 19 years old and the main story of Fallout 3 begins. The Overseer's daughter and my friend Amata, wakes me up to tell me that her dad is losing it because my dad has left the Vault. Initially I was shocked and wondering what the heck she was talking about, but it turns out it was true. Dad left and didn't say a damn thing to me about it so of course I have no idea what's going on. Amata tells me she'll help me to leave because she doesn't know what her dad will do, so here I am running around trying to escape the Vault and thinking, geeze this is a messed up situation.
I was trying to play the chaotic good path, so I didn't kill the Overseer out of respect for my friend even though her dad was a freaking paranoid psycho. I managed to escape Vault 101 and here was this vast world in front of me and I couldn't wait to explore especially since the setting was in Washington D.C. a place I was familiar with having grown up in Virginia. So I set out to explore what was now known as the Capital Wasteland. I discovered the town of Megaton and the people surviving in the Wasteland and picked up some quests as well. Megaton was definitely cool with all the different houses and the crazy atomic bomb that is just there in the center of town.
Enjoying the view of Megaton.
From there the big thing in Fallout 3 is finding my lone wanderer's dad and getting some answers about why he left and what exactly he was up to. There's all kinds of main quests and side quests for hours of game play giving the impression of a vast world. There's all kinds of danger in the Wasteland too ranging from Super Mutants to Mirelurks which definitely kept me on my toes. There's all kinds of weapons too and of course I liked that I could modify and build my own. You get companions who travel with you too and that includes everyone's favorite canine Dogmeat. I did like the fact that you could have two companions travel with you. I ended up choosing Dogmeat and my Super Mutant friend, Fawkes. They both worked really well together with taking down enemies. There's also two factions of the Brotherhood of Steel, the Brotherhood and the Brotherhood Outcasts. They seemed to have different ideas about what they should be doing. I did like Elder Lyons the leader of the Brotherhood of Steel though. There was a kindness and gentle wisdom to him that was incredibly likable. I did find it amusing to see Maxson and MacCready (they're in Fallout 4) as kids in Fallout 3. They seemed so different from who they are now. I actually liked Maxson better in 3 because he seemed a little kinder and a little more open.
Taking down a Mirelurk.
My lone wanderer did find her dad and got to actually talk to him about what he was up to. Project Purity was a cool concept; the idea of clean water for everyone in the Wasteland was great and the fact that he figured out how to make it work was also great. I just didn't understand why he couldn't tell his own kid what he was up to and instead just left without saying a word and his excuse was the Vault would keep me safe. Really? Sure. I was so safe with the Overseer and his goons trying to kill me. It was hard to stay angry with him though when he was so apologetic and then proceeded to say nice things to his kid about how proud of her he was for surviving and trying to be a good person.
Then, dad and daughter team up to work on Project Purity. I did do some side quests along the way before getting back to the main story. I enjoyed exploring the Capital Wasteland and seeing some familiar places such as the Lincoln Memorial and the Jefferson Memorial. There's even a quest where you can break in to the White House to get somewhere. Granted the majority of it is destroyed, but it was still a pretty neat quest.
Checking out the Jefferson Memorial with Dogmeat.
Of course in the main story, things don't go as planned thanks to the shady people simply known as The Enclave. That's where the Brotherhood of Steel comes in as you work towards the common goal of eliminating the Enclave who apparently have an issue with the idea of everyone in the Wasteland getting pure water that isn't irradiated for free. Again, I ran around and did more side quests for more level grinding and more things. I did like that I got a free house for helping the people of Megaton by quietly disarming that atom bomb before it blew everyone sky high. One of the vendors there sold themes for the Megaton house and I went with pre-war which was nice with a 50s retro feel.
Cool, I got my own house!
Did I enjoy Fallout 3? Absolutely. That isn't to say there weren't flaws. This is Game of the Year Edition so there was no excuse for a lot of the issues I had. This included all the DLC titles and these were fun to play. I especially liked the Broken Steel and Mothership Zeta quests. I also liked the nod to the Cthulhu mythos with the Dark Heart of Blackhall quest. The big thing was the constant game freezes. Mothership Zeta was especially bad with this and it got incredibly frustrating. I did all the tricks suggested; turning off the auto save and clearing some data. That helped a bit, but every once in a while the frame rate would drop and the game would freeze. It turned out this was a common problem on the PS3 and I found myself annoyed with it. Sure, it wasn't a big deal because I could just reload my last save and it would be fine. However, it does take away from the atmosphere of the game when that happens. There would also be odd glitches like Dogmeat walking up in the air above me or my character would disappear and there would be bits and pieces of me visible such as my hair and my hands. That was incredibly weird. The controls were a little clunky and I actually had to change the difficulty to very easy until I got used to them. It wasn't a big deal, but it was noticeable.
I love the Fallout series and there's so much to enjoy about them. However with things like this happening, Bethesda should be embarrassed. For as long as the game has been out, there's no excuse in not fixing known issues especially when it comes to dropped frame rates and the game freezing. It made me glad that I follow my mantra of save my game and save often.
Technical issues aside, I did have fun playing Fallout 3 and liked the story a lot. The characters were good and the different paths I could take for the storytelling were great because it did make me really think about what choices I wanted to make during my adventure. I'm glad I finally got the chance to play it and it was a great game. Now, I'm ready to check out Fallout New Vegas!
The opening sequence was intriguing with the lone wanderer being born and of course this is so you can choose to be a boy or a girl and design your character and decide their race. I went with Asian girl and as I was picking out all the facial and hair designs, I wondered why there were several varying choices of bald. I mean, I get it. It's Fallout and with spiffy things like radiation poisoning hair falls out and people are bald, but so many choices of bald over actual hair. It was weird. I found a hair choice I liked and everything was great and I started my Fallout 3 story.
So the time jumps from baby to ten years old were interesting for getting to see how life was for my lone wanderer in Vault 101 and there was a birthday party for me where I get my very own Pipboy. Neat. Wandering around talking to everyone including a ridiculous bully named Butch (I was not nice to him and punched him. That was my freaking birthday dessert damn it!) was cool and it definitely sets the story up nicely. Then the time line jumps again and my character is 16 years old and has to take the G.O.A.T. (Generalized Occupational Aptitude Test for Fallout newbies) to decide what they'll be doing.
16 and ready to take the G.O.A.T. test.
A last time jump happens and the lone wanderer is 19 years old and the main story of Fallout 3 begins. The Overseer's daughter and my friend Amata, wakes me up to tell me that her dad is losing it because my dad has left the Vault. Initially I was shocked and wondering what the heck she was talking about, but it turns out it was true. Dad left and didn't say a damn thing to me about it so of course I have no idea what's going on. Amata tells me she'll help me to leave because she doesn't know what her dad will do, so here I am running around trying to escape the Vault and thinking, geeze this is a messed up situation.
I was trying to play the chaotic good path, so I didn't kill the Overseer out of respect for my friend even though her dad was a freaking paranoid psycho. I managed to escape Vault 101 and here was this vast world in front of me and I couldn't wait to explore especially since the setting was in Washington D.C. a place I was familiar with having grown up in Virginia. So I set out to explore what was now known as the Capital Wasteland. I discovered the town of Megaton and the people surviving in the Wasteland and picked up some quests as well. Megaton was definitely cool with all the different houses and the crazy atomic bomb that is just there in the center of town.
Enjoying the view of Megaton.
From there the big thing in Fallout 3 is finding my lone wanderer's dad and getting some answers about why he left and what exactly he was up to. There's all kinds of main quests and side quests for hours of game play giving the impression of a vast world. There's all kinds of danger in the Wasteland too ranging from Super Mutants to Mirelurks which definitely kept me on my toes. There's all kinds of weapons too and of course I liked that I could modify and build my own. You get companions who travel with you too and that includes everyone's favorite canine Dogmeat. I did like the fact that you could have two companions travel with you. I ended up choosing Dogmeat and my Super Mutant friend, Fawkes. They both worked really well together with taking down enemies. There's also two factions of the Brotherhood of Steel, the Brotherhood and the Brotherhood Outcasts. They seemed to have different ideas about what they should be doing. I did like Elder Lyons the leader of the Brotherhood of Steel though. There was a kindness and gentle wisdom to him that was incredibly likable. I did find it amusing to see Maxson and MacCready (they're in Fallout 4) as kids in Fallout 3. They seemed so different from who they are now. I actually liked Maxson better in 3 because he seemed a little kinder and a little more open.
Taking down a Mirelurk.
My lone wanderer did find her dad and got to actually talk to him about what he was up to. Project Purity was a cool concept; the idea of clean water for everyone in the Wasteland was great and the fact that he figured out how to make it work was also great. I just didn't understand why he couldn't tell his own kid what he was up to and instead just left without saying a word and his excuse was the Vault would keep me safe. Really? Sure. I was so safe with the Overseer and his goons trying to kill me. It was hard to stay angry with him though when he was so apologetic and then proceeded to say nice things to his kid about how proud of her he was for surviving and trying to be a good person.
Then, dad and daughter team up to work on Project Purity. I did do some side quests along the way before getting back to the main story. I enjoyed exploring the Capital Wasteland and seeing some familiar places such as the Lincoln Memorial and the Jefferson Memorial. There's even a quest where you can break in to the White House to get somewhere. Granted the majority of it is destroyed, but it was still a pretty neat quest.
Checking out the Jefferson Memorial with Dogmeat.
Of course in the main story, things don't go as planned thanks to the shady people simply known as The Enclave. That's where the Brotherhood of Steel comes in as you work towards the common goal of eliminating the Enclave who apparently have an issue with the idea of everyone in the Wasteland getting pure water that isn't irradiated for free. Again, I ran around and did more side quests for more level grinding and more things. I did like that I got a free house for helping the people of Megaton by quietly disarming that atom bomb before it blew everyone sky high. One of the vendors there sold themes for the Megaton house and I went with pre-war which was nice with a 50s retro feel.
Cool, I got my own house!
Did I enjoy Fallout 3? Absolutely. That isn't to say there weren't flaws. This is Game of the Year Edition so there was no excuse for a lot of the issues I had. This included all the DLC titles and these were fun to play. I especially liked the Broken Steel and Mothership Zeta quests. I also liked the nod to the Cthulhu mythos with the Dark Heart of Blackhall quest. The big thing was the constant game freezes. Mothership Zeta was especially bad with this and it got incredibly frustrating. I did all the tricks suggested; turning off the auto save and clearing some data. That helped a bit, but every once in a while the frame rate would drop and the game would freeze. It turned out this was a common problem on the PS3 and I found myself annoyed with it. Sure, it wasn't a big deal because I could just reload my last save and it would be fine. However, it does take away from the atmosphere of the game when that happens. There would also be odd glitches like Dogmeat walking up in the air above me or my character would disappear and there would be bits and pieces of me visible such as my hair and my hands. That was incredibly weird. The controls were a little clunky and I actually had to change the difficulty to very easy until I got used to them. It wasn't a big deal, but it was noticeable.
I love the Fallout series and there's so much to enjoy about them. However with things like this happening, Bethesda should be embarrassed. For as long as the game has been out, there's no excuse in not fixing known issues especially when it comes to dropped frame rates and the game freezing. It made me glad that I follow my mantra of save my game and save often.
Technical issues aside, I did have fun playing Fallout 3 and liked the story a lot. The characters were good and the different paths I could take for the storytelling were great because it did make me really think about what choices I wanted to make during my adventure. I'm glad I finally got the chance to play it and it was a great game. Now, I'm ready to check out Fallout New Vegas!
I tried to avoid much about this before seeing it and despite the internet being what it is I somehow managed to avoid spoilers.
Harley is fresh off a breakup and she's looking for something to help her bounce back. When she finds the perfect way it's liberating, she's a whole new woman... she's also the managed to declare open season on herself. The who's who of Gotham villainy are looking for revenge and there's no one to protect her.
In the inevitable chaos she leaves in her wake she comes across a group of ladies who are all in need of some new friends.
I went in expecting something with a bit of sass, that's all I really had in mind before seeing it, violence and sass. It certainly didn't disappoint on that level. But there was some confusion for me because there was a lot of film without actually feeling we were into the meat of the story... or what I had assumed was the main point of the film. That fact left me pondering about whether this should have had a different title.
The opening was a particular surprise, it was so different and it really worked. It provided a quick recap on what we'd missed between previous offerings and did it in such a fun way. I loved the animation style and it had some nods of nostalgia in there too.
Being the villain with a touch of hero puts Harley on a level with other characters and films, there are many little flashes throughout that remind me of Deadpool and Suicide Squad. Even with those nods it definitely takes on its own twist. There's no denying that Harley is a great character, and Robbie plays her fantastically, but she's been done wrong by being given a film without the proper credit of it... Birds of Prey: And the Fantabulous Emancipation of One Harley Quinn... As I said above, perhaps this name was misplaced. Giving the Birds Of Prey headline billing makes you think you're getting something very different. Traditionally you would go from existing content to new... here's Harley and introducing Birds Of Prey... but while the story does that the title does the complete opposite. I don't know why they wouldn't just have given the honour to Harley instead of a rather fanciful footnote of a subtitle.
Harley has some great moments in this film, the emotion on her face when she works out how to get closure and then this...
[sadly no amazing gif in this review, you can see it on my blog, link below]
I can see the whole thing as being within her personality, but somehow not the end of the film, that's the bit that didn't feel right to me.
The whole film feels like a set up for an actual Birds Of Prey film, but I'm not sure any of the characters really got their due. Renee Montoya was originally a character made for Batman's part of Gotham, not Harley's, she was affected by the corruption of the Police Department and her story feels like it was much more serious and dark there than it was here. Black Canary, again, doesn't seem to live up to existing backstory, though her caring nature in this is a welcome addition and she probably does the best out of the story. Huntress' story is a general amalgam of existing things, but she doesn't develop much, the fact that she's "new" to this lifestyle is played on a lot and her inexperience is used for humour most of the time. Cassandra Cain is probably the worst pickpocket in Gotham and yet somehow manages to steal a lot of stuff, what's more frustrating here is that the name holds a lot of weight in the DCEU but not in this film.
There are a lot of "main" characters and that doesn't help matters, but when they interact they all work quite well together. I don't think it would have hurt to have Montoya there in a lesser capacity, and the same goes for Cain. Neither character in this incarnation do a lot, though Cain physically has an important part to play.
Ewan McGregor's Roman Sionis/Black Mask. From the trailer I was keen to see what McGregor would do with this villainous role. It looked like it was going to be great, but the final product wasn't what I'd hoped for. Whether it was the reshoots or it was never there in the first place I don't know but it's a chaotic performance that probably should have been left to a new character. Naming him would have been fine if they'd actually given him the necessary story to explain him. As it is we get a glimpse of Black Mask and his gang but it doesn't mean a lot, and in the end it's a rather wasted opportunity.
There are a lot of things I want to say so I think I'm just going to list them off for a bit and then get back to something sensible...
Bojana Novakovic scene where she's on the table. It's completely out of place, there are plenty of ways to show Roman's paranoia and his bizarrely toxic relationship with Zsasz and any of them would have been better than this. The only good thing to take from it is that Black Canary has a really strong performance in it.
LGBT representation. There's so much of it and yet none whatsoever. They show us that Harley had a girlfriend in the past. Montoya is gay and we see the tatters of her relationship with Ellen Yee in a couple of brief exchanges. Roman and Zsasz... their relationship is an odd one, while not acknowledged as being gay they do have a very close bond. It could just be that they enable the destructive kindred spirit in each other, but Zsasz does have a jealous side that appears randomly. So like I said, there's a lot of inclusivity and yet none of it really get much airtime, and certainly not positive airtime.
Harley's narration and what it means for the story. The internet loves its controversy and one of the things with Birds Of Prey is that it's feminism gone made because all men are depicted as bad in the film. What I would say to that is that Harley is the narrator. She's fresh off her breakup with the Joker and she's angry... if she's telling this story the men are either going to be non-descript (police officers minding their own business in her attack) or bad (actual villains, minions or people who have wronged her friends who would therefore be bad in her mind). By that logic it's a really consistent narrative.
I think I've covered most of the random musings there.
Action in Birds Of Prey is really fun, but a little frustrating at times. The police station raid that we see in the trailer is brilliant and I love Harley's fun gun, it's a magical thing to watch and the explosions of colour add a great twist. It's really well choreographed and I actually think it builds well on Harley's changing nature from Suicide Squad. I do have issues with this same sequence though. Those sprinklers, there's no need for it apart from some added flair when they fight... and of course the bad guys all queue up to fight her one by one, very considerate. It then progresses to the evidence room and I don't think they took enough advantage of that for comedic effect, though I did like that it taught me a great technique for escaping an attacker and Harley got a great trick shot in.
The other big sequence is the finale where our leading ladies face off against those evil men inside the fun house (not the Pat Sharp one). There are a lot of oversized props and Cain is just kind of tossed around the set like a ragdoll but there are some amusing moments to be had out of it. My issue with this one is that they don't think things through and they get themselves into something that was entirely avoidable.
Design of everything from costumes to sets is fabulous, the colours in particular really jump out. The camerawork is great too and I enjoyed the slightly hyper nature to it with the way it switches up within scenes. Music choices are brilliant too and I've been on Spotify and got the songs to listen to, none of this album malarkey though, I found a list online of all the song, don't do it by halves... Barracuda and Black Betty need to be on your playlist!
I know I kind of fluffed over those bits very quickly but honestly I don't know how you're still reading this review at this point.
So, in conclusion... there are a lot of flaws, on first viewing I loved the beginning but felt let down by the end. My second viewing went a very similar way, though the divide blurred away a little bit. Even with these issues I really enjoyed Birds Of Prey, the acting is all good (it's only the characters I have problems with) and it's just crazy fun. People pick at the way DCEU films have been going, but honestly, I'm loving it.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/02/birds-of-prey-movie-review.html
Harley is fresh off a breakup and she's looking for something to help her bounce back. When she finds the perfect way it's liberating, she's a whole new woman... she's also the managed to declare open season on herself. The who's who of Gotham villainy are looking for revenge and there's no one to protect her.
In the inevitable chaos she leaves in her wake she comes across a group of ladies who are all in need of some new friends.
I went in expecting something with a bit of sass, that's all I really had in mind before seeing it, violence and sass. It certainly didn't disappoint on that level. But there was some confusion for me because there was a lot of film without actually feeling we were into the meat of the story... or what I had assumed was the main point of the film. That fact left me pondering about whether this should have had a different title.
The opening was a particular surprise, it was so different and it really worked. It provided a quick recap on what we'd missed between previous offerings and did it in such a fun way. I loved the animation style and it had some nods of nostalgia in there too.
Being the villain with a touch of hero puts Harley on a level with other characters and films, there are many little flashes throughout that remind me of Deadpool and Suicide Squad. Even with those nods it definitely takes on its own twist. There's no denying that Harley is a great character, and Robbie plays her fantastically, but she's been done wrong by being given a film without the proper credit of it... Birds of Prey: And the Fantabulous Emancipation of One Harley Quinn... As I said above, perhaps this name was misplaced. Giving the Birds Of Prey headline billing makes you think you're getting something very different. Traditionally you would go from existing content to new... here's Harley and introducing Birds Of Prey... but while the story does that the title does the complete opposite. I don't know why they wouldn't just have given the honour to Harley instead of a rather fanciful footnote of a subtitle.
Harley has some great moments in this film, the emotion on her face when she works out how to get closure and then this...
[sadly no amazing gif in this review, you can see it on my blog, link below]
I can see the whole thing as being within her personality, but somehow not the end of the film, that's the bit that didn't feel right to me.
The whole film feels like a set up for an actual Birds Of Prey film, but I'm not sure any of the characters really got their due. Renee Montoya was originally a character made for Batman's part of Gotham, not Harley's, she was affected by the corruption of the Police Department and her story feels like it was much more serious and dark there than it was here. Black Canary, again, doesn't seem to live up to existing backstory, though her caring nature in this is a welcome addition and she probably does the best out of the story. Huntress' story is a general amalgam of existing things, but she doesn't develop much, the fact that she's "new" to this lifestyle is played on a lot and her inexperience is used for humour most of the time. Cassandra Cain is probably the worst pickpocket in Gotham and yet somehow manages to steal a lot of stuff, what's more frustrating here is that the name holds a lot of weight in the DCEU but not in this film.
There are a lot of "main" characters and that doesn't help matters, but when they interact they all work quite well together. I don't think it would have hurt to have Montoya there in a lesser capacity, and the same goes for Cain. Neither character in this incarnation do a lot, though Cain physically has an important part to play.
Ewan McGregor's Roman Sionis/Black Mask. From the trailer I was keen to see what McGregor would do with this villainous role. It looked like it was going to be great, but the final product wasn't what I'd hoped for. Whether it was the reshoots or it was never there in the first place I don't know but it's a chaotic performance that probably should have been left to a new character. Naming him would have been fine if they'd actually given him the necessary story to explain him. As it is we get a glimpse of Black Mask and his gang but it doesn't mean a lot, and in the end it's a rather wasted opportunity.
There are a lot of things I want to say so I think I'm just going to list them off for a bit and then get back to something sensible...
Bojana Novakovic scene where she's on the table. It's completely out of place, there are plenty of ways to show Roman's paranoia and his bizarrely toxic relationship with Zsasz and any of them would have been better than this. The only good thing to take from it is that Black Canary has a really strong performance in it.
LGBT representation. There's so much of it and yet none whatsoever. They show us that Harley had a girlfriend in the past. Montoya is gay and we see the tatters of her relationship with Ellen Yee in a couple of brief exchanges. Roman and Zsasz... their relationship is an odd one, while not acknowledged as being gay they do have a very close bond. It could just be that they enable the destructive kindred spirit in each other, but Zsasz does have a jealous side that appears randomly. So like I said, there's a lot of inclusivity and yet none of it really get much airtime, and certainly not positive airtime.
Harley's narration and what it means for the story. The internet loves its controversy and one of the things with Birds Of Prey is that it's feminism gone made because all men are depicted as bad in the film. What I would say to that is that Harley is the narrator. She's fresh off her breakup with the Joker and she's angry... if she's telling this story the men are either going to be non-descript (police officers minding their own business in her attack) or bad (actual villains, minions or people who have wronged her friends who would therefore be bad in her mind). By that logic it's a really consistent narrative.
I think I've covered most of the random musings there.
Action in Birds Of Prey is really fun, but a little frustrating at times. The police station raid that we see in the trailer is brilliant and I love Harley's fun gun, it's a magical thing to watch and the explosions of colour add a great twist. It's really well choreographed and I actually think it builds well on Harley's changing nature from Suicide Squad. I do have issues with this same sequence though. Those sprinklers, there's no need for it apart from some added flair when they fight... and of course the bad guys all queue up to fight her one by one, very considerate. It then progresses to the evidence room and I don't think they took enough advantage of that for comedic effect, though I did like that it taught me a great technique for escaping an attacker and Harley got a great trick shot in.
The other big sequence is the finale where our leading ladies face off against those evil men inside the fun house (not the Pat Sharp one). There are a lot of oversized props and Cain is just kind of tossed around the set like a ragdoll but there are some amusing moments to be had out of it. My issue with this one is that they don't think things through and they get themselves into something that was entirely avoidable.
Design of everything from costumes to sets is fabulous, the colours in particular really jump out. The camerawork is great too and I enjoyed the slightly hyper nature to it with the way it switches up within scenes. Music choices are brilliant too and I've been on Spotify and got the songs to listen to, none of this album malarkey though, I found a list online of all the song, don't do it by halves... Barracuda and Black Betty need to be on your playlist!
I know I kind of fluffed over those bits very quickly but honestly I don't know how you're still reading this review at this point.
So, in conclusion... there are a lot of flaws, on first viewing I loved the beginning but felt let down by the end. My second viewing went a very similar way, though the divide blurred away a little bit. Even with these issues I really enjoyed Birds Of Prey, the acting is all good (it's only the characters I have problems with) and it's just crazy fun. People pick at the way DCEU films have been going, but honestly, I'm loving it.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/02/birds-of-prey-movie-review.html

Ryan Hill (152 KP) rated Man of Steel (2013) in Movies
May 21, 2019
"It's not an s on my world it means hope"
Superman's origin has been retold in comics more than any other character. But how do you reboot such a beloved icon in film form without making his origin feel unnecessary to go through again. By handing him over to the masters of all reboots. While developing the story for The Dark Knight Rises, Director Christopher Nolan and writer David S. Goyer developed a new way to bring the man of steel to life. The duo previously saved Batman and made him a cinematic legend again and now they plan to save Superman from uneven sequels and a stale image. And who did they invite to lead this revival? None other than director Zack Snyder, a visual wizard with a lackluster reputation in storytelling thanks to his remake of Dawn of the Dead, 300, Watchmen and Sucker Punch. Now despite some filmmaking stumbles along the way, the trio make for a surprisingly great combination and deliver the modern Superman film we have waited 75 years for with Man of Steel. We are given both Superman and a Clark Kent who doesn't know his place in the world and is coming to terms with how the public perceives him.
As with all Superman mythology the story begins on Krypton, the planet that's hundreds of thousands of civilized years ahead of Earth. The whole planet is science fiction nirvana. The zooming spaceships, winged beast and advanced technology crafted from liquid metal. For once we experience the entire planet, not just a couple rooms made out of cheap crystal. There's a system of ways things work that has never been fleshed out on screen before. The government, the science and it's culture. At the head of the planet's scientific research is Jor-El (Russell Crowe) and he has discovered proof that may lead to the planet's destruction. But unfortunately his pleas towards his leaders are ignored due to the ongoing civil war with Jor-El's old friend General Zod (Michael Shannon). There's more history to the Jor-El/ Zod dynamic this time around which just enriches their conflict. There are millions of stories concerning Marlon Brando's $3 million dollar slumming in the '78 film. He intentionally mispronounced Krypton, made outrageous production demands and in the end that put him on the cutting room floor for it's sequel. Crowe see's Brando's paycheck acting and raises it with a performance full of gravitas. When conflicts begin to soften and punishments are served, more and more evidence begin to support Jor-El's claims of Krypton's destruction and with time and options exhausted, his final resort is to save his only son Kal-El. Still an infant, Jor-El concludes the only way his son will ever have any chance of life is to be sent to a more primitive alien planet and have a significant advantage over it's species. So he sends him to Earth, where it's sun will grant his body incredible abilities.
Jump 33 years later as the adult Kal-El, now under the name Clark Kent (Henry Cavil) is wandering the world trying to discover his place in it. There are multiple flashbacks to Clark's childhood with his adoptive parents Jonathan and Martha Kent (Kevin Costner and Diane Lane). Costner gives a heartfelt performance full of warmth as the father concerned with his son's well-being if the world rejects him. If someone with Clark's abilities were to be exposed to the public, it would be one of the biggest moments in human history. His existence alone would make everyone question religion, science and everything they had ever thought about the universe. And Lane strikes quiet, charming notes as the more understanding mother. Throughout his entire life Clark had been using his powers in secret, from saving derrick workers from fires to fighting a massive hurricane in his hometown of Smallville. If there's one word to describe Cavil's performance it's "Modern". He is not the "Aw shucks" farm boy nor is he the angst filled mess many feared he was going to be. There's still a humbleness, a sweetness and a sense of forthrightness to him. And of course he is a perfect physical representation of the character as well. As much as Christopher Reeve's performance still means to audiences today, it has reached a point where it has unfairly overshadowed the character. The idealism of Reeve's Superman isn't relevant today, at least not in the purest sense of the word. Cavil's Superman understands the difficulty of what his powers mean for the world and understands there really isn't anything to smile about.
Of course you can't tell a Superman story without his supporting players at the Daily Planet. Perry White (Laurence Fishburne, in an inspired piece of casting) knows the only way a newspaper could ever have hope at functioning these days is if they had major exclusives to the first alien ever revealed to the masses. Enter Lois Lane (Amy Adams, full of spunk) who has been chasing Clark's story all across the globe for several years. Lois has always been a tricky character to adapt, seeing how it's difficult for audiences to like her if you get it wrong. Can somebody who can't see Superman past a pair of thick glasses really be a Pulitzer Prize winning journalist? Thankfully, this Lois isn't as Shrill as Margot Kidder or as bland as Kate Bosworth in previous versions. Snyder and Adams treat Lois as the talented, dedicated journalist we know she really is by making her active at her profession and not having to prove anything just because she's a woman. The only thing she has to prove are her credentials, which are just as impressive as everything else about her. While some might be disappointed by the lack of romance between the couple, but to be fair, this isn't a Lois and Clark story, it's the story of Clark discovering his place in the world. But the spark between the two of them is certainly present when they first meet. For Clark to go from a lifetime of loneliness to have somebody instantly discover everything about you and admiring all of it is a luxury he has never had before.
Clark couldn't have picked a better time to make his presence known to the world, with General Zod returning to finish what he started. The cinematic Superman villains have created a history of scenery chewing performances dating back to Gene Hackman's Lex Luthor. Terrence Stamp was the first actor to portray Zod on film in Superman ll, but despite some memorable dialogue ("Kneel before Zod!") he was still essentially just a typical mustache twirling maniac. Zod this time around is nothing but bold tactics and is fully fledged to preserving his lost race, no matter what the cost. Michael Shannon is nothing but pure, demented megalomania. The only disadvantage Zod possesses though is that his body isn't used to the yellow son and must try and control all his new powers at once. Clark on the other hand, has had a lifetime to perfect his gifts.
Visual aesthetics have leaped skyscrapers since the Donner era. Snyder takes that technological advantage and gives fans what they have dreamed of for years. To put it bluntly, to see Supes punch somebody- really fucking hard! Snyder understands all of Superman's abilities and test them on the grandest scale imaginable. And he does so without resorting to his trademark slow-mo sequences and putting macho fantasies on display. In terms of action alone this is the first time the character has been given justice. Even as bombastic or repetitive it occasionally becomes, it can easily be forgiven because the character has been so overdue for it. It is unfortunate that cinematographer Amir Morki captures it all in a rather unpolished handheld style. But at least Snyder's chaotic direction finally seems to have a sense of aim and isn't relying on green screen to tell his stories. It may have to do with the influence of Nolan producing, but the end result is gloriously flashy, gritty and contains a well needed sense of gravity. And while Man of Steel never reaches the same dizzying heights as Nolan's Dark Knight trilogy, it still preserves and reintroduces it's legendary character in the same respect.
Snyder, Nolan and Goyer certainly have stayed true to the modern lore of Superman by adapting elements of his classic comic stories Birthright, Man for All Seasons, New Krypton and Earth One, and do so without damaging or over-explaining any of it. But if anything it's a science fiction story first then a comic book adaptation, in the vein of such first contact films as the original Day the Earth Stood Still and War of the Worlds. Man of Steel reminds us that Superman is not human, but still represents the best that humanity has to offer. It's the story of fathers, understanding your roots and taking hold of your destiny. It's always been that way for Superman, ever since he was created by young Jewish immigrants Jerry Siegel and Joe Shuster.
While the original theme music by John Williams is still the granddaddy of all superhero cinematic anthems, Hans Zimmer still creates a thunderous pulse of a score. Atmospheric, gentle and adrenaline charged, Zimmer accompanies Clark's drifting, the concerns of his parents and Superman's clashes with one perfect note after another.
Christopher Reeve for many people is still going to be the definitive Superman, but that's too be expected. For so long that's all we've had to go on as far as a great man of steel. There are multiple generations separating Reeve and Cavil and multiple generations separating their audiences. Will everyone accept Cavil as this modern Superman that understands today's humanity? As with Batman Begins, the conclusion doesn't technically set itself up for a sequel but it establishes an iconic part of it's universe in a nice wink that makes you want to see more of it. It isn't quite perfect, but this universe certainly deserved to grow. Because unlike what occurred in 2006, this time Superman really has returned.
As with all Superman mythology the story begins on Krypton, the planet that's hundreds of thousands of civilized years ahead of Earth. The whole planet is science fiction nirvana. The zooming spaceships, winged beast and advanced technology crafted from liquid metal. For once we experience the entire planet, not just a couple rooms made out of cheap crystal. There's a system of ways things work that has never been fleshed out on screen before. The government, the science and it's culture. At the head of the planet's scientific research is Jor-El (Russell Crowe) and he has discovered proof that may lead to the planet's destruction. But unfortunately his pleas towards his leaders are ignored due to the ongoing civil war with Jor-El's old friend General Zod (Michael Shannon). There's more history to the Jor-El/ Zod dynamic this time around which just enriches their conflict. There are millions of stories concerning Marlon Brando's $3 million dollar slumming in the '78 film. He intentionally mispronounced Krypton, made outrageous production demands and in the end that put him on the cutting room floor for it's sequel. Crowe see's Brando's paycheck acting and raises it with a performance full of gravitas. When conflicts begin to soften and punishments are served, more and more evidence begin to support Jor-El's claims of Krypton's destruction and with time and options exhausted, his final resort is to save his only son Kal-El. Still an infant, Jor-El concludes the only way his son will ever have any chance of life is to be sent to a more primitive alien planet and have a significant advantage over it's species. So he sends him to Earth, where it's sun will grant his body incredible abilities.
Jump 33 years later as the adult Kal-El, now under the name Clark Kent (Henry Cavil) is wandering the world trying to discover his place in it. There are multiple flashbacks to Clark's childhood with his adoptive parents Jonathan and Martha Kent (Kevin Costner and Diane Lane). Costner gives a heartfelt performance full of warmth as the father concerned with his son's well-being if the world rejects him. If someone with Clark's abilities were to be exposed to the public, it would be one of the biggest moments in human history. His existence alone would make everyone question religion, science and everything they had ever thought about the universe. And Lane strikes quiet, charming notes as the more understanding mother. Throughout his entire life Clark had been using his powers in secret, from saving derrick workers from fires to fighting a massive hurricane in his hometown of Smallville. If there's one word to describe Cavil's performance it's "Modern". He is not the "Aw shucks" farm boy nor is he the angst filled mess many feared he was going to be. There's still a humbleness, a sweetness and a sense of forthrightness to him. And of course he is a perfect physical representation of the character as well. As much as Christopher Reeve's performance still means to audiences today, it has reached a point where it has unfairly overshadowed the character. The idealism of Reeve's Superman isn't relevant today, at least not in the purest sense of the word. Cavil's Superman understands the difficulty of what his powers mean for the world and understands there really isn't anything to smile about.
Of course you can't tell a Superman story without his supporting players at the Daily Planet. Perry White (Laurence Fishburne, in an inspired piece of casting) knows the only way a newspaper could ever have hope at functioning these days is if they had major exclusives to the first alien ever revealed to the masses. Enter Lois Lane (Amy Adams, full of spunk) who has been chasing Clark's story all across the globe for several years. Lois has always been a tricky character to adapt, seeing how it's difficult for audiences to like her if you get it wrong. Can somebody who can't see Superman past a pair of thick glasses really be a Pulitzer Prize winning journalist? Thankfully, this Lois isn't as Shrill as Margot Kidder or as bland as Kate Bosworth in previous versions. Snyder and Adams treat Lois as the talented, dedicated journalist we know she really is by making her active at her profession and not having to prove anything just because she's a woman. The only thing she has to prove are her credentials, which are just as impressive as everything else about her. While some might be disappointed by the lack of romance between the couple, but to be fair, this isn't a Lois and Clark story, it's the story of Clark discovering his place in the world. But the spark between the two of them is certainly present when they first meet. For Clark to go from a lifetime of loneliness to have somebody instantly discover everything about you and admiring all of it is a luxury he has never had before.
Clark couldn't have picked a better time to make his presence known to the world, with General Zod returning to finish what he started. The cinematic Superman villains have created a history of scenery chewing performances dating back to Gene Hackman's Lex Luthor. Terrence Stamp was the first actor to portray Zod on film in Superman ll, but despite some memorable dialogue ("Kneel before Zod!") he was still essentially just a typical mustache twirling maniac. Zod this time around is nothing but bold tactics and is fully fledged to preserving his lost race, no matter what the cost. Michael Shannon is nothing but pure, demented megalomania. The only disadvantage Zod possesses though is that his body isn't used to the yellow son and must try and control all his new powers at once. Clark on the other hand, has had a lifetime to perfect his gifts.
Visual aesthetics have leaped skyscrapers since the Donner era. Snyder takes that technological advantage and gives fans what they have dreamed of for years. To put it bluntly, to see Supes punch somebody- really fucking hard! Snyder understands all of Superman's abilities and test them on the grandest scale imaginable. And he does so without resorting to his trademark slow-mo sequences and putting macho fantasies on display. In terms of action alone this is the first time the character has been given justice. Even as bombastic or repetitive it occasionally becomes, it can easily be forgiven because the character has been so overdue for it. It is unfortunate that cinematographer Amir Morki captures it all in a rather unpolished handheld style. But at least Snyder's chaotic direction finally seems to have a sense of aim and isn't relying on green screen to tell his stories. It may have to do with the influence of Nolan producing, but the end result is gloriously flashy, gritty and contains a well needed sense of gravity. And while Man of Steel never reaches the same dizzying heights as Nolan's Dark Knight trilogy, it still preserves and reintroduces it's legendary character in the same respect.
Snyder, Nolan and Goyer certainly have stayed true to the modern lore of Superman by adapting elements of his classic comic stories Birthright, Man for All Seasons, New Krypton and Earth One, and do so without damaging or over-explaining any of it. But if anything it's a science fiction story first then a comic book adaptation, in the vein of such first contact films as the original Day the Earth Stood Still and War of the Worlds. Man of Steel reminds us that Superman is not human, but still represents the best that humanity has to offer. It's the story of fathers, understanding your roots and taking hold of your destiny. It's always been that way for Superman, ever since he was created by young Jewish immigrants Jerry Siegel and Joe Shuster.
While the original theme music by John Williams is still the granddaddy of all superhero cinematic anthems, Hans Zimmer still creates a thunderous pulse of a score. Atmospheric, gentle and adrenaline charged, Zimmer accompanies Clark's drifting, the concerns of his parents and Superman's clashes with one perfect note after another.
Christopher Reeve for many people is still going to be the definitive Superman, but that's too be expected. For so long that's all we've had to go on as far as a great man of steel. There are multiple generations separating Reeve and Cavil and multiple generations separating their audiences. Will everyone accept Cavil as this modern Superman that understands today's humanity? As with Batman Begins, the conclusion doesn't technically set itself up for a sequel but it establishes an iconic part of it's universe in a nice wink that makes you want to see more of it. It isn't quite perfect, but this universe certainly deserved to grow. Because unlike what occurred in 2006, this time Superman really has returned.