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The Amazing Spider-Man (2012)
The Amazing Spider-Man (2012)
2012 | Action, Sci-Fi
8
6.9 (33 Ratings)
Movie Rating
Initially when a franchise reboots a series not five years from its last installment this can often be seen as a sign that they’ve run out of ideas. It was reportedly the inability to find a suitable script that drove director-producer Sam Raimi and the stars of the Spider-man series away from a possible fourth outing and forced Sony/Columbia start fresh.

Selecting the relatively new Marc Webb who, outside of “500 Days of Summer”, had worked on music videos and most recently directed episode of The Office and the pilot for Lone Star, seemed like a very odd choice to turn over the billion-dollar franchise. The selection of American-born English actor Andrew Garfield also seemed to be an interesting choice to don the tights of the wall crawler.

Thankfully this is exactly the fresh start that the series needed. Even though I went into the film with guarded and reserved expectations I must say that I’m absolutely delighted with how the final product came out as this is a very fresh and faithful adaptation of the beloved comic book character that, in my opinion is the best adaptation to date on film.

The screenplay by James Vanderbilt was based on a story credited to three other writers all of whom clearly understand the character and the source material and are focused first and foremost with being respectful to it rather than putting their own unique stamp and take on the franchise.

The film does take a little bit of liberty by showing Peter Parker’s parents as they place young Peter in the custody of Ben and May Parker (Martin Sheen and Sally Fields) as they flee into a rainy night from implied danger, never to be seen again.

The film continues with teenage Peter (Andrew Garfield), plodding his way through high school. As brilliant as Peter is academically, he is extremely awkward around girls especially the lovely Gwen Stacy (Emma Stone), who never fails to catch his eye. When a clue from his father’s past arises, Peter finds himself at Oscorp where Gwen works as an intern. Peter also finds himself on the radar of his dad’s former partner Dr. Curt Connors (Rhys Ifans), who becomes intrigued by young Peter’s scientific theories and even more so in his abilities when he learns that he is the offspring of his former partner.

Dr. Connors is working on cross species genetics and hopes that not only will it someday replaces missing arm, but will also pave a bold new direction for humanity. During a visit to the lab Peter, is bitten by a radioactive spider, and as any fan of the series knows, begins to exhibit amazing strength, agility, and perception, as well as the ability to walk on walls and cling to ceilings. In a very refreshing return to form, Peter fashions his famous web slingers rather than have them be organic as the previous film series did.

When a twist of fate puts Peter on the path of vengeance, he becomes a masked vigilante who uses his newfound abilities to rid New York some of its less pleasant citizens. These activities do not sit well with Captain Stacy (Denis Leary), who also happens to be Gwen’s father. As Peter and Gwen become closer, the duality of hiding his new identity from Capt. Stacy and Aunt May becomes even more imperative.

Naturally, it would not be much of a superhero film without a super villain, and Dr. Connors is more than willing to step up to this. Faced with pressure from his bosses he decides to use an experimental serum on himself. At first he is delighted as he seems to regrow his lost limb, but then in a Jekyll & Hyde-like transformation he transforms into a gigantic lizard creature bent on revenge and destruction as he attempts to complete a plan that will devastate millions of New York citizens.

Since Peter helped provide the equation that led to the formula that transform Dr. Connors, he feels obligated to stop the raging creature and to save his mentor no matter the cost. What follows are some truly spectacular action sequences including sewer battles in an extremely memorable finale across the Manhattan skyline.

While the film did take its time getting started as it established its back story and introduced the characters, once it got rolling it was an extremely fun and exhilarating ride. Garfield and Stone have a very good chemistry with one another and the reports of them recently dating off screen further solidifies their on-screen bond. Garfield wonderfully captures the conflicted emotions of Peter Parker as well as the brilliantly awkward genius that he is.

He runs the gamut of emotions from showing his anger and frustration to the dopey awkwardness of his interactions with Gwen and very believable manner. When he becomes infused with his new abilities you can almost share the glee that he has as he swings and flips around the landscape. The sheltered, socially awkward young man disappears when he dons the mask. He’s free to let himself go and Garfield does this with a childlike delight as well as the trademark quips and wisecracks that made the character such a beloved icon.

Garfield handles the physical duties of the role quite well and shines both in and out of the costume. I thought Tobey Maguire did a fantastic job bringing the character to life previously, but in my opinion Garfield has captured the essence of Peter Parker/ Spider-man and made it his own with a truly wonderful performance all around.

Stone does a great job as the love interest in the film as she is more than just eye candy and the typical damsel in distress far too common with this type of film. She challenges Peter and you can see some gleeful delight in her eyes when Peter awkwardly stumbles around her in an attempt to ask her out. Because she clearly enjoys the situation Gwen is not about to make it any easier on Peter, even though she’s been waiting for him to muster the courage for ages. She’s a strong and determined woman who gives a good range of emotions in her scenes and complements Garfield exceptionally well.

The supporting cast was very good especially Leary and Fields and Ifans does a good job as the quietly restrained Connors. In what could’ve easily been a scenery chewing, over-the-top Machiavellian bad guy, Ifans portrays Connors as a very sympathetic and understandable figure. He is a scientist first and foremost who is trying to do what he believes is right. He is not suited for the political machinations of a large corporation and when he begins this transformation and the animal side takes over there is still a hint of humanity amongst all the CGI work for the re-imagined Lizard.

While it did take me a while to get used to the look of The Lizard having become accustomed to his portrayal in comics and cartoons, I have to say it was a good updating it still stayed faithful to the essence of the original character.

Webb wisely decided to shoot in 3-D and not do a post filming conversion. It is the visually captivating and at times stunning cinema photography that really sets the tone for the film. You can truly get an idea of what it is like to be Spider-man as he swings and flips through the city and the point of view shots of his web firing out to latch onto objects and take down opponents are a lot of fun. Webb clearly knows the subject matter and gets the most out of his very talented cast and tells a very entertaining yet human action story and lets the effects support the film rather than carry it.

The film was much better than “Spider-man 3”. I am so happy that the franchise is in good hands and is moving forward in the right direction. Although the movie did take a while to get up to speed once it got rolling I did not want it to end, and I commented to my wife that I don’t want to have to wait 2 to 3 years for the next installment of the film I’m ready for more now. As a lifelong fan of comic I can honestly say I am beyond delighted with the new film, cast, director, and direction for the series.
  
Custom Heroes
Custom Heroes
2017 | Card Game, Fantasy
You know that feeling when you play a game that FEELS familiar, but has really improved on certain aspects? Take, for example, the famed “Yahtzee mechanic” that has been extended and improved upon by so many games. Or the “I Cut, You Choose mechanic” that has shown up in several titles with slight variations to improve it? Well such was my feeling when cracking open Custom Heroes. I thought to myself, “Man, this feels natural in my hands, but it’s better.” I know I left myself open for tons of jokes here, but this is a PG(ish) forum, so keep it classy, everyone.

Custom Heroes is a fantasy/sci-fi-themed, customization, ladder-climbing, trick-taking card game for two to six players. In it players are using their hand of cards to win tricks (a la Tichu). The twist is that each card is able to be upgraded by using various Advancements that are added directly into the same sleeve as the base card. The winner of the game is they who amass 10 or more points and win a subsequent hand.


Before the first game after unboxing, all Character Cards will need to be sleeved. These Character Cards are numbered from 1-10 and come in six sets (one set of 10 cards for each player, at max player count). To setup the game, each player chooses a Player Screen to hide their resources and provide the scoring table. Shuffle the Character cards and deal each player a hand of 10 cards. For this review, I will be using the two-player rules. Players also begin with 1VP Token and 2 Power Tokens, along with an Ascended Form Advancement Card and Kodora Advancement Card. In a two-player game, players begin with three total Advancement Cards, as shown in the photo below. The rest of the VP Tokens and Power Tokens are placed (or thrown, in my case) on the table, and the remainder of the Advancement Cards are shuffled and placed in the bag to be drawn randomly throughout the game. The battle for tricks may now begin!
As with all (most?) trick-taking games, Custom Heroes is played over a series of rounds. However, Custom Heroes is played across three phases: Upkeep, Main, Scoring. During the Upkeep phase, the deck of Character Cards is shuffled and 10 cards are dealt to each player. On each player’s turn during the Main phase, they will decide if they would like to upgrade any card by sleeving Advancement Cards along with the Character Cards. These Advancement Cards are clear plastic and will alter the value of the card, provide special abilities, or provide modifiers to the card’s value. Sleeving new Advancements may be done at any time during the turn, before playing it, but the caveat is that ALL cards are shuffled and dealt to players after every round, so the chances of receiving that same card in future hands diminishes with each additional player at the table!

Once Advancements have been applied, or whilst applying, the players will determine the lead play. A lead could be a single card or several matching cards in a set. The following player will need to play a card, or cards, of the same number, but of higher value. For example, if a single 7 was led, only a single 8, 9, or 10 will beat it. However, if a pair of 5s was led, a pair of 6-10 will beat that lead. Players may pass if they cannot, or choose not to, beat the current trick, and can engage in play on a future trick. Once a player has run out of cards for the hand, or all players have passed. The first player to run out of cards, or the last player to play a card, wins the hand and receives the benefits listed on the scoring table shown below. Again, when a player earns 10 VP and wins a hand, they win!


A few notes about Advancement Cards. The Ascended Form card given to all players at setup will allow the player to win the trick for that round once played. It is essentially a wild insta-win card. That is, unless another player plays an Ascended Form on top of it and wins with the most recent Ascended Form. The Kodora card, however, can be played to the player’s tableau instead of as a card in a trick. When played this way, the player “bets” two VP Tokens that they will win the hand. If they do, they gain an additional two VP Tokens, but lose their bet if they do not finish in 1st Place. All other Advancement Cards may be added to the Character Card sleeve as long as the associated gem icon at the bottom is not already present in the sleeve. As there are four gem slots on Character Cards, each Character may be upgraded four total times.
Components. This one comes with a number of components of different types. The tokens are all small, but not too small, the bag is cool, but obviously the main attractions are the clear plastic cards and sleeves common to the Card Crafting System that AEG produced. I think I first saw this idea of layering plastic cards on top of one another in the Gloom series, though it may have existed even before that. I adore this idea and really fell in love with it when I was big into Mystic Vale, also from John D. Clair and AEG. So components for me get a big ol’ seal of approval. I love ’em.

Similarly, I think the gameplay gets a big seal of approval from me. Like I said, I was big into Mystic Vale for a while, but I think that Cusom Heroes, to me, trumps it in many ways. Though both boxes mention games approximately taking around 45 minutes, I found Mystic Vale to be much longer, mostly due to having to explain and re-explain rules and oddities to players at the table. It feels like Custom Heroes has cut down the complexity of gameplay, especially for newer gamers. I can bring out Custom Heroes and have it taught and played in under an hour – a feat I still haven’t mastered with Mystic Vale.

I think that I also prefer the trick-taking style of Custom Heroes a bit more. My family really enjoys playing Euchre at family reunions and other events, and while Custom Heroes isn’t a Euchre clone at all, the feel is very similar. There is still a led card, and cards that are more valuable to be played atop them in order to win tricks. While there isn’t necessarily any suits in Custom Heroes, the ability to trump an entire hand with an Ascended Form Advancement or other Advancements adds a layer (see what I did there) of strategy and tactics that is just so satisfying. I am a big fan of games that allow players to upgrade their starting resources, or level up their characters, and this one fits right inside a little 60 minute pocket and is relatively easy to teach and play.

All in all, I am so glad I found this one at my FLGS (well, not super local), and there was a big sale going on. I picked it up solely for the Card Crafting System logo and it was a big hit for me. This will completely replace Mystic Vale for me in my collection, and I couldn’t be happier with that. If you are looking for something quick, easy, but full of choices and modifications, this is certainly the game for you. It’s the game for me, and that’s why Purple Phoenix Games gives Custom Heroes a mostly-upgraded 5 / 6. Could this reach into my Top 10 someday, or earn a Golden Feather Award? It is entirely possible. We shall see with more and more plays. I am excited to give it many more plays and find out! Are you in?
  
Lifeform
Lifeform
2019 | Action, Exploration, Science Fiction
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.

So, what is the game?

Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.


I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...

How does it work?

We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.

In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.

In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.

In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.

All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.

Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.


I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.

The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.

There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).

The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.

The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.

What if I die?

Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.

I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.

Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.

It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.


What do I think?

This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.

As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.

We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.

Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...

We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...

I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
  
C
Carniepunk
6
7.0 (2 Ratings)
Book Rating
As soon as I read about this collection on Kevin Hearne's Facebook, I knew I would be buying it. I don't care for carnivals at all, and every story will be related to one in some way - but there was just no way I was going to miss an Atticus and Oberon story! I even pre-ordered the book on Amazon, the first time I've ever done that. It was SO hard not to skip right ahead and read Hearne's contribution the moment the book was in my hot little hands, but I managed some discipline.

Rob Thurman's "Painted Love" opens the book. It is dark, but to be fair it isn't quite as dark as the only Thurman novel I've read, from the Cal Leandros series. I rather liked the twist. I adored the fiercely protective older sister, especially the way she is described. I'll rate this one at three.

I don't believe I've ever read anything by Delilah S. Dawson before, certainly not anything in the Blud universe, so I had no idea what to expect from "The Three Lives of Lydia." It was a far darker story than I would generally choose to read. I found the male love interest highly appealing. The portrayal of mental illness was horrific. I found it interesting that Dawson is an Atlantan as well as a fellow geeky mom, but I'm sure that I've never heard of her before. She does have a book coming out next year that looks promising, so I may give it a read. This one's a two.

Then there is the Iron Druid story! "The Demon Barker of Wheat Street" is set a few books back in the series' chronology (two weeks after "Two Ravens and One Crow"), so Granuaille isn't yet a full Druid. To make things even more interesting, Atticus accidentally offended the local elemental many years ago, so his magic doesn't work as well as usual in the area. The story isn't vital to the series, and knowledge of the series isn't necessary for enjoying it. Hearne's fans definitely won't want to miss it, though, and it could be used as a nice little taste of his style for new readers. Definitely a five.

I couldn't make it through "The Sweeter the Juice" by Mark Henry. Zombies are disgusting, but I was way squicked before the first walking dead even appeared on the scene. A one, just because there are no zeroes.

Jaye Wells is another new-to-me author, as far as I can remember at the moment. I didn't really like "The Werewife," to be honest. There was no joy anywhere in this story. There wasn't even a hint that perhaps the couple in the story had been happy together at one time. Both of them seemed pretty miserable, and I didn't like the way it ended. It didn't seem like there was any way to give them a happy ending, but that ending didn't feel "true." It gets a two, and that's only to set it apart from the previous story.

"The Cold Girl" by Rachel Caine is about an abusive teen relationship. Oh, and vampires. I'm not a Caine fan, but this story was better than some of her other work. Again, too dark for my tastes. If half stars were possible, it would have one. I'll be nice and round up to three.

The name Allison Pang sounds familiar, so maybe I've read something by her in the past. If I did, I'm certain that it wasn't set in the same world as "A Duet With Darkness," which says it is an Abby Sinclair story. I found the main character to be an annoying, immature twit, but I'm a sucker for fiction with musical influences. The music is well-done here. I don't know if I will read anything more by Ms. Pang or not - I suppose that depends on whether or not her other work has better characters and is also musical. This one gets a four.

I found "Recession of the Divine" by Hillary Jacques fascinating. The Greek inspiration was unusual. I didn't really buy the customers being quite so unquestioning of Ophelia's state, but it wasn't a major complaint overall. I was highly disappointed to find nothing but a credit in another anthology for her. But! Reading the author profiles at the end of the book pays off, because that's how I learned that she also writes as Regan Summers. Now her works published under that name are on my to-read shelf. Another five.

Jennifer Estep's "Parlor Tricks" was actually released free on Amazon a little while back to promote Carniepunk, so it was the first story I read. I enjoy the Elemental Assassin series in general, and this story is no exception. Again, knowledge of the series is not required to understand the story, and the story is not vital to the series. It is a nice little sample, though, and I enjoyed seeing Gin and Bria having a sisterly outing. I'm probably biased, but it gets a five.

 I liked Kelly Meding's "Freak House" a lot, and her name sounded familiar, but the story was set in the "Strays" universe, which I was certain I had never heard of before. I actually stirred myself to look her up, and learned that I've had one of her books on my to-read list for ages, and Strays is a new series she's just starting. Djinn, werewolves, vampires, pixies, harpies, leprechauns, skinwalkers, and more, some "out" to humans, some living hidden - what's not to love? This one gets a four.

Nicole Peeler us yet another author who sounded vaguely familiar to me, and yep, there is one of her books on my to-read list (yes, it is massive, why do you ask?). It is, in fact, the first of the Jane True books, and "The Inside Man" is set in that world. Peeler's writing style dies not flow for me, but I liked Capitola Jones and her friends Shar and Moo. As clowns are indisputably evil, I had little to complain about in the story. It gets a three.

Succubus (former?) Jezzie is the main character in Jackie Kessler's story "A Chance in Hell." Obviously, the story is set her Hell on Earth series. I had to look that up, though, because while I know you're shocked, her name did not ring any bells for me. I don't actually have ALL the urban fantasy books on my to-read or read lists! The piece opens with a confusing remark about a demon eating Jezebel's face, when that definitely is not the anatomy in question. If that's a common euphemism, it is wholly new to me. Within the next couple of pages there are multiple references to the fact that she has fallen in love with a human since becoming mortal, but absolutely no explanation of how she would reconcile sex with an incubus with her human love. As much as I would prefer that it were not the case, the default assumption in our society is that people are monogamous. Therefore, when there is a deviation from that norm, the reader expects - something. Is it supposed to demonstrate that the fictional society is different? Is the character in an explicitly non-monogamous relationship? Is her love unrequited? Is the guy dead? Do demons not count? Is she just a skanky ho? Then this great love isn't mentioned again for the rest of the story, so none of the questions raised are answered. Oh. There is, in fact, a plot here, but I was so annoyed by that stuff that I almost failed to notice it. Demonic circus, yo. The whole demon thing reminds me too much of another series I've read in the past. I can't even remember the author's name, much less the title, right now, but Kessler's work feels derivative. She gets a two.

Next up is Kelly Gay - Hey look! Another author whose name I don't recognize! - with "Hell's Menagerie," a Charlie Madigan short story. Okay, this series is set in an alternate Atlanta. As an Atlanta girl, that certainly gets my attention. And Charlie is a single mother. I don't recall any other single mothers in the UF world right off. (Kate Daniels doesn't quite count, because she adopted her daughter as a teen. Although it is interesting to note that Kate is also Atlanta-based.) I was ready to like this one, based solely on what I knew of the series. Then there was a grammatical error on the second page of the story that set my teeth on edge, one which could not be chalked up to a character's voice. Add in the fact that we get a fast, "and also, Jim" style introduction to Charlie (who isn't even present in the story!), Rex, and Emma in less than two pages, and I am officially annoyed. It isn't an old matinee movie, so surely that information could have been worked in a little more naturally? Emma won me over. Mostly. There's some, "Not another super-gifted kid," reaction, but I guess if the mother is supposed to be all that it's to be expected that the daughter might be special, too. Hmm. A three.

The last piece is Seaman McGuire's "Daughter of the Midway, the Mermaid, and the Open, Lonely, Sea." Is that title a mouthful, or what? It has the feel of a Toby Daye story, although it isn't subtitled as such, and there are no fae so maybe it isn't in that universe at all. As there are other stories in the book that are set in the same world as their author's series, yet not marked in any way, lack of a subtitle can't be taken as a negative indicator, though. In any case, the story is poignant, which I've come to expect from McGuire. I didn't really like it, but I didn't dislike it, either. I couldn't "feel" Ada in any true sense. I have the same problem with Toby. A three at best.

Overall, the book was decent. The ratings only average out to 3.21, but I'm very glad to have read the stories by Hearne and Estep. Discovering Jacques/Summers was absolutely worthwhile. I really hate that I read as much of Henry's story as I did. If I could delete that from my memory, it would probably raise the rating for everything else.
  
X-Men: Days of Future Past (2014)
X-Men: Days of Future Past (2014)
2014 | Action, Sci-Fi
This is the X-Men movie you've always hoped for. (3 more)
James McAvoy and Michael Fassbender further prove they are worthy successors to Patrick Stewart and Ian McKellan.
The action and special effects are brilliantly executed and undeniably satisfying.
An effective and engaging story with commendable performances all around.
This is what most superhero movies should strive to emulate. X-Men: Days of Future Past is a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.
The future in X-Men: Days of Future Past is more desolate than ever. Mutants are being hunted to extinction, with the few remaining survivors living together as refugees as they try to escape their all-too-certain fate of captivity or death. They are hunted by Sentinels, versatile and powerful machines programmed to locate and imprison any and all mutants, as well as any humans that attempt to help them. The entire world has been transformed into an apocalyptic dystopia at the mercy of these machines. In order to prevent their inevitable demise, the mutants devise a plan that will rewrite the course of history by telepathically sending the consciousness of one of their own back in time in order to stop the Sentinels from ever rising to power. Doing so means averting the assassination of their designer, Dr. Bolivar Trask, and accomplishing this will require the disbanded X-Men crew to put aside their differences and reunite for a common goal; to save the fate of mutants.

X-Men: Days of Future Past is personally only the second X-Men film that I have seen, and I believe that’s to my disadvantage when watching it. That’s not to say the film isn’t accessible to people that are unfamiliar with X-Men, but you will certainly get the most out of it if you’ve seen the other films, or at least are somewhat knowledgeable about the super mutant group. Fortunately for me, even though I haven’t seen the original X-Men trilogy, nor the Wolverine spin-off films, I saw plenty of the popular X-Men cartoon of the ‘90s when growing up, and probably read more than a handful of the comics. Therefore I felt right at home with the story, even when it quickly thrusts the audience right into the thick of the action. I can imagine newcomers might at times feel a little overwhelmed, especially with such a wide array of unique characters, and so much going on. Although I do believe that the film manages to very effectively balance the action and characters, and create an immensely entertaining and engaging experience regardless of your history with X-Men.

I think it speaks of the true power and quality of the film when I say that after watching X-Men: Days of Future Past, I am now eager to watch all of the other entries in the movie series. Not only to help myself better understand the numerous references to past films, but because the film is so good and so expertly made that I don’t want to miss anything else. Make no mistake, X-Men: Days of Future Past is not only one of the best superhero movies ever made, it’s also the perfect homage to the X-Men. The film merges the two timelines seamlessly, combining the legendary cast of the original trilogy with the equally impressive cast of X-Men: First Class. It ties everything together so well and concludes in such an extraordinary manner that I would feel perfectly content if they ended the X-Men series entirely with Days of Future Past. While I don’t expect the already announced X-Men: Apocalypse (2016) to be able to top this one, I will admit that I am still more than excited to see what they have in store for the future.

Days of Future Past has an incredible, star-studded cast. It brings back the beloved X-Men stars of old, highlighted by Hugh Jackman as Wolverine, as well as with Patrick Stewart and Ian McKellan reprising their roles as Professor X and Magneto. In addition, it includes the cast of X-Men: First Class, with James McAvoy and Michael Fassbender playing younger versions of Professor X and Magneto, while Jennifer Lawrence returns as Mystique. The more substantial newcomers include Game of Thrones star Peter Dinklage as Trask, the creator of the Sentinels, and Evan Peters, playing a teenage Quicksilver. Despite the film having a large number of characters, it doesn’t feel like any of them get the short end of the stick. While some of them may not get much screen-time, Days of Future Past still gives you a solid display of what each of the mutants are capable of. It’s a truly wonderful thing to be able to witness the new era of X-Men actors in the same film as their older counterparts, and it makes it all the more apparent just how remarkably well-cast McAvoy and Fassbender are for their roles. These two young stars in particular have especially large shoes to fill, but they each do an exceptional job. The way in which the film combines the young actors with the old makes it feel as though it’s honoring a proper passing of the torch from one generation to the next.

This action-packed film features some great acting performances, and even though there are a lot of characters, I don’t believe there is a single weak performance among them. The real star of the show is James McAvoy as young Charles Xavier, otherwise known as Professor X. McAvoy nails the inner-conflict of his character in what is surely the most demanding role of the movie. He portrays a convincing struggle of a great man who has lost his way and fallen into despair and desolation. He is a man torn apart by the tension between his feelings of compassion and his guilt-ridden capitulation. Fassbender, on the contrary, is unnerving and yet engrossing as the magnificent Magneto. I personally loved the way in which his character continuously throws a wrench into everyone’s plans by opting to take an alternative and selfish approach. I found him to be notably riveting during a tense scene that takes place on an airplane, where Fassbender really demonstrates his talent. Then of course, there’s everybody’s favorite mutant, Wolverine. Hugh Jackman’s Wolverine is wonderfully enthralling, insanely ripped, and appropriately arrogant. Jackman has turned Wolverine into a career-defining role. There is no doubt about it, he is Wolverine, and no one will ever do it better. Meanwhile, everybody’s favorite actress, Jennifer Lawrence, adds an emotional and memorable performance as Mystique. Lastly, newcomer Evan Peters is a real-stand out as Quicksilver, in a performance that surely will become an instant fan favorite. His big scene alone makes me wish I had seen the movie in 3D, and in fact, the movie is so good that I just might do that. The stellar cast of X-Men: Days of Future Past hit all the right notes, making the characters memorable, and personable.

The action in Days of Future Past is simply phenomenal. This is what most superhero movies should strive to emulate. What I admire most about the action of this film is that it’s smart. It’s well-thought-out and well-executed. It never feels derivative, nor uninspired. Everything has its purpose and has a tangible weight to it. Rather than cluttering the film with unnecessary action pieces, it instead focuses on making its important action sequences really memorable and really good. It also handles its use of violence extremely well, making it powerful and satisfying, without making it feel sugarcoated because of its PG-13 rating. The movie’s score is suitably powerful, helping to escalate the action and establish a tense, grandiose ambiance. The special effects seen here are outstanding. This is a big upgrade over First Class, not only in visual quality, but certainly also in scale. It reaches an epic level and yet it never hinders in quality or takes any shortcuts. It shows you what you want to see, and does it better than you’d ever expect. The result is a movie that’s as visually remarkable as it is entertaining. The true enemies of Days of Future Past, the Sentinels, look awesome. I don’t know how they looked in the older movies, if they’re even present at all, but I never liked their appearance in the comic books. I’m glad they’ve been completely reimagined from their original design, and I love how the movie demonstrates their ability to adapt to make them more efficient mutant-killing machines. The character Beast also looks better than ever, unlike in First Class where his appearance was embarrassingly bad, and borderline laughable. In X-Men: Days of Future Past, everything looks stellar. You won’t want to look away as you’re sitting on the edge of your seat in sheer delight.

The majority of the film is set in the 1970s, taking place after the events of X-Men: First Class, as the Vietnam War is coming to an end. Considering that the film deals with themes of discrimination, it’s fitting that this setting coincides with the Civil Rights movement, even though it’s not explicitly referenced. This was a time in American history when the country was divided, and it offers a strong parallel to the grim, segregated world depicted in the film’s present-day wasteland. The story of Days of Future Past is rather dark, dealing with an apocalyptic future fueled by fear, jealousy and hatred. Although, it still has its fair share of laughs, thanks to the always charming Wolverine and the lightning fast Quicksilver. The movie does an admirable job in recreating the ‘70s, and additionally with juggling the different time periods, while maintaining a steady, coherent pace. However, as much as I enjoyed the ending, I must say that using time travel as a method to clean up a series’ loose ends seems a little cheap, but it’s entirely forgivable given just how beautifully it all comes together. X-Men: Days of Future Past is ultimately a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.

X-Men: Days of Future Past embodies everything I love about movies. It has great action, unforgettable characters, an engaging story, top-notch special effects, and a nice healthy dose of comedy, while never feeling unoriginal or insignificant. I really believe this movie is every X-Men fan’s dream come true. To be honest, I have never considered myself much of an X-Men fan. Now that I’ve seen Days of Future Past, I’m an X-Men fan for life.

(This review was originally posted at 5mmg.com on 5.26.14.)