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It: Chapter Two (2019)
It: Chapter Two (2019)
2019 | Horror, Thriller
Part of this post is sponsored by 4DX Cinemas. With poignancy and heart on its side, 2017’s IT managed to avoid its occasional flaws to become an unnerving addition to the horror genre. While the film could never be classed as outright terrifying, the character of Pennywise, portrayed exceptionally by Bill Skarsgard, is an unsettling antagonist and one of the best in film.

Two years later, the town of Derry is back on the big screen in Andy Muschietti’s epic conclusion. But at nearly 3 hours long, is IT: Chapter Two just a bloated mess, or does it float to new heights?

Defeated by members of the Losers’ Club, the evil clown Pennywise returns 27 years later to terrorise the town of Derry, Maine, once again. Now adults, the childhood friends have long since gone their separate ways. But when people start disappearing, Mike Hanlon (Isaiah Mustafa) calls the others home for one final stand. Damaged by scars from the past, the united Losers must conquer their deepest fears to destroy the shape-shifting Pennywise – who is now more powerful than ever.

The film follows many of the same tropes as its predecessor, with beautiful cinematography and excellent performances masking some shoddy CGI and an over-reliance on jump scares, and while it does lack the simplicity and tightly-wound script of its predecessor, IT: Chapter Two is even more unsettling.

For director Andy Muschietti, it’s clear that the training wheels are off. After being guided through the process by Warner Bros. first time around, the success of IT (it grossed over $700million worldwide) now means he’s been free to splash his creative vision all over the screen – and it shows. A deeply disconcerting opening involving two of Derry’s LGBT community and some town bigots lets the audience know early on that this is going to be even darker and much more graphic than its predecessor.

From a casting point of view, they couldn’t have done better. Each adult version of the Loser’s Club nicely embodies their child counterpart, even if we spend more time with some than others. James McAvoy is as reliable as ever and Jessica Chastain plays Beverly nicely but it’s in Bill Hader and James Ransome that we find the perfect embodiments of their juvenile characters.

Hader and Ransome share the same chemistry that made Eddie and Richie so watchable in the first instalment and there is even some well-judged poignancy to go with their playful teasing. The Chinese restaurant scene, a fan favourite from the book and the TV mini-series, is present and correct and remains a highlight over the course of the running time.

IT: Chapter Two is a confident finale to one of 2017’s best films; filled with exceptional performances

Praise must be given to the scriptwriters here as ensembles of this size can all too often get lost with little character development. Thankfully, each cast member feels fully fleshed out, meaning we care for them a lot more than your typical horror-movie character.

However, this is Bill Skarsgard’s film and Pennywise is as menacing as ever. Skarsgard turns up the ante here with his physical performance being absolutely incredible. This portrayal is Heath Ledger Joker levels of good. It would be a shame if he wasn’t recognised officially for the exceptional work he has done to bring this wretched character to life.

While much of the film sees the Loser’s Club separate from each other as they try to locate tokens from their pasts, this allows the production team to create some truly staggering set pieces – although it’s unfortunate that many of them have been spoilt in the trailers. The much-marketed house of mirrors scene is brief but leaves a lasting impression and there’s a sequence early on involving a small girl that was really troubling.

Unfortunately, it’s not all good news. While the pacing for such a long film is spot on, the appearances of our titular character are not. Despite being billed as appearing more often, the movie’s gargantuan length means that Pennywise doesn’t feel like he’s on screen for any longer than in the first instalment. With such a great character and performance, it would have been nice to see him a little more.

And while you’ll have noticed me using adjectives like ‘unsettling’ and ‘unnerving’, the film isn’t truly scary unless Pennywise in clown form is on the screen. That’s mainly down to some of the CGI used to create the monsters. As in its predecessor, IT: Chapter Two’s monsters feel too glossy, lacking in any true sense of realism.

Nevertheless, IT: Chapter Two is a confident finale to one of 2017’s best films; filled with exceptional performances and the wit and humour that made its predecessor such a hit. While not reaching quite the same dizzy heights as that film and relying even more on jump scares, as a pair, it’s hard to think of a horror series that has made its mark in the last decade quite as much as IT.

⭐⭐⭐⭐ IT: Chapter Two in 4DX
I was unsure how a horror film would translate to 4DX but the good news is that the experience became even more immersive, with sight, smell and feel all being utilised to great effect.

Soaring over Derry, the advanced seating that 4DX provides means that you feel like you’re flying over the town too. Of course, while this is a pleasant experience when the film is playing nicely, as soon as the horror hits, 4DX jolts you back to reality with some well-timed movement, strobe lighting and weather effects.

A nice touch in this film was the use of smell, something not utilised in Hobbs & Shaw. Every time Pennywise was about to appear on screen, a sweet aroma would fill the cinema, lulling you into a false sense of security. It was a nice effect that added to the drama of the film beautifully.

Naturally, being a horror film, rain was utilised a lot and having the spray nozzle behind your seat was great. Although you are able to turn it off if you so wish, having the weather effects left on meant that you became immersed in what was happening on screen.

This was my first experience of 4D cinema utilised in a horror film and the overall impact was one that added to the terror rather than detracted from it. I would highly recommend viewing IT: Chapter Two in 4DX, and you can book tickets at 19 Cineworld locations across the UK.
  
Cthulhu's Vault
Cthulhu's Vault
2015 | Adventure, Card Game
As a kid, one thing my siblings and I used to do was play a storytelling game in which we created a (usually) hilarious story, one word at a time. You know the kind. One person starts the sentence with a single word, the next person in line adds a word, and so on, resulting in some ridiculous storyline that ultimately makes little overall sense. So when I heard about Cthulhu’s Vault, a game with a storytelling aspect, I was keen to try it! Even though the subject matter is obviously a little darker, does the overall game live up to my childhood memories of creating stories?

Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!

The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.

Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.


During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.


Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
  
Chronicles of Crime: 2400
Chronicles of Crime: 2400
2021 | Adventure, Deduction, Murder & Mystery, Science Fiction
I have reviewed and previewed the base Chronicles of Crime, and each of the entries in the Millennium Series (1400, 1900, and now 2400). I have the Noir expansion coming in my next order from an online retailer once another title gets off the pre-order list, and will most likely be ordering Welcome to Redvale soon as well. To say I am a fan of the series is a massive understatement. The system is just so unique and I love exploring the games inside. Now, I definitely prefer 1400 to 1900, but where does this newest entry fall in the pecking order? I bet you’re… dying… to find out!

Chronicles of Crime: 2400 (which I shall shorten to 2400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already mostly know how to play 2400 (there are a few new mechanics here). However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.

DISCLAIMER: We were provided an advance retail copy of this game for the purposes of this preview. These are retail copy components, so they should be exactly what you would receive in your copy. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, purchase directly from the publisher, or through any retailers stocking it after fulfillment. -T


To setup, place the Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled, double-sided Location Boards. Place out the Implant Board and the Raven card within reach (new to 2400). Fire up the Chronicles of Crime app, choose “2400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview the photos represent happenings in the Tutorial scenario. Also, to be completely upfront I got a perfect 100/100 for a final score… for the introductory Tutorial. Autographs can be purchased at the end of the preview.
Each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 2400 version, augments to the main character, Kalia Lavel, and her cybernetically-enhanced pet Raven. The Raven (unnamed in the game) acts as a portable computer, able to access information across the web and provide insight into certain aspects of the case being solved.

By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, chatting up locals for information, and also new for 2400: visiting new Cyberspace Locations (a la The Oasis in Ready Player One)! With so many new additions to the CoC series here in the 2400 chapter, seasoned vets will find something for which they can be excited.


Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return Home to recharge, or visiting HQ to divulge case information by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. For reference, though I did receive 100/100 on my first play of 2400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at those Location cards and character art! This art really speaks to me and it says, “I’m gorgeous.” As a side note, I think I will be contacting Lucky Duck Games to get my hands on the font used on the Evidence Category cards. It’s just a perfect choice in this setting.

The app. I have only great things to say about the app. It’s the same app that you would use for all Chronicles of Crime games, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, especially for a game set in the year 2400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.

Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should have the Raven scan it for any historical information. Hmm, it registers as being hot? Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…

It’s just amazing, and I love this family of games. I am so stoked to delve more into 2400 and discover more shenanigans happening in futuristic Paris. My implants (no jokes here please), Raven, and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this setting, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 2400. It has everything I love in a unique game and I just can’t get enough! Oh, and for me, this is the best one of the bunch. I don’t know what it is exactly that I love so much, but it adds the right amount of extra stuff to CoC that I just feel like playing these scenarios endlessly. That is, until I have run out of scenarios and have to cry to LDG or fans to create more and more. If only I were more creative.
  
Sir Apropos of Nothing
Sir Apropos of Nothing
Peter David | 2001 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Shelf Life – Sir Apropos of Nothing Skewers the Hero’s Journey
Contains spoilers, click to show
Fantasy and satire are two of my favorite genres in any medium, but especially so in books. Satirical fantasy, then, holds a special place on my shelves. I grew up on Sir Terry Pratchett’s Discworld series, and desire to imitate him and his style is what led me in middle school to begin writing in earnest, for fun, and for myself rather than just for my teachers and their assignments.

So when I picked up Sir Apropos of Nothing, I did so based on the title pun and the back-of-the-book synopsis that promised “a berserk phoenix, murderous unicorns, mutated harpies, homicidal warrior kings, and – most problematic of all – a princess who may or may not be a psychotic arsonist.” I expected another lighthearted riff on the familiar archetypes. Murderous unicorns? Unicorns are not typically described as such! Oh teehee, how unexpectedly humorous!

Sir Apropos of Nothing is a satirical fantasy, just like it promised, though at times it’s hard to tell how much of the story is played for laughs and how much is played straight. See, the thing about satire that’s easy to forget at times is that it’s not synonymous with buffoonery. Make no mistake – Apropos is a funny book, full of witty dialogue and groan-inducing puns. It’s a book that takes great delight in lampshading traditional fantasy tropes and archetypes, as well as the entirety of Joseph Campbell’s Hero’s Journey idea. But it is not always a silly lampshade; sometimes a cliche or trope is pointed out to have its inherit ridiculousness laughed at, and sometimes it is pointed out because it is causing real and lasting pain or damage, either to the society in which it is set or, more often, to the titular Apropos himself and his ever-degrading esteem of both the people around him and himself.

The tone, at first, is hard to pin down. The story starts in media res with the main character being caught by a knight while in mid-coitus with that knight’s wife and escalates from there. The second chapter opens with a fourth wall-breaking narrative admission by Apropos himself that this was done with the express purpose of catching your attention, and now we’re going back to cover Apropos’s childhood, which ends up being equal parts dark, tragic, punny, and conveniently trope-filled – all of which Apropos, as narrator, approaches with the same resigned, blasé outlook.

If this sounds a bit jarring, well, it kind of is. Early on, I wasn’t sure what to think of where the story was trying to go or what I was expected to feel about it. After the first turn from cliché to dark and visceral to light and punny, all within a few pages, I caught myself thinking, “Crap, is this book gonna try and mix goofy jokes with serious drama and thoughtful moral quandary?”

The answer is yes. And it pulls it off fantastically.

This is due in large part to the interesting depths of the antihero, Apropos, who seems to be so named purely for the joke in the title. In Apropos we see a deep sense of justice and rightness that is entirely eclipsed by an even deeper cynicism and an unshakeable instinct for self-preservation. His life is objectively terrible, but rather than brood and lament, he adjusts. He keeps his head down when he can, weathers abuse when he can’t, and learns to deal with the constant shit storm, all the while bottling his growing anger and resentment at a world that would allow such amounts of suffering and hypocrisy to go unchecked. The fact that he himself becomes a selfish, hypocritical, and generally awful person is not lost on him, and the result is a flawed, unheroic, pathetic coward of a protagonist, a magnificently multifaceted bastard who doesn’t spare even himself from his vast and withering contempt.

And it’s a blast. It really is. Apropos is refreshingly pragmatic and unabashedly pessimistic, a welcome change from the typical righteous-yet-humble heroes of traditional fantasy, or even the loveable and untalented everyman in over his head of traditional fantasy spoofs. Despite a portentous birthmark (on his ass, no less) and beginnings that are not “humble” so much as “poverty of the dirtiest kind,” Apropos is everything a hero should not be short of outright evil.

And this, as it turns out, is entirely the point. This is where the satire, funny or otherwise, really shines through. This is the crux that elevates Sir Apropos of Nothing from a generically self-aware fantasy story to an original and memorable subversion of storytelling as a whole.

Without giving too much away, there comes a point in the plot where Apropos realizes that the events surrounding his miserable life are part of a heroic tale that has been preordained by Fate and is now being epically written out by Destiny. And despite his birthmark, his tragic past, and his mother’s constant reassurances that he has some sort of great destiny hovering over him, he is not the hero. He is only a minor character. A walk-on role on the hero’s stage. A brief pit-stop along the hero’s journey. An NPC whose dreams, desires, and continued existence are so far below importance to the story as to be utterly negligible.

And once this finally clicks with him, he violently, brazenly rebels against it. He gives an emphatic middle finger to Fate’s ideas and sets about making Destiny sit up and take notice of him again. He momentarily and violently overcomes his own abject cowardice just long enough to find a way to completely wreck the traditional heroic ballad in which he lives, all on the basis that, dammit, the world owes him more than this, and nobody should be so miserably cursed as to live their entire life as a foil character.

At this point in my own reading, I didn’t know whether to cheer him on or worry about the repercussions of his actions, because he doesn’t suddenly become heroic when this happens. He’s exactly as much of a selfish, lying bastard as before, and however bad you feel for him, you can completely understand why he was never cast for this role in the first place. Add to this the complete disregard of the author for following what seems to be the obvious progression of events in favor of twists that take you completely by surprise, but still make complete sense and arise organically from the story itself, and you eventually give up thinking that you have any sense of where the story’s going or how any event is going to play out. From beginning to end, it feeds you familiar ideas and then completely subverts them, introduces clichés and then proceeds to tear them apart, and you laugh and pity and feel something the entire way through.

In short, Sir Apropos of Nothing is a book that will keep you turning page after page – not necessarily because of the gripping drama (although it has that) or because of any breezy humor (although it has that too), or because the narration itself oozes suspense (although it often does), but because, with the rapid infusion of new and creative ideas and the hidden depths of character constantly bubbling to the surface in everyone involved, you honestly never know what’s going to happen next. If you like fantasy and can stand to have your expectations messed with, Apropos is certainly apropos.
  
In Everlasting Dominion: A Theology of the Old Testament (Nashville: Broadman and Holman, 2006), Eugene H. Merrill sets out to provide a theology of the Old Testament which represents the O.T. as a consistent whole that has God as its ultimate source. As such, he supports a high view of biblical inspiration as verbal: “The word of God to the prophets was verbal; and what they spoke and wrote, therefore, was also verbal. The means by which the verbalizing was effected is never disclosed, nor is it necessary to know. The point is that the prophetic word, the highest form of divine revelation, was recognized at the time to be the words of God, a view maintained by virtually unanimous consensus in Jewish and Christian tradition until the inroads of modern criticism.”

Insofar as Merrill is a Christian writing about the Old Testament's theology, this creates a dilemma in regard to the role the New Testament is allowed to play in his interpretation. Merrill acknowledges this from the get go:
“Old Testament theology is the study of biblical theology that employs the methods of that discipline to the Old Testament alone while being aware of the limitations inherent in not addressing the New Testament witness in any comprehensive way. This delimitation can be justified on the grounds that the Old Testament speaks its own message, one that is legitimate and authoritative in every sense of the term even if, from the Christian viewpoint, its message is not ultimately complete.”

As such, his work attempts to focus on what the Old Testament says on its own, though he occasionally appeals to New Testament ideas as a means of providing an additional witness to his interpretation.

Merrill tends to provide basic level interpretation in the canonical order of the Old Testament books. As such, little of his exegesis is particularly creative. However, he does have one unique idea which comes up throughout the book and indeed inspired the title-- the idea that man was made by God as an intermediary for God's dominion over the world:
“The crowning work of creation was the appearance of mankind on the sixth day (Gen. 1:26–28). He is said to be in the image and likeness of God, but the grammar permits and theology favors the idea that he was created as his image and likeness, that is, as God's representative on earth... [This passage] is also the clearest expression of the divine purpose in creation. After all things else had been made and put into their several positions of function and interrelationship, the Lord said, 'Let Us make man [as] Our image, according to Our likeness. They will rule' (Gen. 1:26). The significance of this for communicating a (if not the) major theme of Old Testament theology cannot be overstated, and the fact that it is the first divinely articulated expression of the reason for man's existence makes it doubly significant. What is lacking apparently after the whole cosmos has been spoken into existence is its management, a caretaker as it were who will govern it all according to the will of the Creator. He could have done it himself without mediation, but for reasons never revealed in the sacred record, God elected to reign through a subordinate, a surrogate king responsible only to him.”

Merrill explains what had been lost in this divine intention after the Fall: “No longer did man have dominion over all things; instead, he abdicated his role as sovereign and worshipped what he should have ruled.” However, he still highlights partial fulfillments of the divine plan even after the Fall, such as in the Israelite monarchy:
“The creation mandate that mankind should 'be fruitful, multiply, fill the earth, and subdue it' and 'rule the fish of the sea, the birds of the sky, and every creature that crawls on the earth' (Gen. 1:28) finds tangible expression even if only in a highly preliminary and anticipatory manner. David and his dynastic successors never exhibited this kind of universal dominion, of course, but the limited success they did enjoy, especially under Solomon (cf. 1 Kings 4:20–34), was a foretaste of the splendor, glory, and power of his descendants yet to come at the end of human history.”

Of course, this idea of human dominion as a vice-regent of God would only find its final fulfillment in Christ, the second Adam and the second David:
“If paradise was lost at the fall, it will be regained at the re-creation, not least in the restoration of man's glory as the vice-regent of the King of kings.”

The book seems to go out of its way to contrast the wild speculation of liberal theology, resulting in a work which is so straight-forward as to be dull. This is by no means always the case with Merrill's writings, as his Historical Survey of the Old Testament was one of the most interesting books I read as a new Christian. In Everlasting Dominion, however, where skeptical scholarship always assumes that the text is hiding something, Merrill takes it at face value. The result is a theology of the Old Testament which is more grounded, but that also often fails to soar to the heights that the text might allow for. Instead of elucidation and theologizing, Merrill tends to resort to extended (and I do mean extended) summary of the Hebrew canon.

The one major exception to this tendency is in Merrill's discussion of dominion, which we discussed above in detail. However, more work could certainly have been done on this topic, particularly in regard to how Jesus brings the idea to its fulfillment. Since it is Merrill's goal to explain the Old Testament with as little light from the New as possible, it is difficult to fault him for this. But it's also hard to fault the reader for wanting more when he reads tantalizing sections like this:
“What we propose in the following comments is done with a great deal of tentativeness since, as far as we can determine, we are virtually alone in making the case that Jesus, in his earthly ministry, frequently performed miraculous works to demonstrate not just his full deity but also his role as Urmensch, the second Adam who came to display in character and life what God had intended as the ideal for the whole human race. Without pursuing the biblical arguments for a full-blown Christology that is sensitive to both his divine and human natures, let it be said that there is universal consensus that the New Testament presents Jesus not only as God but also as perfect man.”

That being said, it does seem like an exaggeration to claim that Genesis 1:26 is the key text to understanding Old Testament theology. That it is a major theme, particularly in relation to its underemphasis by most biblical commentators, does not by any means strain credulity. It also seems to be in the back of the mind of many New Testament authors who emphasize restoration of the Kingdom of God involving our reigning with Christ and inheriting the eternal life and dominion over the world which was originally connected with our Edenic charge.

In the final analysis, Everlasting Dominion provides a good straight-forward overview of the Old Testament, but simply doesn't provide enough insight to warrant its nearly 700 pages.
  
Who Built The Moon? by Noel Gallagher / Noel Gallagher's High Flying Birds
Who Built The Moon? by Noel Gallagher / Noel Gallagher's High Flying Birds
2017 | Indie, Psychedelic, Rock
9
7.0 (21 Ratings)
Album Rating
A new direction from Noel (1 more)
Some unexpectedly bold creative choices are made
A Breath Of Fresh Air
Who Built The Moon? was released on Friday 24/11/17 and has already proved to be the most divisive album that Noel has ever been a part of. I personally love it. I think if Noel had dropped another record in the now expected style of the first two HFB's records, we would be rolling our eyes. Instead he is trying something new, a bold step for a man of 50 who has been making music publicly for the last quarter of a century.


Working with notorious industry producer, David Holmes, this record possesses a whole new sound for Noel, his lyrics and vocals are obviously instantly recognisable, but the instrumentation and production on the record is like something we have never heard him do before. Now it's all well and good trying something new, but is it any good? Well, it is actually.


The record opens with a stomping instrumental called Fort Knox. A track reminiscent of George Harrison meets the Gorillaz, that you can't help but at least nod along to. This isn't the first time that Noel has opened a record with an instrumental, (2000's Standing On The Shoulders of Giants opened with Fuckin' In The Bushes,) but I think it may be his best instrumental to date.


Next up is the record's lead single; Holy Mountain. This track carries on the pace set by Fort Knox and contains elements of Slade and Bowie to boot. Much has already been said about the comparison to She Bangs, but it doesn't bother me, this is a fantastic song and I feel like it was a solid choice for the album's first single. Having Paul Weller playing the organ on it doesn't hurt much either.


Following this is one of my favourite songs on the record, Keep On Reaching. I actually heard Noel talking about this song in an interview before I heard the track itself and from what he was describing, I didn't think I was going to care for it. Well my preconceptions were whacked away once I got around to listening to the track. Absolutely brilliant song that feels uplifting and triumphant.


The next song is called It's A Beautiful World and I have to admit I found it to be a bit of a grower. I first heard the track played live on Jools Holland and didn't love it, then I heard the album track and liked it a bit more, then I listened to it again and wasn't feeling it as much. Now six or seven listens later, I love this song. There are a few odd choices made here and I can understand why people would initially be put off, but I think this track works perfectly, especially within the context of the rest of the album.


After this we hear She Taught Me How To Fly, which is probably my least favourite track on the record. Again though I have to admit that this has grown on me since I first heard it. Hearing it live for the first time on Jools Holland, combined with seeing that scissor player for the first time was a bit much for me and to be honest I really wasn't a fan of the track. While I still don't love the track, I do enjoy it within the context of the album and I much prefer it now to when I initially heard it.


Track six is called Be Careful What You Wish For and for me, it falls into the same category as She Taught Me How To Fly, in that it is good, but not great. I'd say that these two songs are definitely the 'filler' section of the album. On any other record, these songs would be highlights, but on a Noel Gallagher record, they only qualify as filler in my opinion. They do add to the album as a whole though and are absolutely necessary if you are looking to experience the album all the way through from start to finish, which is also definitely the best way to experience this album.


The record picks up again with Black & White Sunshine. A roaring rock n' roll stomper that definitely sounds the most like Oasis over anything else on the album. The song's upbeat tone and slightly melancholy lyrics match up with Noel's signature writing style and it works just as well here as it did in the Oasis days. It's nice to hear something that feels slightly more familiar in amongst all of the other more experimental stuff on this record.


After hearing Fort Knox, I was really excited to hear the other instrumental on this album, Wednesday - Part 1. Unfortunately it's nowhere near as good as Fort Knox and it's been split into two parts. It's still a decently enjoyable piece of music that helps the album plod along into it's final stretch, but if like me you were hoping this to be just as good as Fort Knox, you will be left disappointed.


Next up is what is perhaps my favourite track on the record; If Love Is The Law. This glorious banger of a tune adds so much to the record overall and sounds mega through a good set of headphones. Johnny Marr's unmistakable guitar playing works awesomely on this track, as does his harmonica work. The lyrics are top notch, Noel's voice sounds great and it is a brilliant tune from start to finish.


The last official track on the album is the title track, The Man Who Built the Moon. This song tells the story of a cowboy full of regrets, using all sorts of interesting metaphors it is definitely the most narrative track on the album. The tone of the song slightly reminds me of The Ballad Of The Mighty I, the closing track from Noel's last record. It is a great song and works fantastically as a way to end this record.


Lastly we have Wednesday - Part 2, which is simply a continuation of Wednesday - Part 1, not much else to say here really.


Finally, we have a bonus track called Dead In The Water. This was recorded live during a session Noel did on an Irish radio station while promoting his previous album. Noel apparently didn't even know he was being recorded at the time while he was singing, which I think makes this song even more special. Allegedly, David Holmes was reluctant to put this on the record, as he felt it was out of place with the rest of the songs on the record, but I am so glad that Noel convinced him otherwise. Noel's voice here, sounds pure and frankly astonishing and the lyrics are fantastic too. The tone sounds similar to Talk Tonight and it is definitely one of the album's best moments.


The one gripe I have about this album, is that while this is a fresh new direction for Noel, it's not a style that hasn't been done before by other bands and arguably been done better. The Gorillaz' records or any of the late Beatles albums serve as a good example of this. Then again, Noel is well known from 'borrowing,' song elements from other artists, so maybe this is as original as it gets for him and we should be grateful for that.


Regardless, as a long time Oasis, (and particularly Noel Gallagher,) fan, I am glad that Noel is doing something new. I am also glad that with both Gallagher brothers now producing music, we won't be getting two extremely similar sounding albums. This is exciting for Oasis fans and can maybe serve as a step forward for fans who are still stuck in the past, in finally getting over their favourite band breaking up - it only took 8 years.
  
Down These Strange Streets
Down These Strange Streets
George R.R. Martin | 2011 | Fiction & Poetry
8
7.0 (2 Ratings)
Book Rating
This anthology gathers stories from authors who normally write in various genres. The commonality is that each story is a mystery, and there's a fantastic twist to each. Martin's introduction calls such stories the "bastard stepchild" of mystery and horror.

[a:Charlaine Harris|17061|Charlaine Harris|http://photo.goodreads.com/authors/1307925926p2/17061.jpg]'; "Death by Dahlia," set in the Sookie Stackhouse universe, is one of a series of stories about the vampire Dahlia Lynley-Chivers. Each story stands alone, but my enjoyment grows greater with each addition to her tales. I'd much rather see Dahlia as the main character of a novel than Sookie, to be honest. This story, set at the party for the ascension of a new vampire sherrif, was a little gem, and a nice start to the collection.

"The Bleeding Shadow" by [a:Joe R. Lansdale|58971|Joe R. Lansdale|http://photo.goodreads.com/authors/1200406474p2/58971.jpg] is grittier from start to finish, set in the south of black folks in the 1950s. A beautiful woman sends her sometime-suitor to find her brother, a blues musician who has gotten into music that isn't of this world. I couldn't be done with this one soon enough, as it gave me the willies. I have a feeling Lansdale would be happy that it stuck with me for a while.

[a:Simon R. Green|41942|Simon R. Green|http://photo.goodreads.com/authors/1224555729p2/41942.jpg]'s "Hungry Heart" takes us to the Nightside, where John Taylor is hired by a young witch to retrieve her stolen heart. I haven't read any of the Nightside novels, but this is probably the third or fourth short story I've read, and for some reason they never leave me wanting more. I don't hunger for the darkness, I guess. I will give Green points for creativity in evil henchmen, though.

"Styx and Stones" by [a:Steven Saylor|42919|Steven Saylor|http://photo.goodreads.com/authors/1243268148p2/42919.jpg] takes a teenage version of his novel hero Gordianus on a world tour to see the Seven Wonders of the World, and this stop is Babylon. Gordianus and his companion, Antipater, find a murderous ghost in residence near their inn in addition to seeing the Ziggurat, the Gate of Ishtar, and what's left of the Hanging Gardens.

[a:S. M. Stirling|6448047|S. M. Stirling|http://www.goodreads.com/assets/nophoto/nophoto-U-50x66.jpg]'s "Pain and Suffering" was unsatisfying to me. It opened with an ex-soldier's combat flashback twisted into something Other, then we learn that the ex-soldier is a cop. He and his partner spend a lot of time investigating an apparent arson and possibly-connected kidnapping. The flashbacks repeat. There's more, but I don't want to spoil the story. I just felt that there was a lot of build-up for very little payoff, and that perhaps this story was meant as a teaser for a novel in which context it would all make far more sense.

"It's Still the Same Old Story' by [a:Carrie Vaughn|8988|Carrie Vaughn|http://photo.goodreads.com/authors/1231952277p2/8988.jpg] features vampire Rick, from the Kitty Norville books. An old friend calls him needing his help, but by the time he gets to her, she's dead. Most of the story is told in flashback, with him remembering when he originally met the now-old-woman, when they were lovers for a time. The murder is no great mystery for very long. The story felt more rote than anything else, as if perhaps Vaughn wanted to humanize Rick a bit by showing that he had cared for this woman at one time. I didn't feel much of anything from it.

One of the more creative pieces, "The Lady is a Screamer" by [a:Conn Iggulden|119121|Conn Iggulden|http://photo.goodreads.com/authors/1235073163p2/119121.jpg], is told in first person by a con man turned ghostbuster. I didn't like it, precisely, and i certainly didn't like the narrator. It stands alone, though, and doesn't feel derivative at all, so that says something all by itself.

"Hellbender" by [a:Laurie R. King|6760|Laurie R. King|http://photo.goodreads.com/authors/1314242901p2/6760.jpg] is probably the only story that left me determined to hunt down more of the author's work. I would classify it as near-future science fiction, but it certainly fits in the noir detective genre as well. I have no hesitation giving this one story five out of five stars.

"Shadow Thieves" is a Garrett, P.I. story by [a:Glen Cook|13026|Glen Cook|http://photo.goodreads.com/authors/1207159752p2/13026.jpg]. That's another series I haven't read, but I believe this is the first time I've read a short story set in that world. I wouldn't mind reading the series if the novels are all light-hearted like this story. There was some darkness, obviously, or the piece wouldn't be in this anthology - but overall, there was humor.

[a:Melinda M. Snodgrass|725899|Melinda M. Snodgrass|http://photo.goodreads.com/authors/1271184595p2/725899.jpg]'; "No Mystery, No Miracle" is probably the most controversial story in the book if anybody is really paying attention. I found it intriguing and well-written.

"The Difference Between a Puzzle and a Mystery" by [a:M.L.N. Hanover|1868743|M.L.N. Hanover|http://www.goodreads.com/assets/nophoto/nophoto-M-50x66.jpg] takes us a big city, where an overworked cop is trying to get a confession out of a supposedly demon-possessed killer. He gets help from an unusual minister (Unitarian, we're told - not something that will thrill any UUs out there). I found this one of the most chilling stories in the book. Telling you why, however, would be a spoiler.

I would love to see a novel featuring the main characters of [a:Lisa Tuttle|38313|Lisa Tuttle|http://photo.goodreads.com/authors/1296860221p2/38313.jpg]'s "The Curious Affair of the Deodand" - a young woman in the Watson role and a young man as a Sherlock Holmes-type consulting detective. The young lady is every bit as vital to resolving the case as the man is, which is one of the things I enjoyed about the story. The resolution isn't as satisfying as it could be, though, which is one of the reasons I'd like to see the same characters in other circumstances.

"Lord John and the Plague of Zombies" by [a:Diana Gabaldon|3617|Diana Gabaldon|http://photo.goodreads.com/authors/1213918339p2/3617.jpg] is a Lord John Grey story. This is, I believe, the first thing I've read by Gabaldon. It wasn't bad and it wasn't earth-shakingly good. It was decently-plotted with predictable characters and a nice little twist at the end, so enjoyable to read. I won't avoid her work but I'm not burning to read more, either.

"Beware the Snake" is an SPQR story by [a:John Maddox Roberts|19522|John Maddox Roberts|http://photo.goodreads.com/authors/1285244765p2/19522.jpg]. Once again, I'm unfamiliar with the author and the series, but the story gave enough context for me to understand the setting and the characters, so that was all right. It was enjoyable, although I probably would have twigged to a couple of things more quickly were I more familiar with Roman naming customs.

[a:Patricia Briggs|40563|Patricia Briggs|http://photo.goodreads.com/authors/1228867484p2/40563.jpg]'; "In Red, With Pearls" is set in Mercedes Thompson's world but featuring werewolf Warren Smith and his lover Kyle. Kyle is set upon by a zombie assassin who is thwarted by Warren, but of course Warren wants to know who sent the zombie, why, and who made the zombie. It's a very good story, as I've come to expect from Briggs. I had a bit of a hard time keeping up with some of the secondary characters in the story, but then I was distracted at the time.

"The Adakian Eagle" by [a:Bradley Denton|198305|Bradley Denton|http://photo.goodreads.com/authors/1320697919p2/198305.jpg] is a Dashiell Hammett story - as in, Hammett is a character. That was interesting alone, but the story in general was well-told. Spare and hard, as befits one of the main characters.

All in all this is a collection that I can definitely recommend. There are very few clunkers are several excellent stories. [a:George R.R. Martin|346732|George R.R. Martin|http://photo.goodreads.com/authors/1195658637p2/346732.jpg] and [a:Gardner R. Dozois|12052|Gardner R. Dozois|http://photo.goodreads.com/authors/1247758142p2/12052.jpg] did their jobs very well.
  
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5 Minute Movie Guy (379 KP) rated Mad Max: Fury Road (2015) in Movies

Jun 30, 2019 (Updated Sep 16, 2019)  
Mad Max: Fury Road (2015)
Mad Max: Fury Road (2015)
2015 | Action, Adventure, Sci-Fi
Mad Max: Fury Road is an intense, action-packed, visually stunning, and wildly entertaining film. It's only when the action slows down that the film starts to show signs of decay.
30 years and a fresh face later, the Mad Max series makes an extravagant and exhilarating return to theaters with Mad Max: Fury Road. Mel Gibson’s iconic wasteland warrior hero Max Rockatansky has been recast with the talented Tom Hardy, who gives us a more visceral and damaged portrayal of the character. Having endured years in the Hellish wasteland, Max now acts on his sole instinct of surviving. He’s ravaged by the horrors of his past and has lost all semblance of hope in this bleak, post-apocalyptic future where water is scarce and mayhem is bountiful. Director and series creator George Miller does a masterful job in creating a remarkable and inventive world of chaos and destruction, with action sequences that are practically unparalleled. Mad Max: Fury Road is a movie that keeps its fat, irradiated foot firmly pressed on the gas pedal throughout almost its entire duration, resulting in a movie that’s intense, action-packed, visually stunning, perfectly bizarre, wonderfully inventive, and wildly entertaining. It’s only when the action slows down that the film starts to show signs of decay.

In Fury Road, we first encounter Max alone in the wasteland in what is about to be a very long and very bad day. He’s quickly spotted and pursued by a pack of deathly-pale skinhead warriors known as Warboys. Outnumbered and easily captured, Max is taken to The Citadel, which serves as the home of the film’s central conflict. The monstrously plagued Immortan Joe rules over The Citadel like a cult leader, promising eternal salvation to his army of Warboys who die fighting for him. The city is a place of great disparity, as Joe teases the peasants with water, while he enjoys the excesses of his precious resources. Even worse is that he’s enslaved healthy, young women, known as his Five Wives, for the sake of producing his children.

This predicament doesn’t sit well with the battle-hardened woman warrior Imperator Furiosa (Charlize Theron) who serves under Immortan Joe’s command. Tired of Joe’s tyrannous ways, Imperator Furiosa betrays her leader during a routine gas run by venturing her armored war-rig offroad with the Five Wives secretly in tow. When news spreads that Furiosa is trying to escape and has taken the Wives with her, Joe and his army of Warboys feverishly follow in pursuit. This begins an epic, elaborate, and expertly crafted chase sequence that is absolutely outrageous and unmistakably brilliant.

Meanwhile, the enslaved Max ends up being inopportunely thrust into the action at full throttle, chained to the front of a car like a hood ornament. While Max’s name may be in the title, make no mistake about it, this is Furiosa’s story. Max is primarily just along for the ride, and doing whatever he can to survive. That’s not to say that Max is simply an unfortunate onlooker to the events of the film, but he is given little in the way of dialogue and backstory, and is chained up for a substantial portion of Fury Road. Though it should be said that the movie as a whole is rather thin on story and dialogue and it merely glosses over the plot to retain its focus on the action, which is where the film really sets itself apart.

The majority of the Fury Road serves as this long, impressive chase sequence that miraculously continues to escalate as the film goes on, despite appearing to throw the whole kitchen sink at you right at the beginning. It’s explosive, crazy, and jaw-droppingly awesome from the get-go, and yet believe me, it only gets bigger and better. Just wait until later when they start adding monster trucks, mini-guns, pole-vaulters, dirt bike-riding grannies, and a guitar flamethrower. It will leave you giddy with excitement. It’s an amazing, heavy-metal, end-of-the-world spectacle that you just got to see to believe. What makes it all even more incredible is that so much of the action is achieved by practical effects, with real stunts and car crashes and explosions.

Unfortunately, in the rare moments when Fury Road lets its foot off the gas and slows down the action, it sometimes sputters. Take for instance, the film’s climactic turning point when Furiosa’s dreams are spoiled. She dramatically falls to her knees in the sand, reeling in despair, and screams out into the void. This pivotal moment should be the most powerful moment of the film, but for me it fell completely flat. The problem here is that I never felt a strong attachment to the characters. While I respect Furiosa and Max for their strength in this struggle, I also feel like I don’t know much of anything about them, except that they’re adept at surviving and have battled through Hell to get to this point. So while this brief interlude drags a bit, Max thankfully turns things back around and leads us right back into the heart of the action, where Fury Road is at its best.

Charlize Theron gives a commanding performance as Furiosa, easily establishing herself among the ranks of the great female action stars. She makes for an excellent partner to Tom Hardy’s Max (though reportedly not so much on set). Hardy, on the other hand, puts in a solid performance, but I do take some issue with it. Truthfully, he just didn’t quite feel like Mad Max. His take on the character is too rugged. He’s missing the charm and likability that Mel Gibson’s Max had. His character may be cool, but he’s difficult to relate to, and feels remarkably reduced as he grunts throughout half of the movie without uttering a word. I can’t help but feel that perhaps Hardy took Max’s madness and survival instincts a little too far. The film also stars Nicholas Hoult as Nux, the Warboy that led Max into this whole mess, who expresses a much more appealing level of craziness. Whereas Nux is an energetic, lunatic cult follower, Max seems like he’s just a few bolts short of becoming a mentally-deranged hobo, which might not bode so well for future films. Lastly, there’s Immortan Joe, played by Hugh Keays-Byrne, who has an exceptional screen presence by being imposing, frightening, and so over-the-top that he’s kind of funny.

Visually and artistically, Mad Max: Fury Road is a triumphant success. It’s more gorgeous than you would ever think possible for a decrepit, wasteland warzone. Considerable skill and attention to detail are demonstrated to bring beauty out of this decaying environment. It features first-rate cinematography and unbelievable creativity. You’ll wonder how anyone ever thought of this stuff, but you’ll be grateful they did. The characters all look outstanding, unique, and memorable. I particularly loved Furiosa’s appearance with her prosthetic arm and grease-smeared warpaint. More impressive still is the menacing Immortan Joe with his mask and elaborate body armor. Fury Road similarly has beautiful special effects which greatly enhance the atmosphere as well as the film’s many remarkable stunts. In all, this is sure to be one of the best looking films of the year.

Mad Max: Fury Road may not be a perfect film, but it makes for an explosive and unforgettable return to the series. It’s truly a creative tour-de-force, with ingenious action, stellar design, and stunning visuals. It features brilliantly choreographed fights and chases, and some of the coolest movie stunts I’ve ever seen. The movie doesn’t always get the emotional punch it’s aiming for, and it has its share of awkward moments, but it sure makes a lasting impression with its intense, adrenaline-pumping theatrics. It might be a little too strange and twisted for some (though it’s relatively tame for being rated R), however, those who can handle the wasteland are sure to find a film that is deserving of respect and admiration. While I have my gripes with Hardy’s portrayal of Max, I know that I, for one, still can’t wait to see what the future holds for everybody’s favorite road warrior.

(The review was originally posted at 5mmg.com on 5.19.15.)
  
Abstract Academy
Abstract Academy
2022 | Abstract Strategy, Card Game
There’s just something about a well-thought out and appealing box cover to really get you into it, am I right? Look at that graphic. The negative space used for the A and Y in AcademY is just sublime! Wait, I recognize those names on the box. Didn’t they also design some other games I enjoy? (1 minute later after consulting BGG) IT’S THE TEAM BEHIND TRUFFLE SHUFFLE, POINT SALAD, AND DOLLARS TO DONUTS?? I love those games! Oh, this is going to be good! AND it’s from Crafty Games? Boom. Gotta be a hit, I just know it. But where is all the food?

Abstract Academy is a card laying, hand management, pattern building game for two to four players. In it, players become art school students trying to impress their teachers. The only problem is that they must share a canvas, as the costs of school allow them very few luxuries. The player who can most effectively build masterpieces and satisfy all tested requirements over three rounds will ace the class and claim victory over the other starving artists.

DISCLAIMER 1: 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

DISCLAIMER 2: My current temporary housing did not want me to have great lighting for photos in this review. Please try to ignore the yellow tint; I do not enjoy over-editing game photos.


To setup, shuffle each deck type and place the decks on the table. The rulebook does not specify where, so just throw them wherever. This is a game about art, so be creative. Each player draws a hand of three Canvas cards (with the whitish back and colors on the faces). The starting Teacher’s Pet player will then reveal cards according to the round from the respective decks, per the rules and provided reference cards. Each round will reveal different sets of Assignment and Professor cards. Players also draw one Inspiration card and the game is ready to begin! Paintbrushes at the ready!
Turns could not be simpler: Play a Canvas card, and then Draw a Canvas card. Both of these actions are self-explanatory, but let me expound on this a bit. Once the first Canvas card has been played by the current Teacher’s Pet, each subsequent card must be played orthogonally adjacent to another card on the table. To define the size of the entire project’s canvas, players will be confined to a 4 x 4 grid of cards. Once a column (the cards that would lead a path to the opponent) has been completed with four cards, the rows gain special rules. Firstly, the row closest to each player becomes the “Home Row.” Players may only play cards into their own Home Row, unless the only legal place to play a card is in the opponent’s Home Row. Secondly, the Home Row and the row above it is now consider the Scoring Zone, and will dictate which cards are able to be used to satisfy Inspiration, Professor, and Assignment requirements for VP. Therefore, until the 4 x 4 grid has been solidified, players are unaware which cards may end up in their Home Rows or Scoring Zones!

Victory Points are earned by scoring the special requirements of Inspiration, Professor, and Assignment cards once the entire 4 x 4 grid of Canvas cards is complete. Oftentimes players will need to compare scores to determine which player earns the points. For example, the Moret Professor card states that five VP are earned when the player controls the “most color areas with four or more quadrants.” Each Canvas card is divided into four quadrants, and quadrants are colored with one of the primary colors. A “color area” is simply a connected network of the same color within the player’s Scoring Zone. So, to satisfy Professor Moret, the player who controls the most amount of color areas that are four quadrants or larger.

Assignment cards come in Red, Blue, and Yellow, and pertain to those colors. For example, the red “Get to the Point!” Assignment requires the “most red areas with only one quadrant.” So the assignment is asking players to dapple their canvas with unconnected red quadrants.

In stark contrast, the Inspiration card requirements resemble shapes of quadrants, as opposed to colors or numbers of quadrants. Most of the shapes on these cards are reminiscent of Tetris-style shapes, where players will score their Inspiration cards by building the correct shape of connected quadrants of the same color within their Scoring Zone.


Once these cards are all scored for the round, the Teacher’s Pet sets up for the next round per the rulebook/reference cards. The subsequent rounds will require alternate decks to reveal cards, or choice of decks. When the third and final round has been scored, the points are tallied and the victor is crowned! With a construction paper and macaroni crown, most likely. They ARE starving artists, after all.
Components. This game is a double-card-deck box with 90+ cards and a rulebook. The cards are great quality, but the true hero here is, and appropriately so, the artwork. Every card is very stylish, the Professors are all nods to real artists (well, except maybe not the promo), and it has just a really great look overall. While being played, it just has an amazing table presence. I like that a lot.

I struggled with assigning a score to this one for a few reasons. First, I like so much about this game, and I dislike a few things. I very much enjoy having so many ways to score points each round, as it keeps my mind busy with trying to put the puzzle together. The monkey wrench, though, is that when you start a round, you play cards that may not even end up in your Scoring Zone. As your hand is always three cards, it is difficult to really plan too far in advance to create a perfect Scoring Zone. Is that a bad thing? Maybe, but I think it is also quite necessary to add a little chaos to this specific game. I will explain what I mean in a bit. Perhaps a few points docked for that.

Playing Canvas cards effectively is absolutely the crux of this game, because if a pattern or shape is being built to your benefit, your opponent can easily (and definitely accidentally) ruin your best laid plans with an ill-placed card to wonkify the grid. I think that is both delicious and very very frustrating. You know what? I will decide to give a few points back for this.

The ability for the Teacher’s Pet, a title that can be passed to the other player throughout the game, to choose which two of the three Assignment decks to reveal during Round 3 just adds to the replayability factor of Abstract Academy. True, there are only five cards in each Assignments deck, and there are mathematical or statistical formulae that can calculate the exact number of possible different unique games, the ever-changing grid of cards is what makes this nearly infinitely replayable. Okay, more points earned here.

I guess I judged too harshly, and my true rating is a little lower than perhaps this little game deserves. I absolutely know that I will be playing this a whole lot more – with gamers of all ages and weight preferences. It is easy to teach, keeps the brain engaged throughout, and forces players to step back and truly appreciate that which they have equally built together. I can completely foresee my score for Abstract Academy increasing with more and more plays, so please do not regard a 4 / 6 from Purple Phoenix Games as an absolute and inflexible score.

If you are a gamer who enjoys just a little chaos added to their careful planning, light and quick card games that pack more punch than expected, and some truly awesome table presence, then you most certainly need to grab a copy of Abstract Academy. I am soon to be culling my collection and curating it to only include games I thoroughly enjoy. I have a feeling Abstract Academy is going to make the cut. It checks off so many boxes for me and how I game, and I cannot wait to introduce my kiddos to it when they can grasp the concepts.
  
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Mothergamer (1511 KP) rated the PC version of The Witcher III: Wild Hunt in Video Games

Apr 3, 2019  
The Witcher III: Wild Hunt
The Witcher III: Wild Hunt
Role-Playing
I was excited to play Witcher 3 Complete Edition as I had never played it before, yet I had read all the books about the Witcher Geralt and liked them a lot. I have not played the first two games, but they are both on my to play list. Geralt's world is interesting filled with complex characters, fantastic monsters, and great storytelling. All I can say is that I have a ton of games to play and some things get backlogged. I still have a stack of PS3 games to play and of course, I'll be playing the remastered Skyrim for PS4 when it comes out and that's another game I haven't played yet, but for this moment let's discuss how much I loved Witcher 3.

 Yes, I loved Witcher 3. I stayed up way too late many a night playing this game because I was having so much fun running around killing monsters and helping people in need. My vision of Geralt was someone who did his best to do the right thing and that sometimes that meant siding with the occasional monster because there were times when humans were the real monsters. The story drew me in right away and these were characters and lore I was familiar with so I was thrilled to explore the entire world in the game. Truly, I unlocked entire maps because I just had to know what everything was. The areas that were too high a level for me at the time I made a note of where they were and came back later. I think it's great when a game makes exploration fun and it definitely helped having Geralt's horse, Roach to help that exploration go a bit faster.

The environments in Witcher 3 are amazing. I would find myself stopping and just looking around at the scenery whether it was roaming through a forest or wandering the streets of a city. The attention to minute details was quite impressive. The gameplay is great. The gaming controls are fine tuned to make battles fun without feeling frustrating and the camera angles are spot on which made a terrific gaming experience for me. The music for Witcher 3 is beautiful. My favorite music was for the area of Skellige. Skellige was also my favorite place to explore because it was so pretty there with all the wild flowers and forests. I genuinely liked the people there too because many of them did not treat Geralt with complete suspicion or call him a freak the way they did in cities like Novigrad. They respected him and what he did; the fact that he was a Witcher and had cat eyes didn't really come up much. I felt that showed a lot of variety in the thinking of the people in the different areas.

There are mini games to play as well. I enjoyed the horse races because those were fun and worth the time and effort. They gave some great rewards such as saddle bags that increased my inventory space and saddles that increased my horse's stamina and speed. Then there's a card game called Gwent which you can play with various people ranging from innkeepers to some of Geralt's friends. I really tried with Gwent. It was a bit confusing for me and I found myself looking up videos on YouTube just to try and get the gist of it, and it helped a bit. However, a huge shout out to my friend Danny for giving a simple explanation of how it worked and the best strategy to winning because that helped more. I mainly just wanted to finish the Gwent side quests I had and I managed to do that. After that, I no longer bothered playing Gwent. It just wasn't my thing, but I will say graphics wise it was a well designed mini game and while it was a tad frustrating for me, I understood why many of my friends enjoyed it. There's also fist fights tournaments (think Fight Club) that Geralt can participate in. I aced the heck out of those and won all those prize coin purses. My favorite fight was the Rock Troll because it was interesting and I got to learn his name at the end; a reward for winning the fight.

Level grinding was not a chore for me in the game because there were so many quests and Witcher contracts which involves hunting specific monsters or investigating things that might involve monsters. These offer good experience and a lot of money for Geralt. There are times when the leveling feels a bit uneven because sometimes the main story quests give more experience than a few of the contracts and side quests. It's not a big deal, but it is noticeable. The skills menu for unlocking Geralt's Witcher abilities and upgrading them is easy to navigate and quite user friendly. My favorite skill was an upgrade of the Axii skill known as Puppet which could make enemies fight each other. The cutscenes and voice acting are superb; while the loading times are practically seamless which made me very happy.


First of all, I don't like anyone telling me what to do. Ask my parents. There was a time when I was told to eat my vegetables when I was a kid and instead of doing that, I stealthily put them under my chair and claimed my plate was clean because I wanted to go play with my friends. Hey, I was four. What the heck did I know about being a mastermind? My parents bought it for two minutes until they discovered it and yes, it was wrong of me to think that I didn't have to listen and tried to fool my parents but this gives you an idea about how long I've been like this. Don't get me wrong, if you just have a conversation with me and we have a healthy discussion I will listen to what you have to say. What I don't respond well to is comments like, "You should NOT be playing that game because of this, that, or the other thing." Ultimately I like to decide and think for myself and I think everyone should be able to decide for themselves whether or not they want to play a game, read a book, or see a movie.

While playing Witcher 3 two things came up about this which were I should not play the game because there are no people of color in it and that it was sexist to women. I honestly did not know there was a huge hullabaloo about these things when the game was first released because honestly I get busy with things going on in my life and I tend to just choose games that pique my interest. I thought the game looked interesting, so I bought it. That's really all there was to it.


As for the second aspect regarding the game being sexist towards women, I just find myself wondering where this comes from. There are several, I repeat, several strong female characters in the lore of Witcher and in the game. How is any of it sexist towards women? Look, I understand not liking all the boobies in the brothels and the sexual scenes in the game. It's not for everyone and some folks are just not down for it. It never bothered me and some of those sex scenes have some amusing humor in them. The argument that Geralt feels no emotions so it's sexist towards women is utter crap. If a person takes the time to actually read any of the books, read the lore, or actually tried to play the game they would know that Geralt can not express emotions on his face because of all the mutations that Witchers go through. Geralt actually feels very deeply especially when it comes to people like Yennefer who is his true love, Ciri who is like a daughter to him, and of course Vesemir who is a mentor/father figure to him. The fact that he can't physically express those emotions due to him essentially being a mutant shouldn't count against him.

The issues with things like Ciri being called a bitch by men or Yennefer being called a whore; those are things that happen in the real world and they sure as hell happened way too often throughout history. Part of the storytelling of many artistic things is that it finds a creative way to discuss real world issues and inform you hey, this kind of thing happens open your eyes. The part I loved is that these women did not need saving. They handled it themselves. The man who called Ciri a bitch? She broke his nose and she stuck up for herself. Yennefer handled the man who called her a whore and she held her own very well. These are not wilting flowers. These are strong, intelligent, and brave women in the story and I was thrilled that a fantasy game had them. Honestly, as soon as I heard the sentence, "Feminist Frequency said..." I felt my eyes rolling because this is such a stretch. I'm not saying that they're not entitled to their opinion because they are, but I did not see any evidence of that in the game at all and I disagree.

Games are meant to be fun and for me Witcher 3: The Wild Hunt was so much fun and one of the best games I've ever played. The story, the open exploration, and the diverse characters were amazing and I enjoyed it immensely. Now, I'm going to play through again on new game plus because the completionist in me wants to get all the different endings and the game is worth playing multiple times if one wishes.