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Emma @ The Movies (1786 KP) rated Jumanji: The Next Level (2019) in Movies
Jan 9, 2020
Time for more fun in Jumanji? You didn't even need to show me a trailer, I was in.
Life has moved on for everyone since they escaped Jumanji, but Spencer isn't having the same great life that the others are. When he doesn't turn up to their mini-reunion, Martha, Bethany and Fridge head over to his house to check on him. It doesn't seem like he's in but Grandpa Eddie invites them in, nothing seems untoward, that is until they hear the drums that lead them to the basement and the reconstructed remains of the destroyed games console.
I enjoyed the twist of these tales. We went from board game to video game and successfully gave the whole thing a modern update and as the title suggests we go to the next level of the game to freshen up the similar storyline to the last instalment. It felt like a really good way to progress the series but going forward it may cause some issues which I'll mention more later.
This is firmly in the "if it ain't broke don't fix it" camp, Welcome To The Jungle was great fun and so hopes were high for this, it didn't disappoint. Our in-game character actors get to flex their muscles in new ways and it managed to keet the body-swapping element entertaining without feeling like we'd already "been there, done that".
The new characters had me a little worried, DeVito and Glover are great but I wasn't sure how they would translate into Johnson and Hart, and I find Awkwakina to be very Marmite, so when I saw her in a clip I was on the fence. All was well though. Johnson and Hart interacted just right as Eddie and Milo and Awkwafina made a great job of her switched up role. Jack Black brought me the most joy though as he got to take on Fridge's persona.
Jumanji: The Next Level has some fun little touches here and there but my favourite has to be the Bond girl exit, you'll know it when you see it but I don't want to spoil it for you if you haven't seen the film. So much of this film was entertaining and even when I wasn't laughing I was smiling.
The only real drawback was that I worked out fairly early on what was going to happen, it didn't take away from the film though and I thought it ended up giving us an excellent storyline to play out. And damn it if I didn't cry.
Everything comes together really well, the effects were never overly obvious, the sets and costumes were great, and it all gives you a solid, fun film. It's here for entertainment and it delivers.
Where does it go from here? We're left with a solid lay up for a third (fourth depending on how you look at it) film. On the one hand I like what that set up is doing, but on the other, it could be leading us to a dead end. I don't know what the plans were for these films as a series but I don't think that the quality could persist for much longer. Hopefully we won't have to see it overplayed.
I'm hoping to get a rewatch of this in at the weekend, having not already done so, I would say I didn't like it as much as the first outing... but it was still a great adventure.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/jumanji-next-level-movie-review.html
Life has moved on for everyone since they escaped Jumanji, but Spencer isn't having the same great life that the others are. When he doesn't turn up to their mini-reunion, Martha, Bethany and Fridge head over to his house to check on him. It doesn't seem like he's in but Grandpa Eddie invites them in, nothing seems untoward, that is until they hear the drums that lead them to the basement and the reconstructed remains of the destroyed games console.
I enjoyed the twist of these tales. We went from board game to video game and successfully gave the whole thing a modern update and as the title suggests we go to the next level of the game to freshen up the similar storyline to the last instalment. It felt like a really good way to progress the series but going forward it may cause some issues which I'll mention more later.
This is firmly in the "if it ain't broke don't fix it" camp, Welcome To The Jungle was great fun and so hopes were high for this, it didn't disappoint. Our in-game character actors get to flex their muscles in new ways and it managed to keet the body-swapping element entertaining without feeling like we'd already "been there, done that".
The new characters had me a little worried, DeVito and Glover are great but I wasn't sure how they would translate into Johnson and Hart, and I find Awkwakina to be very Marmite, so when I saw her in a clip I was on the fence. All was well though. Johnson and Hart interacted just right as Eddie and Milo and Awkwafina made a great job of her switched up role. Jack Black brought me the most joy though as he got to take on Fridge's persona.
Jumanji: The Next Level has some fun little touches here and there but my favourite has to be the Bond girl exit, you'll know it when you see it but I don't want to spoil it for you if you haven't seen the film. So much of this film was entertaining and even when I wasn't laughing I was smiling.
The only real drawback was that I worked out fairly early on what was going to happen, it didn't take away from the film though and I thought it ended up giving us an excellent storyline to play out. And damn it if I didn't cry.
Everything comes together really well, the effects were never overly obvious, the sets and costumes were great, and it all gives you a solid, fun film. It's here for entertainment and it delivers.
Where does it go from here? We're left with a solid lay up for a third (fourth depending on how you look at it) film. On the one hand I like what that set up is doing, but on the other, it could be leading us to a dead end. I don't know what the plans were for these films as a series but I don't think that the quality could persist for much longer. Hopefully we won't have to see it overplayed.
I'm hoping to get a rewatch of this in at the weekend, having not already done so, I would say I didn't like it as much as the first outing... but it was still a great adventure.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/jumanji-next-level-movie-review.html

Emma @ The Movies (1786 KP) rated Slaughterhouse Rulez (2018) in Movies
Sep 25, 2019
I can sum this film up in one easy way: it's Shaun Of The Dead meets Attack The Block meets St Trinians, but nowhere near as good as that film combo should be.
To say I'm a little bit heartbroken about this would be an understatement. This was one of my top picks from the autumn cinema offerings and now I'm just sad that it made the cut.
"Slaughterhouse Rulez looks like St Trinians, mixed with the aliens from Attack The Block meets the hellmouth from Sunnydale... and what's not to love about that?!" - quote from me in pre-release excitement.
Evidently, everything.
The general premise of the story seemed like a good one, and the trio of top acting talent felt like it would carry the film even if the story turned out to be flimsy. Here's my problem, I didn't enjoy any of their characters. I didn't find The Bat or Meredith Houseman likeable, even as comic relief, and while Woody Chapman was probably the best of the three I still found him annoying.
By far the best characters were brought to life by the younger cast members. Don and Willoughby have a great dynamic throughout and along with the interactions as a group when they join up with the girls to investigate they saved this from being a complete flop for me.
I take very rough notes in the screenings while I'm watching. It's generally me vaguely pointing a pen at the page and scribbling key words down. I think that my favourite during this one was "imitation Draco".
What I did notice from my scribblings is that I made more than one note about Shaun Of The Dead. Someone gets tooled up with a cricket bat, there's a very familiar moment with the car, and at one point I'm reminded of Dylan Moran being dragged through the pub window. Oh, and he gets the group together and heads out to the cadet range.
I said at the beginning that it's like Shaun Of The Dead meets Attack The Block meets St Trinians, I'm afraid that my suggestion would be to watch those instead. The sad thing is that I think I probably would have enjoyed it more if the big three hadn't been in it. Anticipation can be a bitch sometimes.
What you should do
I think this one is better viewed at home with some friends, probably with a drinking game.
To say I'm a little bit heartbroken about this would be an understatement. This was one of my top picks from the autumn cinema offerings and now I'm just sad that it made the cut.
"Slaughterhouse Rulez looks like St Trinians, mixed with the aliens from Attack The Block meets the hellmouth from Sunnydale... and what's not to love about that?!" - quote from me in pre-release excitement.
Evidently, everything.
The general premise of the story seemed like a good one, and the trio of top acting talent felt like it would carry the film even if the story turned out to be flimsy. Here's my problem, I didn't enjoy any of their characters. I didn't find The Bat or Meredith Houseman likeable, even as comic relief, and while Woody Chapman was probably the best of the three I still found him annoying.
By far the best characters were brought to life by the younger cast members. Don and Willoughby have a great dynamic throughout and along with the interactions as a group when they join up with the girls to investigate they saved this from being a complete flop for me.
I take very rough notes in the screenings while I'm watching. It's generally me vaguely pointing a pen at the page and scribbling key words down. I think that my favourite during this one was "imitation Draco".
What I did notice from my scribblings is that I made more than one note about Shaun Of The Dead. Someone gets tooled up with a cricket bat, there's a very familiar moment with the car, and at one point I'm reminded of Dylan Moran being dragged through the pub window. Oh, and he gets the group together and heads out to the cadet range.
I said at the beginning that it's like Shaun Of The Dead meets Attack The Block meets St Trinians, I'm afraid that my suggestion would be to watch those instead. The sad thing is that I think I probably would have enjoyed it more if the big three hadn't been in it. Anticipation can be a bitch sometimes.
What you should do
I think this one is better viewed at home with some friends, probably with a drinking game.

Purple Phoenix Games (2266 KP) rated Faza in Tabletop Games
Oct 28, 2020
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.

Erika Kehlet (21 KP) rated Murder Your Darlings (Algonquin Round Table #1) in Books
Feb 21, 2018
When the members of the Algonquin Round Table gathered for lunch, the last thing they expected to find was the dead body of a theater critic under their table. From Round Table, to speakeasy, and all over the city of New York, Dorothy Parker has to chase down a murderer before the police try to pin the crime on her or one of her gang. She has plenty of help from her friends Peter Benchley and a visiting Billy Faulkner.
The mystery was good, and the characters were larger than life, but there were so many characters that it did get a little confusing at first. Once I figured out who everyone was though, I really enjoyed it. I loved the banter between Dorothy and Peter they reminded me a bit of Cary Grant and Katherine Hepburn in Bringing Up Baby. I highly recommend this one if you enjoy a little humor with your mystery.
Several members of the historical Algonquin Round Table are featured or make at least a brief appearance in this story. To read more about them, visit the <a href="http://www.algonquinhotel.com/story/round-table/">Algonquin Hotel's Website.</a>
The mystery was good, and the characters were larger than life, but there were so many characters that it did get a little confusing at first. Once I figured out who everyone was though, I really enjoyed it. I loved the banter between Dorothy and Peter they reminded me a bit of Cary Grant and Katherine Hepburn in Bringing Up Baby. I highly recommend this one if you enjoy a little humor with your mystery.
Several members of the historical Algonquin Round Table are featured or make at least a brief appearance in this story. To read more about them, visit the <a href="http://www.algonquinhotel.com/story/round-table/">Algonquin Hotel's Website.</a>

The Sherlock Homes
Arthur Conan Doyle and Sidney Paget
Book
"Am dining at Goldini's Restaurant, Gloucester Road, Kensington. Please come at once and join me...

Extinction Game: The Apocalypse Duology: Book One
Book
When your life is based on lies, how do you hunt down the truth? Jerry Beche should be dead....

Eleanor Luhar (47 KP) rated Batman Beyond Vol. 1: Escaping the Grave in Books
Jun 24, 2019
Another story from DC's Rebirth universe, set several decades from now in Neo-Gotham - or Jokerz Town as it's been dubbed. There's a new Batman on the streets and a whole gang of Jokerz. Terry, having been trained by the late Bruce Wayne, is wearing the cape and cowl now. The new clown-crazed criminals need to be dealt with - especially when they kidnap Terry's old girlfriend, Dana.
Terminal, an old school friend of Dana and now the leader of the Jokerz, has a mad plan in action. It involves the original Joker, who everyone believed to be dead.
There are several big surprises in this novel. It's a really interesting volume, definitely enticing you to read on. The readers aren't the only one being surprised, though - every character is dealt their fair share of shock in this story!
I like what I've seen of Terry so far, and his relationship with his little brother. I look forward to learning more about them. And I'm super interested to see what happens after the final plot twist was revealed. This seems like a really interesting comic, and I'm giving this issue 4 stars.
Terminal, an old school friend of Dana and now the leader of the Jokerz, has a mad plan in action. It involves the original Joker, who everyone believed to be dead.
There are several big surprises in this novel. It's a really interesting volume, definitely enticing you to read on. The readers aren't the only one being surprised, though - every character is dealt their fair share of shock in this story!
I like what I've seen of Terry so far, and his relationship with his little brother. I look forward to learning more about them. And I'm super interested to see what happens after the final plot twist was revealed. This seems like a really interesting comic, and I'm giving this issue 4 stars.

Awix (3310 KP) rated Lake Placid (1999) in Movies
Jun 11, 2020
So-so freshwater Jaws spoof with lots of extra irony; somehow managed to spawn a gajillion sequels, all of them made by and featuring much less distinguished people. Folk start turning up dead in a lake in Maine; various scientists and eccentrics descend, annoying the local police and game wardens; culprit proves to be a giant Asian crocodile which has somehow found its way to North America (this is not the kind of film which worries too much about the details). All the usual tropes and plot twists ensue, played very much tongue in cheek.
You get the sense this is a film everybody involved made on a week off as a kind of joke - the snappy dialogue between the characters is the only bit of the film which truly shines, and it's the gory bits - beheadings and dismemberments which feel out of place (even some of these are played for laughs). Sort of mildly amusing and the croc model is good, but not funny and certainly not scary enough to linger in the memory. I seem to recall the 1980 movie Alligator being a lot more fun.
You get the sense this is a film everybody involved made on a week off as a kind of joke - the snappy dialogue between the characters is the only bit of the film which truly shines, and it's the gory bits - beheadings and dismemberments which feel out of place (even some of these are played for laughs). Sort of mildly amusing and the croc model is good, but not funny and certainly not scary enough to linger in the memory. I seem to recall the 1980 movie Alligator being a lot more fun.

The Earthquake Bird: A Novel
Book
The grisly headline leaves nothing to the imagination: "Woman's torso recovered from Tokyo Bay....

Dead Girl Walking
Book
Life is dangerous when you have everything to lose. Famous, beautiful and talented, Heike Gunn...