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Hit the Silk!
Hit the Silk!
2021 | Bluff, Card Game, Deduction, Party Game
Ok here’s the deal. You and your buddies have gone in deep with the casino and they are out to ice you if you don’t pay up. You have secured the funds to repay your debts and have hijacked the plane needed to get back to settle up. There’s just one problem: there are 3-6 of you and only 2-5 parachutes on board this plummeting aircraft. With whom to ally and can you make it off the plane with enough parachutes and money to make this run worth it?

Hit the Silk! is a semi-cooperative game about hidden information, strong and weak alliances, bluffing, and negotiation in the skies where the plane WILL go down. Players will be trading information with others in order to figure out which players they will unite with and which they will deceive to win the game. Not all players can win, and some players may not even survive the flight. WHO DO YOU TRUST?

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. For this preview I will be describing the Standard game mode. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the Altimeter board on the table and set the needle to the correct altitude per number of players. The card organizer board is setup near the Altimeter with the Flannel cards on the Laundry space, the draw deck on the left space, and the discard pile between the two. Four cards are randomly placed face-down onto the Lockbox space on the Altimeter board, and six cards are dealt to the players. They will choose four to keep and discard the other two. Place all remaining components on the table. A first player is chosen and the game is setup to begin!
On a turn a player may do any or all of the following: Change a card, Take actions, Trade with another player. To change a card the current player will choose one card from their hand, either discarding face-up to the discard pile or to the Laundry if it is a Flannel card, and then drawing a number of cards pertaining to the altitude level on the Altimeter board (the higher the plane the less cards can be drawn). The player chooses one card to keep and discards the others.

Many cards will be action cards, so during a turn the active player can use as many action cards as they wish. To take an action the player simply notes any altitude adjustments printed on the card, adjusts the Altimeter needle by that much, then plays the card for its action. Some action cards allow players to Steal cards from another player (blocked by a Knife card), Spy another player’s hand, Handcuff two players together (or a player to a briefcase of money), use Key cards to unlock Handcuffs or to pilfer one card from the Lockbox on the Altimeter board, Poison another player (cured with the Antidote card), kick a weapon out of a player’s hand by using a Kung Fu card, or blatantly attacking a player by using both a Pistol and a Bullet card. Players will take one wound from the first bullet and will be permanently slain by taking another bullet wound.

The final action that can be taken on a turn is trading with another player. This is a risky action to take as players are not bound by their verbal agreements. Therefore, a player may offer to trade a Bullet and a Knife in exchange for a $10,000 and a Key card. However, neither player is REQUIRED to trade these exact items during the trade, and alliances weaken over trade disputes.

Intermittently throughout the game, as altitude drops, players are given the task to vote whether to keep flying or to hit the silk (which means to jump out of the plane with a parachute in hand)! Should players vote by majority to continue playing the game keeps going as before. If the players vote by majority to hit the silk!, then all players with parachutes reach the ground safely and pool together their money in hopes of reaching the goal amount determined at the start of the game. Those who jump without a parachute sadly perish, but those who are able to stay on the plane without being handcuffed to a jumping player may attempt the very difficult task of landing the plane (which involves the dice shown, but I will let you discover the method on your own).


Should the landing party have gathered enough money to pay the debt, those players win! If the player lands the plane correctly they win! If a player dies, well, they lose.
Components. Again, this is a prototype copy of the game, so components shown are probably going to look differently as the result of a successful Kickstarter campaign. That said, I want to first applaud Escape Plan Board Games for their usage of “eco-conscious production.” The component materials we received are certainly unlike any I have felt or played with in the past. They feel different, and I assume it is due to this new eco-friendly material they are using. I also want to point out the art style of Hit the Silk! It is fabulous and definitely gives off that jetset vibe. I love it! I do hope the dice will be getting an upgrade in the final version, as stickered dice are rarely in style. I have not seen or heard of any plans for upgrades or final components, but I hope a nice eco-friendly upgrade option exists for this game.

So here’s the rub. I truly like this game quite a bit. I do have issues with player elimination games, personally, because for whatever reason I am always the first to be targeted for elimination. While it’s funny at first, I despise having to be left out of the rest of the game. That said, I still very much enjoy this game. Yes, I don’t like being targeted, but I am able to take one for the team, and then ask players to try a different strategy the next playthrough. Being able to make loose alliances and just break trades by giving the other player two Flannels instead of the Parachute and Key is just fun times. I enjoy the ever-decreasing altitude of the plane that stresses players to get things done quickly without having the needle dip too far for comfort. I like that a lot.

I wish the dice were used more in the game (at least in Standard mode), as I love nice chunky dice, but I can look past this because the rest of the gameplay is so solid. I still have yet to figure out the best way to use the Handcuffs, but the weapons and Kung Fu are just so ridiculous and amazing simultaneously that I like using them as soon as I get them in hand. So if you, like me, have a hole in your collection for a game taking place in the skies featuring a gang of casino-chased hoodlums, then I urge you to take a look at Hit the Silk! Just know that if you handcuff yourself to me, you can bet on me making some very inappropriate comments.
  
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KalJ95 (25 KP) rated Final Fantasy VII Remake in Video Games

Jun 10, 2020 (Updated Jun 10, 2020)  
Final Fantasy VII Remake
Final Fantasy VII Remake
2020 | Action/Adventure, Role-Playing
Combat Is Fluid, Weighty And Satisfying. (2 more)
The Protagonists Are Well Thought Out.
I Can't Wait For The Next Part.
Side missions Are Tedious And Boring (2 more)
The Middle Is A Slog To Go Through,
Parts Of The Story Needed Removing
A Classic Reborn.
I understand the impact FFVII has had on both video game narratives, and storytelling itself. It remains a staple mark on video games, and as such is held so highly amongst developers as the standard of how great a narrative can be, and its hard to argue. I haven't even played the original 1997 release, but I know the story beats and main moments. Its an incredible journey, with fascinating characters, rolled into moments of twists and turns. Once a remake was announced, it obviously was met with massive anticipation, and worrying doubt. Could you possibly pull off a remake of classic and make fans old and new fall in love all over again?

The answer is a yes, but only just. I played FFVIIR as a brand new player, knowing nothing of the characters or story of what happens in Midgar, and began being completely enthralled. The opening is a chapter of fast edged combat and moral dilemmas of actions taken by our heroes. Its explosive, bursting with huge set pieces and cheesy dialogue. I loved every moment, and this was only the tutorial. The implications ride high throughout the whole experience when you see the environment change around you, and questions begin to arise from NPC’s, and yourself. Is their really any good guys amongst this world of soldiers, eco-terrorists and corrupt authority figures?
From then the game takes different directions, and things become problematic, specifically once you fade from the Avalanche crew.

Although the story still remains as engaging to a certain point, the experience takes a wayward nosedive. Side missions are introduced, and while you don't have to complete them, you feel the need to once characters start asking you to. This becomes a major issue because they are all so boring and stiff. The characters you talk to are all robotic, the dialogue seems overdramatised, and the reward itself just isn't worth it. The main aspect of buying a game for me is for immersion, and consistently I was being pulled from the experience because of lacklustre moments, and this is the same for most of the game. As I said, the opening to the story is a perfect way to begin your stay in Midgar, but once you drift away from the Avalanche crew, the story becomes stale. The game feels more like a twenty five hour experience rather than thirty five, and cutting certain sections would boost the story significantly. I understand wanting to add more and retain the great moments from the original, but sometimes cutting the fat can also be a good thing.

While moments in the original game could last around one hour, FFVIIR stretches it further to gain more insight into side characters and exploration. Don’t get wrong, it works in certain areas, for example Wall Market and Sector 7 as a whole are fantastic places to spend hours in, which I did. They burst with details that provide back story to their presence only thought about by the player. The slums are cramped, lifeless in colour, and shows the class divide within Midgar’s people.

However, in these moments they are only boosted further by the best feature of the game; Combat.

The combat is sublime, crunchy and weighty, and requires excellent skill the more you progress. Each of the protagonists has unique fighting styles, and customisation with materials gives you even more edge over your opponents. Fighting your standard monsters and creatures becomes a breeze once you know their weaknesses, but Boss fights are where the real challenge happens. Boss fights are the highlight of the entire game, especially the likes of a Giant House and the Final confrontation, and encapsulate the work and progression within the characters you play as. At first, I just wanted to play as Cloud, but knowing each characters skills, then switching between them to fight, and help other members of your party, becomes a juggling act thats so damn good. Speaking of which, our Heroes. At first, I thought I was dealing with generic anime characters who all boast the same attributes, and how wrong I was. Cloud is defensive, standoffish and blunt, who's primarily in the job for the money. Cloud is suffering, from what I can gather, with amnesia, and as the game’s questions begin to reveal the answers, he sets aside the hard edged exterior he carries with him, and opens up to warm to this band of wacky eco-terrorists. Even with this just being the first part of however many they are planning to release, Cloud is so interesting to me, a nut you want to crack and see what is inside, and his past becomes the focal point of the finale. He has become one of my favourite characters in a video game.

FFVIIR is a conundrum I only further want to figure out. Its both an incredible video game, but also bogged down with clear issues, which I personally feel either didn’t need to be in the game, or could of spent more time being fleshed out. Would I recommend it? Absolutely. Its a game I feel everyone should play, for gorgeous spectacle and mesmerising vision. I can’t wait for the second part.
  
Happy Feet Two (2011)
Happy Feet Two (2011)
2011 | Animation, International, Family
7
6.1 (12 Ratings)
Movie Rating
Mumble is back and dancing his way back into our hearts. Happy Feet Two is a follow up to the 2006 Academy Award winning movie, Happy Feet directed by George Miller. Mumble (Elijah Wood) is now married to Gloria (Alecia “PiNK” Moore, who replaced the late Brittany Murphy) and they have a son, Erik (Ava Acres).

Mumble struggles to help Erik with his insecurities and inability to find his own heart song and dance steps. Erik ends up running away from Emperorland with a couple of friends, following the love struck Ramon (Robin Williams). Unsuccessful in love within Mumble’s penguin community, Ramon decides to head back to Adelieland and falls for Carmen (Sophia Vergara) who, of course, plays hard to get. So begins Ramon’s hilarious attempts at trying to win Carmen’s affection. While on their adventure, Erik and company stumble across Sven (Hank Azaria), a puffin that is mistaken for a penguin who can fly. Erik becomes enamored with Sven’s ability to fly and attempts to follow in Sven’s footsteps.

Once Mumble has found the runaway chicks, he forces them to return to Emperorland. Upon their return to home, they find a landslide has caused an iceberg to shift and ends up trapping their colony with no way out. Mumble must find help before it’s too late. In flies the self-help guru and fraud Sven to come and teach the penguins how to fly. Meanwhile, other animals in peril are an elephant seal (Anthony Lapaglia) and a couple of codependent krill named Will (Brad Pitt) and Bill (Matt Damon) who realized that their only place in life is to provide sustenance for the whales. Unwilling to succumb to their fate, the delusional Will forces the terrified Bill to swim away from their swarm and become omnivores in an attempt to move up the food chain.

In the end all these stories tie together to show a strong sense of community among different species. I do believe George Miller seems to have taken more of a commercialized approach when creating this movie. Miller once again attempts to send an eco-message regarding global warming with Happy Feet Two. Unfortunately the sequel’s message does not create the same emotional and heartfelt impact as its predecessor. Miller focused more on entertaining and visuals and less on the actual storyline which was very choppy and quite odd at times.

The animators definitely give Pixar a run for their money with their amazing Antarctica scenery details, their incredible animal close-up shots, the undersea moments with the krill and spectacular action sequences. The movie may not have had the substance of the first movie; however it was definitely enjoyable to watch. There was lots of dancing, singing and great laugh-out-loud moments; an absolute visual delight.
  
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Godzilla: King of the Monsters (2019)
Godzilla: King of the Monsters (2019)
2019 | Action, Adventure, Fantasy
Hail To The King Baby
Godzilla: King of The Monsters is a 2019 monster movie directed by Michael Dougherty and written by Dougherty, Zach Shields, and Max Borenstein. It was produced by Legendary Pictures and distributed by Warner Bros. Pictures. The film was dedicated to the original Godzilla suit performer Haruo Nakajima and executive producer Yoshimitsu Banno. The movie stars Kyle Chandler, Vera Farmiga, Millie Bobby Brown, Ken Watanabe and Zhang Ziyi.


Working to track down and study Titans (giant-God like monsters) for the organization Monarch, Paleobiologist Emma Russell (Vera Farmiga) and her daughter Madison (Millie Bobby Brown) witness the birth of a giant larva monster named Mothra. The monster is hostile until Emma uses a device called "Orca", which only Titans can hear, to calm it down until eco-terrorists attack, led by Alan Jonah (Charles Dance) and kidnap both her and her daughter. Monarch scientists and soldiers approach Mark (Kyle Chandler), Emma's ex-husband, to track them down and soon they are headed towards Antarctica, where Jonah intends to free a Titan encased in ice called "Monster Zero".


This movie had classic Godzilla flick written all over it and it did not disappoint. The visual effects were awesome, from the way the monsters looked, to the blasts they utilized and even things like explosions were all top notch. The music was also outstanding, as many classic Godzilla themes made a comeback including Mothra's theme. The action sequences far exceeded those of it's predecessor Godzilla 2014, There was plenty of monster battles to make this a fan favorite for years to come. Now I do have to agree with some of the critics and say that the storyline was a little thin and predictable but that didn't stop the film from being enjoyable. And some critics complained about underdeveloped human characters, but in all honesty, the human characters are not why the fans are going to see this movie. I thought the main cast of characters had enough development, it's just that compared to a normal Godzilla film or even the last one, there were a lot of secondary characters or supporting cast. Which to me personally, made the film feel more full. This movie checked a lot of my boxes for what I've come to expect in a Godzilla/giant monster movie and made me happy when I watched it in theaters. It had its down time in certain parts and slow building scenes or moments where it seemed the audience in consensus chose to use that time to run to the restroom and back. But other than that and some predictable plot points and character actions this movie was great.
  
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