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Gareth von Kallenbach (980 KP) rated Company of Heroes 2 in Video Games
Jun 19, 2019
Fans of the real-time strategy World War II epic Company of Heroes were delighted when a full sequel to the game was announced. There was a bit of trepidation when publisher THQ was forced to sell off much of their assets to rival companies due to bankruptcy issues. Thankfully for the fans of the game and developer Relic Sega stepped in and acquire the franchise as well is provided to developers additional time to polish the game beyond its initial scheduled release.
For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.
This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.
As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.
Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.
Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.
Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.
The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.
I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .
The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.
This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.
Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.
http://sknr.net/2013/07/29/company-of-heroes-2/
For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.
This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.
As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.
Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.
Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.
Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.
The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.
I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .
The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.
This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.
Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.
http://sknr.net/2013/07/29/company-of-heroes-2/
Gareth von Kallenbach (980 KP) rated Seeking a Friend for the End of the World (2012) in Movies
Aug 7, 2019
How many times have you seen this premise played out in film or other forms of entertainment: The world is going to end and there’s one last ditch plan or effort to save it (It inevitably succeeds, of course!); alternatively, the world has ended already and we’re left with post-apocalyptic society picking up the pieces. The premise is everywhere; the fascination with the end of days has been evident throughout our popular culture for decades. Yet, the thing about these two premises is that it avoids a (quite large) important question about the nature of the situation. What if our last ditch effort doesn’t succeed? What if there is no post-apocalyptic setting giving us hope for a re-built future. “Seeking a Friend for the End of the World”, a brand new film directed and written by Lorene Scafaria (“Nick and Nora’s Infinite Playlist”) attempts to focus on that gap often glossed over by apocalyptic fiction. It assumes there is no hope, there is a conclusion, and how do we deal with that?
It’s a comedy drama that pokes fun of the absurdity of a monotonous society coping with the conclusion of all civilization, while interweaving a touching romance between two people with broken pasts and deep regrets. Yet, it is a movie with some notable flaws, mainly in how it focuses its attention.
The premise is fairly simple, and rightly so. There is a large asteroid named “Matilda” barreling towards Earth and its impact will wipe out all life on our beloved planet. The film starts with the announcement that the last chance for Earth’s survival, a space mission to destroy the asteroid, has failed due to a fire on board the vessel. With only three weeks left to live, insurance salesman Dodge Peterson (Steve Carell) must decide how to spend the rest of his life. He decides to chase down an old highschool sweetheart and is accompanied by his neighbor, Penny (Keira Knightley) who wishes to return home to see her family one last time. They meet several characters in their roadtrip journey through pre-apocalyptica, including characters played by Rob Corddry and Martin Sheen.
The simple premise seems familiar due to its subject matter (C’mon, it’s 2012. I’m surprised there hasn’t been even more apocalypse movies flooding the theaters). Yet, strangely it feels fresh simply in how it handles itself. As said, most movies focus on the last daring mission to save mankind from certain destruction, or assumes that certain destruction really isn’t the end. People like to see hope, they don’t want to be confined by fate. This movie takes a different approach. Right off the bat it basically tells you there is zero hope, zero chance of getting out of this mess. Now what do you do? This particular premise lets comedy shine for the first two acts of the movie. There are subtle jokes, like the absurdity of naming a rock about to destroy all of mankind “Matilda”.
There are more traditional joke set-ups, favoring quick joke-punchline material that is mostly laugh-out-loud funny. And there is a fair amount of dark humor, simple funniness in the absurdity of how people treat the end of days. People mowing their lawns, still cleaning houses, even cops who continue to pull people over all poke fun of how people cannot let go of even the most monotonous of tasks that define their lift – regardless of how pointless they are due to the situation. Or the people who just let go and want to spend their last days without care, throwing themselves into orgies, drugs or riots. However, the tone of the drama limits the humor of the movie, favoring those kinds of moderate laughs over hysterical or hilarious moments. That’s the underlying issue of the film: that it feels like the humor is constrained due to fear of it undermining its drama.
Those who expect a comedy movie will only get two-thirds of one. And those who expect a drama movie will get mostly one. By no means does it fail at comedy or drama, but it just does not strike that delicate balance to be both in the same setting. The last act of the movie almost completely drops the comedy in favor of a dramatic and romantic conclusion. It’s not a huge fault, because the writing, and well-paced relationship development between the two main protagonists (Dodge and Penny), means that their inevitable romance seems natural, honest, and believable. The comedy is really only around in the first two thirds of the movie to try and keep your attention away from the obvious conclusion to their story – the fact that they end up together (and, perhaps, another conclusion entirely). So, when it does eventually happen, even though it was obvious from the start that it would, it does feel very endearing. The natural chemistry between Steve Carell and Keira Knightley is quite good, so buying their romance is not difficult in the slightest.
Yet, even still, that underlying issue keeps coming back. The fact that the comedy feels like a tool to facilitate a good dramatic ending ,instead of natural focus of the movie, undermines the experience for those who want to get some laughs. If there was a more natural balance between the romantic elements and comedy elements throughout the whole movie and not just the first two thirds, it could bring forth much more powerful comedy and/or drama. That way those who desire comedy or romance would be delighted to get a good deal of both intertwined.
I commend the film for how it handles the subject matter of inevitability. Even though it pokes fun at absurdity and really garners good laughs, it always has this underlying sense of regret, sadness and dread. You’re always reminded in the back of your mind that the world is going to end, but it does a good enough job pulling you into the characters’ last struggle to piece together their lives after decades of failure and regret that you end up really wanting to see them pull through somehow. Its last act is especially poignant, and definitely emotionally strong. Even though the themes of throwing away your past in favor of a happier future (despite it being such a short future) are not well concealed, they still end up being particularly strong. A film that can really make you appreciate what you have outside the film and the limited time you have left to enjoy it has to be commended for making you think.
“Seeking a Friend for the End of the World” is a fairly powerful romance drama that focuses on how people deal with loss, regret and the prospect of inevitable fate. More importantly, though, is that it focuses on how people can build something profoundly beautiful even in the last moments of their lives – regardless of their pasts or (lack) of future prospects. It has comedy in the movie, but it never really shines nor intertwines with the drama. They almost feel like two separate elements that struggle to mix together. Yet, the comedy is mostly laugh-out-loud funny and the drama is quite poignant and endearing. It definitely had the potential to make us laugh to tears or even bring us to tears through drama, but instead it settles for simply making us laugh and reflect.
It’s a comedy drama that pokes fun of the absurdity of a monotonous society coping with the conclusion of all civilization, while interweaving a touching romance between two people with broken pasts and deep regrets. Yet, it is a movie with some notable flaws, mainly in how it focuses its attention.
The premise is fairly simple, and rightly so. There is a large asteroid named “Matilda” barreling towards Earth and its impact will wipe out all life on our beloved planet. The film starts with the announcement that the last chance for Earth’s survival, a space mission to destroy the asteroid, has failed due to a fire on board the vessel. With only three weeks left to live, insurance salesman Dodge Peterson (Steve Carell) must decide how to spend the rest of his life. He decides to chase down an old highschool sweetheart and is accompanied by his neighbor, Penny (Keira Knightley) who wishes to return home to see her family one last time. They meet several characters in their roadtrip journey through pre-apocalyptica, including characters played by Rob Corddry and Martin Sheen.
The simple premise seems familiar due to its subject matter (C’mon, it’s 2012. I’m surprised there hasn’t been even more apocalypse movies flooding the theaters). Yet, strangely it feels fresh simply in how it handles itself. As said, most movies focus on the last daring mission to save mankind from certain destruction, or assumes that certain destruction really isn’t the end. People like to see hope, they don’t want to be confined by fate. This movie takes a different approach. Right off the bat it basically tells you there is zero hope, zero chance of getting out of this mess. Now what do you do? This particular premise lets comedy shine for the first two acts of the movie. There are subtle jokes, like the absurdity of naming a rock about to destroy all of mankind “Matilda”.
There are more traditional joke set-ups, favoring quick joke-punchline material that is mostly laugh-out-loud funny. And there is a fair amount of dark humor, simple funniness in the absurdity of how people treat the end of days. People mowing their lawns, still cleaning houses, even cops who continue to pull people over all poke fun of how people cannot let go of even the most monotonous of tasks that define their lift – regardless of how pointless they are due to the situation. Or the people who just let go and want to spend their last days without care, throwing themselves into orgies, drugs or riots. However, the tone of the drama limits the humor of the movie, favoring those kinds of moderate laughs over hysterical or hilarious moments. That’s the underlying issue of the film: that it feels like the humor is constrained due to fear of it undermining its drama.
Those who expect a comedy movie will only get two-thirds of one. And those who expect a drama movie will get mostly one. By no means does it fail at comedy or drama, but it just does not strike that delicate balance to be both in the same setting. The last act of the movie almost completely drops the comedy in favor of a dramatic and romantic conclusion. It’s not a huge fault, because the writing, and well-paced relationship development between the two main protagonists (Dodge and Penny), means that their inevitable romance seems natural, honest, and believable. The comedy is really only around in the first two thirds of the movie to try and keep your attention away from the obvious conclusion to their story – the fact that they end up together (and, perhaps, another conclusion entirely). So, when it does eventually happen, even though it was obvious from the start that it would, it does feel very endearing. The natural chemistry between Steve Carell and Keira Knightley is quite good, so buying their romance is not difficult in the slightest.
Yet, even still, that underlying issue keeps coming back. The fact that the comedy feels like a tool to facilitate a good dramatic ending ,instead of natural focus of the movie, undermines the experience for those who want to get some laughs. If there was a more natural balance between the romantic elements and comedy elements throughout the whole movie and not just the first two thirds, it could bring forth much more powerful comedy and/or drama. That way those who desire comedy or romance would be delighted to get a good deal of both intertwined.
I commend the film for how it handles the subject matter of inevitability. Even though it pokes fun at absurdity and really garners good laughs, it always has this underlying sense of regret, sadness and dread. You’re always reminded in the back of your mind that the world is going to end, but it does a good enough job pulling you into the characters’ last struggle to piece together their lives after decades of failure and regret that you end up really wanting to see them pull through somehow. Its last act is especially poignant, and definitely emotionally strong. Even though the themes of throwing away your past in favor of a happier future (despite it being such a short future) are not well concealed, they still end up being particularly strong. A film that can really make you appreciate what you have outside the film and the limited time you have left to enjoy it has to be commended for making you think.
“Seeking a Friend for the End of the World” is a fairly powerful romance drama that focuses on how people deal with loss, regret and the prospect of inevitable fate. More importantly, though, is that it focuses on how people can build something profoundly beautiful even in the last moments of their lives – regardless of their pasts or (lack) of future prospects. It has comedy in the movie, but it never really shines nor intertwines with the drama. They almost feel like two separate elements that struggle to mix together. Yet, the comedy is mostly laugh-out-loud funny and the drama is quite poignant and endearing. It definitely had the potential to make us laugh to tears or even bring us to tears through drama, but instead it settles for simply making us laugh and reflect.
Purple Phoenix Games (2266 KP) rated Stellar Leap in Tabletop Games
Apr 23, 2020
You are the member of an alien species, and your mission is to explore the galaxy! Discover new solar systems, build colonies on new planets, and gather resources along the way to sustain your species. Some neighboring alien species have also decided to foray into exploration, and will likely cross your path at some point or another. Are you a friendly race, willing to cooperate and maybe even cohabit a new planet? Or are you more aggressive and less willing to share? Only time, the cards, and the dice, will tell. Put your strategy to the test as you race to become the most prestigious alien species in the galaxy. So suit up and get ready for blast off!
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. We 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
Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.
To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!
The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.
At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!
So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.
The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.
Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.
Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
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. We 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
Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.
To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!
The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.
At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!
So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.
The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.
Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.
Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
Daniel Boyd (1066 KP) rated Thor: Ragnarok (2017) in Movies
Oct 30, 2017 (Updated Oct 30, 2017)
Amazing visuals (2 more)
Witty dialogue
Surprise appearances
Inconsistent tone (2 more)
Anti climax
Wasted villain
The Worst Avenger's Best Movie
Contains spoilers, click to show
After seeing Thor: Ragnarok, I feel like the filmmakers were so paranoid about not churning out another formulaic, checklist of a Marvel movie that they chucked a whole bunch of disparate ideas into this mixing pot of a film and hoped that some of it would work. To some extent they were right; some of it does work, but some of it really doesn't. The stuff that doesn't work would probably work okay in a separate movie, but here it just provides a lack of cohesion and brings a jolting change of tone to many of the film's scenes.
Let me elaborate on what I mean and there will be spoilers from this point on. This movie should have been at least three different movies:
There should have been a movie about Hela's return to Asgard, showing her recruiting Skurge and raising her army of the dead and showing Thor and Loki being forced to put their differences aside and having to work together to defeat their more powerful, evil sister.
There should have been another movie about Thor ending up on Sakaar and having to battle Hulk and other competitors and eventually starting an uprising against the Grandmaster.
Then there should have been a third movie about Ragnarok and striving to prevent that event from occurring and defeating Surtur.
The plot elements of Ragnarok could have been split into three movies and it would mean that certain characters wouldn't have been wasted and that the big events that take place would have had more weight and gravitas to them, instead of just being brushed off in favour of getting to the next punch-line.
For example, Odin dies in this film and Thor and Loki deal with it and move on in a matter of seconds. There are no emotional repercussions whatsoever. Another example is the Warriors Three appearing in a single scene, having no dialogue and being killed in a matter of seconds of being onscreen. They attempt a character arc with Skurge, but again Karl Urban is onscreen for such a small amount of time that no resolution is felt following his sacrifice at the end of the movie. As soon as Cate Blanchett starts to show some potential as a memorable Marvel villain, the movie cuts away to yet another scene of Hulk and Thor bantering on Sakaar. Idris Elba is wasted too, having barely any dialogue and a very dull subplot. Jeff Goldblum is used purely as a gimmick and again is wasted by not having anywhere near enough screen time. I normally like seeing Tessa Thompson in things, but even she phoned it in here, with her accent taking on multiple different tones and dialects from scene to scene. Then, at the end of the movie, it is like the filmmakers suddenly remembered, 'oh that's right we need to conclude that Ragnarok subplot that we started at the beginning of the movie.' You know the FU***NG TITLE OF THE MOVIE. And so that gets tacked on at the end to sort of bring a conclusion to all of the other multiple subplots and lazily wrap up the movie.
The sheer amount of ideas that they attempted to incorporate here, makes so many elements of the movie's plot feel underdeveloped and although most of these separate parts could have worked if they were split up and fleshed out, here they all just end up falling flat by the end of the movie making the film feel anti-climatic as a whole.
Don't get me wrong, there is also a lot here that works too. I thought the cameos from Matt Damon, Luke Hemsworth and Sam Neill was awesome. I liked the Doctor Strange appearance. I like how they had Thor lose his eye and I especially like how they managed to keep that out of all of the trailer and marketing. The trailers did ruin some things though, if we didn't already know that Mjolnir was going to get destroyed through seeing the trailers, it would have had more of an impact and all the talk about the vicious rival that Thor would have to face in the gladiator ring would have been way more effective if we didn't already know that it was going to be the Hulk.
Let's end things on a high note, the visuals were spectacular and this movie is worth going to see in theatres just for this alone. The CGI was incredible and the soundtrack was pretty great too. Overall this is a fun movie, but if like me you have been invested in these characters for the last five years, to see some of them go out with a whimper and some long term story arcs come to a disappointing conclusion, is unsatisfying to say the least.
Let me elaborate on what I mean and there will be spoilers from this point on. This movie should have been at least three different movies:
There should have been a movie about Hela's return to Asgard, showing her recruiting Skurge and raising her army of the dead and showing Thor and Loki being forced to put their differences aside and having to work together to defeat their more powerful, evil sister.
There should have been another movie about Thor ending up on Sakaar and having to battle Hulk and other competitors and eventually starting an uprising against the Grandmaster.
Then there should have been a third movie about Ragnarok and striving to prevent that event from occurring and defeating Surtur.
The plot elements of Ragnarok could have been split into three movies and it would mean that certain characters wouldn't have been wasted and that the big events that take place would have had more weight and gravitas to them, instead of just being brushed off in favour of getting to the next punch-line.
For example, Odin dies in this film and Thor and Loki deal with it and move on in a matter of seconds. There are no emotional repercussions whatsoever. Another example is the Warriors Three appearing in a single scene, having no dialogue and being killed in a matter of seconds of being onscreen. They attempt a character arc with Skurge, but again Karl Urban is onscreen for such a small amount of time that no resolution is felt following his sacrifice at the end of the movie. As soon as Cate Blanchett starts to show some potential as a memorable Marvel villain, the movie cuts away to yet another scene of Hulk and Thor bantering on Sakaar. Idris Elba is wasted too, having barely any dialogue and a very dull subplot. Jeff Goldblum is used purely as a gimmick and again is wasted by not having anywhere near enough screen time. I normally like seeing Tessa Thompson in things, but even she phoned it in here, with her accent taking on multiple different tones and dialects from scene to scene. Then, at the end of the movie, it is like the filmmakers suddenly remembered, 'oh that's right we need to conclude that Ragnarok subplot that we started at the beginning of the movie.' You know the FU***NG TITLE OF THE MOVIE. And so that gets tacked on at the end to sort of bring a conclusion to all of the other multiple subplots and lazily wrap up the movie.
The sheer amount of ideas that they attempted to incorporate here, makes so many elements of the movie's plot feel underdeveloped and although most of these separate parts could have worked if they were split up and fleshed out, here they all just end up falling flat by the end of the movie making the film feel anti-climatic as a whole.
Don't get me wrong, there is also a lot here that works too. I thought the cameos from Matt Damon, Luke Hemsworth and Sam Neill was awesome. I liked the Doctor Strange appearance. I like how they had Thor lose his eye and I especially like how they managed to keep that out of all of the trailer and marketing. The trailers did ruin some things though, if we didn't already know that Mjolnir was going to get destroyed through seeing the trailers, it would have had more of an impact and all the talk about the vicious rival that Thor would have to face in the gladiator ring would have been way more effective if we didn't already know that it was going to be the Hulk.
Let's end things on a high note, the visuals were spectacular and this movie is worth going to see in theatres just for this alone. The CGI was incredible and the soundtrack was pretty great too. Overall this is a fun movie, but if like me you have been invested in these characters for the last five years, to see some of them go out with a whimper and some long term story arcs come to a disappointing conclusion, is unsatisfying to say the least.
Movie Metropolis (309 KP) rated Dumbo (2019) in Movies
Jun 10, 2019
Tim Burton and the flying elephant
If you had told me 15 years ago that Tim Burton would be directing a live-action adaptation of Disney’s classic, Dumbo I would’ve been overwhelmed with excitement. The director, famed for his unique sense of gothic style and visual flair has directed some of the best films ever made.
Edward Scissorhands, Sleepy Hollow and Beetlejuice are just a few classics on a resume populated by cracking movies. However, over the last decade Burton has become a director that has focused on style over substance. Charlie & the Chocolate Factory was a pale imitation of the original and his live-action remake of Alice in Wonderland was successful but hollow.
Therefore, we arrive in 2019 with a slight sense of apprehension. Dumbo is a classic Disney cartoon and there’s a risk of a little too much Burton for the little elephant’s good. But is that fear unfounded?
Struggling circus owner Max Medici (Danny DeVito) enlists a former star (Colin Farrell) and his two children to care for Dumbo, a baby elephant born with oversized ears. When the family discovers that the animal can fly, it soon becomes the main attraction – bringing in huge audiences and revitalising the run-down circus. The elephant’s magical ability also draws the attention of V.A. Vandevere (Michael Keaton), an entrepreneur who wants to showcase Dumbo in his latest, larger-than-life entertainment venture.
Updating Dumbo for the modern age was always going to be a difficult task. At just over an hour long and with some shall we say, less than PC story elements, the original needed some serious padding and editing to turn it into a fully-fledged feature film and while there are moments of brilliance here, Dumbo suffers from a disjointed and overthought script, flat characters and you guessed it, too much Burton.
We’ll start with the good. Dumbo is a beautiful film, filled to the brim with striking imagery that harks back to some of Burton’s previous work. The cinematography is absolutely astounding with stunning sunsets and vivid colours populating the screen at all points during the 112-minute running time. The opening in particular, a hark back to the original in which a train crosses a map of the US is inspired and nicely filmed.
For the most part though, Dumbo pushes the limits of visual effects to the point where everything feels far too artificial. The baby elephant himself is on the whole very good, and as adorable as you would expect, but there are moments dotted throughout the film that suffer from the limitations of CGI. A scene in which Dumbo gets a bath is terrifying. In fact, there are multiple sequences towards the finale in which the CGI is so poor that it looks like something out of a second generation video game.
Dumbo is a beautiful film, filled to the brim with striking imagery that harks back to some of Burton’s previous work
Elsewhere, the cast is by far the film’s weakest element. Colin Farrell is a disappointingly forgettable and miscast lead. Arriving home after losing his arm in the war, Farrell’s Holt is completely flat, not helped by some poor acting from the usually dependable star. Michael Keaton doesn’t get to do much apart from smile menacingly and Danny DeVito hams it up to 11 as struggling circus-owner Max Medici; oh dear.
There are some positives cast-wise however: Nico Parker as Milly Farrier, Holt’s curious science-minded daughter, is very good, even if the script beats you around the head with the fact that she’s an intelligent girl who wants more out of her life, but this is brought right back down to earth by Eva Green’s horrific French accent.
Then there’s Burton himself. While the shots of Dumbo circling the circus tent in the air are breath-taking, and scenes of the pachyderm covered in clown make-up as he’s abused for profit are as heart-breaking as they are in the original, they’re ruined by unusual story-telling choices. As the film steamrolls to its climax set in a theme-park that’s a third Scooby Doo, a third Willy Wonka’s Chocolate Factory and a third Jurassic Park, Burton piles on his usual tropes far too thick – it just doesn’t fit with the tale of the magical flying elephant.
Some of the more touching elements are handled well however. Dumbo’s separation from his mother is devastating and he feels like a real personality throughout the entire film, but for a film titled Dumbo, it needs more Dumbo!
Overall, Dumbo is a perfectly enjoyable adventure ride that’s spoilt by Burton’s once trademark filming style and a roster of flat and forgettable characters. With the boundaries of CGI being pushed to the max here, some of the film feels a little unfinished and as such, this live-action adaptation is a touch disappointing. One can only wonder what this film would have been like with a different director at the helm.
https://moviemetropolis.net/2019/03/30/dumbo-review-tim-burton-and-the-flying-elephant/
Edward Scissorhands, Sleepy Hollow and Beetlejuice are just a few classics on a resume populated by cracking movies. However, over the last decade Burton has become a director that has focused on style over substance. Charlie & the Chocolate Factory was a pale imitation of the original and his live-action remake of Alice in Wonderland was successful but hollow.
Therefore, we arrive in 2019 with a slight sense of apprehension. Dumbo is a classic Disney cartoon and there’s a risk of a little too much Burton for the little elephant’s good. But is that fear unfounded?
Struggling circus owner Max Medici (Danny DeVito) enlists a former star (Colin Farrell) and his two children to care for Dumbo, a baby elephant born with oversized ears. When the family discovers that the animal can fly, it soon becomes the main attraction – bringing in huge audiences and revitalising the run-down circus. The elephant’s magical ability also draws the attention of V.A. Vandevere (Michael Keaton), an entrepreneur who wants to showcase Dumbo in his latest, larger-than-life entertainment venture.
Updating Dumbo for the modern age was always going to be a difficult task. At just over an hour long and with some shall we say, less than PC story elements, the original needed some serious padding and editing to turn it into a fully-fledged feature film and while there are moments of brilliance here, Dumbo suffers from a disjointed and overthought script, flat characters and you guessed it, too much Burton.
We’ll start with the good. Dumbo is a beautiful film, filled to the brim with striking imagery that harks back to some of Burton’s previous work. The cinematography is absolutely astounding with stunning sunsets and vivid colours populating the screen at all points during the 112-minute running time. The opening in particular, a hark back to the original in which a train crosses a map of the US is inspired and nicely filmed.
For the most part though, Dumbo pushes the limits of visual effects to the point where everything feels far too artificial. The baby elephant himself is on the whole very good, and as adorable as you would expect, but there are moments dotted throughout the film that suffer from the limitations of CGI. A scene in which Dumbo gets a bath is terrifying. In fact, there are multiple sequences towards the finale in which the CGI is so poor that it looks like something out of a second generation video game.
Dumbo is a beautiful film, filled to the brim with striking imagery that harks back to some of Burton’s previous work
Elsewhere, the cast is by far the film’s weakest element. Colin Farrell is a disappointingly forgettable and miscast lead. Arriving home after losing his arm in the war, Farrell’s Holt is completely flat, not helped by some poor acting from the usually dependable star. Michael Keaton doesn’t get to do much apart from smile menacingly and Danny DeVito hams it up to 11 as struggling circus-owner Max Medici; oh dear.
There are some positives cast-wise however: Nico Parker as Milly Farrier, Holt’s curious science-minded daughter, is very good, even if the script beats you around the head with the fact that she’s an intelligent girl who wants more out of her life, but this is brought right back down to earth by Eva Green’s horrific French accent.
Then there’s Burton himself. While the shots of Dumbo circling the circus tent in the air are breath-taking, and scenes of the pachyderm covered in clown make-up as he’s abused for profit are as heart-breaking as they are in the original, they’re ruined by unusual story-telling choices. As the film steamrolls to its climax set in a theme-park that’s a third Scooby Doo, a third Willy Wonka’s Chocolate Factory and a third Jurassic Park, Burton piles on his usual tropes far too thick – it just doesn’t fit with the tale of the magical flying elephant.
Some of the more touching elements are handled well however. Dumbo’s separation from his mother is devastating and he feels like a real personality throughout the entire film, but for a film titled Dumbo, it needs more Dumbo!
Overall, Dumbo is a perfectly enjoyable adventure ride that’s spoilt by Burton’s once trademark filming style and a roster of flat and forgettable characters. With the boundaries of CGI being pushed to the max here, some of the film feels a little unfinished and as such, this live-action adaptation is a touch disappointing. One can only wonder what this film would have been like with a different director at the helm.
https://moviemetropolis.net/2019/03/30/dumbo-review-tim-burton-and-the-flying-elephant/
Kyera (8 KP) rated Lord Of Shadows in Books
Jan 31, 2018
Lord of Shadows is the second book in the Dark Artifices trilogy by Cassandra Clare. The book is fantastically written and follows our main characters as they deal with the aftermath of Lady Midnight. Be sure that you read Lady Midnight before delving into this book as there will be many spoilers.
The storylines come together and diverge beautifully in this story, allowing each character to shine. Even though Julian and Emma are the main characters, we get to spend more time with the other Blackthorns, Kit, Cristina, Diana and the others. Each character grows over the course of the novel and we get to know them better. My heart goes out to Dru because although she has her family, she doesn’t have a best friend or someone to truly talk to – like Julian and Emma or Ty and Livvy. She clearly longs for that connection, or to at least be included more by her family and I think many can relate to that.
I loved getting to know Ty and Livvy more because they have such a unique and precious bond. It was also great to see Kit join in with their adventures, even though he is not new to the Shadow World he is new to being a Shadowhunter. They made him feel like part of the family and he understood Ty immediately in a way that most outsiders don’t take the time to. He fits in perfectly with them and I couldn’t wait to see how they would grow as a trio throughout the novel.
Mark has come into his own in this novel – the events he went through in Lady Midnight and with the Wild Hunt changed him, made him less sure of himself. Since he has been back with his family, he is learning to trust again and view himself as a Shadowhunter. He must reconcile his feelings about Kieran with the faerie’s betrayal in Lady Midnight, become more responsible and hopefully take some of the burdens off Julian.
Emma is dealing with the aftermath of discovering who killed her parents and why. As that pursuit has fueled her for the last five years, it’s a strange transition for her. It doesn’t help that her relationship with Julian is as complicated as ever. The two are battling with their emotions and letting it affect them as parabatai. The characters that Cassie has created are so real that you hurt when they hurt and just wish for a happy ending for all of them.
It was fantastic to see the cameos from some of the beloved characters we know from the other Shadowhunter Chronicles series. I personally miss them and always wonder what they’re up to now, how their lives are and what shenanigans they’re embroiled in. Cassie does not disappoint and the cameos were lengthy and detailed enough that I feel satisfied (although of course, I would be happy with several spin-off books chronicling their adventures).
Lord of Shadows takes our heroes outside of Los Angeles, which was brilliant because it allowed Cassie to continue to build and artfully illustrate her world. My favourite new location was Faerie, which we have visited before in the books but was allowed to flourish in this novel. The land was described in greater detail and the Fae themselves were given more depth. Previously, we witnessed interactions between the Seelie Queen and the Nephilim, but now we were able to learn more about the Unseelie.
I didn’t feel that there were any pacing issues in this story – the stories were interwoven with one another masterfully and action was interspersed with storytelling and world building elements. Each action made by the characters purposefully brought us down a road that while we won’t understand fully yet, you can sense the plot points are being introduced and will be fully realized in Queen of Air and Darkness. There are elements that feel like foreshadowing, but we won’t understand them until the series has concluded.
The final chapter was a rollercoaster that brought together several storylines and found all our characters together – but nothing played out as expected. Cassie is skilled at subverting our expectations and yet not leaving us unsatisfied with the conclusion. While I cannot believe some of the things that happened over the course of the novel, I appreciate the beauty of the plot and story, while not feeling like the book left me with a torturous cliffhanger.
I’ve mentioned it before, but Cassie’s books continue to get better and Lord of Shadows was fantastic. I highly recommend reading this book (after Lady Midnight, of course, and perhaps the rest of the Shadowhunter Chronicles as well) because in my humble opinion you will not regret it. I am absolutely in love with the book and utterly destroyed that we have to wait until 2019 to read the conclusion.
The storylines come together and diverge beautifully in this story, allowing each character to shine. Even though Julian and Emma are the main characters, we get to spend more time with the other Blackthorns, Kit, Cristina, Diana and the others. Each character grows over the course of the novel and we get to know them better. My heart goes out to Dru because although she has her family, she doesn’t have a best friend or someone to truly talk to – like Julian and Emma or Ty and Livvy. She clearly longs for that connection, or to at least be included more by her family and I think many can relate to that.
I loved getting to know Ty and Livvy more because they have such a unique and precious bond. It was also great to see Kit join in with their adventures, even though he is not new to the Shadow World he is new to being a Shadowhunter. They made him feel like part of the family and he understood Ty immediately in a way that most outsiders don’t take the time to. He fits in perfectly with them and I couldn’t wait to see how they would grow as a trio throughout the novel.
Mark has come into his own in this novel – the events he went through in Lady Midnight and with the Wild Hunt changed him, made him less sure of himself. Since he has been back with his family, he is learning to trust again and view himself as a Shadowhunter. He must reconcile his feelings about Kieran with the faerie’s betrayal in Lady Midnight, become more responsible and hopefully take some of the burdens off Julian.
Emma is dealing with the aftermath of discovering who killed her parents and why. As that pursuit has fueled her for the last five years, it’s a strange transition for her. It doesn’t help that her relationship with Julian is as complicated as ever. The two are battling with their emotions and letting it affect them as parabatai. The characters that Cassie has created are so real that you hurt when they hurt and just wish for a happy ending for all of them.
It was fantastic to see the cameos from some of the beloved characters we know from the other Shadowhunter Chronicles series. I personally miss them and always wonder what they’re up to now, how their lives are and what shenanigans they’re embroiled in. Cassie does not disappoint and the cameos were lengthy and detailed enough that I feel satisfied (although of course, I would be happy with several spin-off books chronicling their adventures).
Lord of Shadows takes our heroes outside of Los Angeles, which was brilliant because it allowed Cassie to continue to build and artfully illustrate her world. My favourite new location was Faerie, which we have visited before in the books but was allowed to flourish in this novel. The land was described in greater detail and the Fae themselves were given more depth. Previously, we witnessed interactions between the Seelie Queen and the Nephilim, but now we were able to learn more about the Unseelie.
I didn’t feel that there were any pacing issues in this story – the stories were interwoven with one another masterfully and action was interspersed with storytelling and world building elements. Each action made by the characters purposefully brought us down a road that while we won’t understand fully yet, you can sense the plot points are being introduced and will be fully realized in Queen of Air and Darkness. There are elements that feel like foreshadowing, but we won’t understand them until the series has concluded.
The final chapter was a rollercoaster that brought together several storylines and found all our characters together – but nothing played out as expected. Cassie is skilled at subverting our expectations and yet not leaving us unsatisfied with the conclusion. While I cannot believe some of the things that happened over the course of the novel, I appreciate the beauty of the plot and story, while not feeling like the book left me with a torturous cliffhanger.
I’ve mentioned it before, but Cassie’s books continue to get better and Lord of Shadows was fantastic. I highly recommend reading this book (after Lady Midnight, of course, and perhaps the rest of the Shadowhunter Chronicles as well) because in my humble opinion you will not regret it. I am absolutely in love with the book and utterly destroyed that we have to wait until 2019 to read the conclusion.
Chris Sawin (602 KP) rated Doomsday (2008) in Movies
Jun 18, 2019
The Reaper Virus has made its way across Great Britain. The uninfected are evacuated while a wall is built in an effort to quarantine the virus and it’s worked up until now. 30 years later, the virus has broken out again. Survivors are discovered on the other side of the wall, which brings hope for a cure. A team of special forces including Eden Sinclair (Rhona Mitra) are sent to the other side of the wall to try to find this cure. The survivors aren’t like normal people though as they’ve become cannibalistic savages and will kill or eat anyone who stands in their way. Even if a cure is found, it’s unlikely Sinclair and her team will be able to make it back in one piece.
Doomsday is probably not the best movie. It has a 6.0/10 on IMDb based off of 66,848 user ratings and a 51 on both Metacritic and Rotten Tomatoes. It’s a jumbled mess of a film, but it’s one where the first time viewing a decade ago triggered some sort of happiness in the cynical brain and barely beating heart attached to the decrepit fingers that type these halfhearted reviews (writing is more important than asthmatic breathing, so just pretend you understood the sarcasm here). There’s still a fondness for Doomsday despite its reputation and a soft spot for Neil Marshall who will hopefully blow us away with his Hellboy film in 2019. So sit back, relax, and enjoy a positive review for what is likely a nonsensical excuse of a film that is fairly enjoyable anyway.
It’s odd that the massive amount of inconsistencies in Dance of the Dead made the film practically unbearable and yet that’s half the charm of Doomsday. Written and directed by Neil Marshall (The Descent, Dog Soldiers), Doomsday is a sci-fi film that has heavy elements of films you likely already love. Judging by the screenshots alone, the film already has a Mad Max and even a Beyond Thunderdome aspect to its post-apocalyptic setting. Doomsday also seems to borrow elements from films such as Aliens, Gladiator, 28 Days Later, and The Warriors.
Sol, played by Craig Conway who was also the main crawler in The Descent, is an extremely violent and hardcore character. Sol is always seething with anger and with that kind of passion and energy he tends to steal nearly every scene he’s in. He pales in comparison to Rhona Mitra’s Sinclair character though. She doesn’t seem to care about anything and always manages to find a way to get out of whatever situation she finds herself in. Back in 2008, Sinclair came off as one of the fiercest and most dominant female on-screen characters that a 24-year-old rookie film critic had ever come across.
Watching the way the savages live and what they do to survive is disgustingly mesmerizing. Malcolm McDowell puts in a convincing performance as Kane. You hear him more than you see him over the course of the film, but his words are felt rather than just heard. Bob Hoskins is rather tame as Sinclair’s boss Bill Nelson. Neil Marhsall had the intention of having Hoskins mimic his bulldog role from The Long Good Friday, but he mostly sits on the sidelines while Sinclair does all of the dirty work.
Doomsday has an impressive amount of gore and the scenes where all hell breaks loose are the most fun. Witnessing the battle sequences, the deaths, and especially the car chase at the end makes Doomsday a worthwhile experience. One could make the argument that Doomsday is a chaotic mess that can’t pick a genre and stick with it for longer than a few minutes at a time, but it’s also difficult to take that to heart when a film is this much fun. It may have an A.D.D. method of filmmaking, but at least you’re never bored and the film manages to hold your interest and entertain you from beginning to end.
Doomsday won’t be for everyone, but it’s a wild, bloody ride at its core and it’s incredibly easy to enjoy the film as a one hour and 45 minute thrill ride in the vein of Mad Max: Fury Road. Horror, science fiction, and action collide along with a massive amalgamation of outbreak, post-apocalyptic, and medieval storylines in the utterly blood-soaked pandemonium known as Neill Marshall’s Doomsday.
Doomsday is currently available to stream on Amazon Prime, YouTube, Vudu, and Google Play for $2.99 and iTunes for $3.99. It’s also currently free on Amazon Prime with Starz and Prime Video Channels. The Multi-Format Blu-ray is $9.81 on Amazon while a two-disc Blu-ray packaged with Arnold Schwarzenegger’s End of Days will set you back $34.98. The DVD is available in brand new condition with free shipping for $6.02 on eBay while a pre-owned Blu-ray is $4.99 with free shipping.
Doomsday is probably not the best movie. It has a 6.0/10 on IMDb based off of 66,848 user ratings and a 51 on both Metacritic and Rotten Tomatoes. It’s a jumbled mess of a film, but it’s one where the first time viewing a decade ago triggered some sort of happiness in the cynical brain and barely beating heart attached to the decrepit fingers that type these halfhearted reviews (writing is more important than asthmatic breathing, so just pretend you understood the sarcasm here). There’s still a fondness for Doomsday despite its reputation and a soft spot for Neil Marshall who will hopefully blow us away with his Hellboy film in 2019. So sit back, relax, and enjoy a positive review for what is likely a nonsensical excuse of a film that is fairly enjoyable anyway.
It’s odd that the massive amount of inconsistencies in Dance of the Dead made the film practically unbearable and yet that’s half the charm of Doomsday. Written and directed by Neil Marshall (The Descent, Dog Soldiers), Doomsday is a sci-fi film that has heavy elements of films you likely already love. Judging by the screenshots alone, the film already has a Mad Max and even a Beyond Thunderdome aspect to its post-apocalyptic setting. Doomsday also seems to borrow elements from films such as Aliens, Gladiator, 28 Days Later, and The Warriors.
Sol, played by Craig Conway who was also the main crawler in The Descent, is an extremely violent and hardcore character. Sol is always seething with anger and with that kind of passion and energy he tends to steal nearly every scene he’s in. He pales in comparison to Rhona Mitra’s Sinclair character though. She doesn’t seem to care about anything and always manages to find a way to get out of whatever situation she finds herself in. Back in 2008, Sinclair came off as one of the fiercest and most dominant female on-screen characters that a 24-year-old rookie film critic had ever come across.
Watching the way the savages live and what they do to survive is disgustingly mesmerizing. Malcolm McDowell puts in a convincing performance as Kane. You hear him more than you see him over the course of the film, but his words are felt rather than just heard. Bob Hoskins is rather tame as Sinclair’s boss Bill Nelson. Neil Marhsall had the intention of having Hoskins mimic his bulldog role from The Long Good Friday, but he mostly sits on the sidelines while Sinclair does all of the dirty work.
Doomsday has an impressive amount of gore and the scenes where all hell breaks loose are the most fun. Witnessing the battle sequences, the deaths, and especially the car chase at the end makes Doomsday a worthwhile experience. One could make the argument that Doomsday is a chaotic mess that can’t pick a genre and stick with it for longer than a few minutes at a time, but it’s also difficult to take that to heart when a film is this much fun. It may have an A.D.D. method of filmmaking, but at least you’re never bored and the film manages to hold your interest and entertain you from beginning to end.
Doomsday won’t be for everyone, but it’s a wild, bloody ride at its core and it’s incredibly easy to enjoy the film as a one hour and 45 minute thrill ride in the vein of Mad Max: Fury Road. Horror, science fiction, and action collide along with a massive amalgamation of outbreak, post-apocalyptic, and medieval storylines in the utterly blood-soaked pandemonium known as Neill Marshall’s Doomsday.
Doomsday is currently available to stream on Amazon Prime, YouTube, Vudu, and Google Play for $2.99 and iTunes for $3.99. It’s also currently free on Amazon Prime with Starz and Prime Video Channels. The Multi-Format Blu-ray is $9.81 on Amazon while a two-disc Blu-ray packaged with Arnold Schwarzenegger’s End of Days will set you back $34.98. The DVD is available in brand new condition with free shipping for $6.02 on eBay while a pre-owned Blu-ray is $4.99 with free shipping.
Purple Phoenix Games (2266 KP) rated Cartooner: The Fast & Furious Game of Drawing Comics in Tabletop Games
Jul 23, 2019
Ok, I need to admit to you all that I am an artist. I am a musician (as we all at Purple Phoenix Games are). Unfortunately, I am nowhere near what anyone would call a competent visual artist (see play pic below for evidence of that). So when I received Cartooner from Japanime Games (thank you!) I was a bit intimidated. I was never good at Pictionary and I thought I was gonna be doomed whilst playing this. If you are like me, please keep reading because I actually did really well with this one.
A typical game of Cartooner will last four rounds and each round will be the same length – five, six, or seven minutes each. During these rounds players will create comics using increasing numbers of panels each round. So Round 1 will be a 2-panel comic, Round 2 will have 4 panels, Round 3 will have 6 panels, and the final round will contain 8 panels to fill with glorious comic gold. This is the basic game flow. Where the actual “game” part comes in is through the use of the two decks of cards.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Three “Theme” cards are dealt at the beginning of the game to each player, which describe the player’s obsessions. Players score points at the end of each round for including their Themes in the comic. This may sound somewhat easy, but the game comes with about 28,000 Theme cards and the combinations can be pretty wonky. For example, for my first game I was dealt Fear of Growing Old, Infidelity, and Desire to Be Famous. My 10-year old niece was dealt Aliens, Flowers, and Animals. I mean, come on! AND her dad is an art teacher (who also played with us and totally killed the art). So I thought I was beaten before we even began. The three Theme cards kept everyone pretty busy in Round 1, but it was about to get harder.
Round 2 introduces a new element to the game that refreshes every round: “Trend” cards. Whomever scored lowest in the previous round will draw Trend cards (the number of which is determined by which round you are currently playing) and choose cards to enact for the upcoming round. Trends are basically bonus cards that you can attempt to incorporate into your comic for the round to score fabulous amounts of points. These are optional, of course, but really can boost those scores for the round, so are not to be ignored.
At the end of each round players will present and read their comics to the group to be scored. Points are awarded for including your Themes, completing objectives from the Trend cards, and also for filling in every panel on your page – which I thought would be a breeze, but apparently eight panels is way too hard for me because I neglected to draw something in the final two panels. Tally up your points from all the rounds and determine the greatest comic artist at the table (it was me)!
Components. This game is a large pad of paper, 28,000 cards, and cardboard VP tokens. You must supply your own writing utensil. As you can see below, I like to live on the edge and used ballpoint pen for my artwork. The tokens are fine and the cards are of good quality. What I really want to highlight is the pad of paper that is provided. Every game each player will need four sheets of paper from the pad, one for each round. These pages are wonderfully organized and include the game rules at the bottom of each page to remind you of what will score points. This helps you to prioritize your panels to include the most VP-worthy elements and to (hopefully) tell a good story as well.
All in all this is a frantic comic drawing game that will have you pulling out your hair trying to compose a somewhat cohesive short visual story including elements that may not, and probably WILL not, fit into that narrative. It is relatively quick, as long as the presentations and arbitrations are held in check for time. We do not have many drawing games in our collections, and I am overjoyed that we now have an enjoyable representative of the genre. Purple Phoenix Games eagerly awards this one a 10/12. Go check it out and test your own illustration skills.
A typical game of Cartooner will last four rounds and each round will be the same length – five, six, or seven minutes each. During these rounds players will create comics using increasing numbers of panels each round. So Round 1 will be a 2-panel comic, Round 2 will have 4 panels, Round 3 will have 6 panels, and the final round will contain 8 panels to fill with glorious comic gold. This is the basic game flow. Where the actual “game” part comes in is through the use of the two decks of cards.
DISCLAIMER: I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
Three “Theme” cards are dealt at the beginning of the game to each player, which describe the player’s obsessions. Players score points at the end of each round for including their Themes in the comic. This may sound somewhat easy, but the game comes with about 28,000 Theme cards and the combinations can be pretty wonky. For example, for my first game I was dealt Fear of Growing Old, Infidelity, and Desire to Be Famous. My 10-year old niece was dealt Aliens, Flowers, and Animals. I mean, come on! AND her dad is an art teacher (who also played with us and totally killed the art). So I thought I was beaten before we even began. The three Theme cards kept everyone pretty busy in Round 1, but it was about to get harder.
Round 2 introduces a new element to the game that refreshes every round: “Trend” cards. Whomever scored lowest in the previous round will draw Trend cards (the number of which is determined by which round you are currently playing) and choose cards to enact for the upcoming round. Trends are basically bonus cards that you can attempt to incorporate into your comic for the round to score fabulous amounts of points. These are optional, of course, but really can boost those scores for the round, so are not to be ignored.
At the end of each round players will present and read their comics to the group to be scored. Points are awarded for including your Themes, completing objectives from the Trend cards, and also for filling in every panel on your page – which I thought would be a breeze, but apparently eight panels is way too hard for me because I neglected to draw something in the final two panels. Tally up your points from all the rounds and determine the greatest comic artist at the table (it was me)!
Components. This game is a large pad of paper, 28,000 cards, and cardboard VP tokens. You must supply your own writing utensil. As you can see below, I like to live on the edge and used ballpoint pen for my artwork. The tokens are fine and the cards are of good quality. What I really want to highlight is the pad of paper that is provided. Every game each player will need four sheets of paper from the pad, one for each round. These pages are wonderfully organized and include the game rules at the bottom of each page to remind you of what will score points. This helps you to prioritize your panels to include the most VP-worthy elements and to (hopefully) tell a good story as well.
All in all this is a frantic comic drawing game that will have you pulling out your hair trying to compose a somewhat cohesive short visual story including elements that may not, and probably WILL not, fit into that narrative. It is relatively quick, as long as the presentations and arbitrations are held in check for time. We do not have many drawing games in our collections, and I am overjoyed that we now have an enjoyable representative of the genre. Purple Phoenix Games eagerly awards this one a 10/12. Go check it out and test your own illustration skills.
Daniel Boyd (1066 KP) rated Blade Runner (1982) in Movies
Oct 10, 2017
Incredible setting. (2 more)
Groundbreaking for sci-fi movies of the time.
The special effects and visuals still hold up 35 years later.
The Perils & Benefits Of Hindsight
I first watched Blade Runner around fifteen years ago and in my seven year old brain , I put it into the same category as Star Wars. They were both sci-fi movies, both made in a similar era and they both starred Harrison Ford. I think that the first version I saw was the director's cut version. I went back to Blade Runner at the age of 12, when the ultimate cut was released in 2007 and at the time, I felt that the setting and the world were still incredible, but the plot and characters in the movie left a lot to be desired. For the release of the sequel 2049, I decided to go back and re-watch the directors cut a few days before I went to see the new movie.
I totally forgot how slow this film was. The whole thing moves at a snail's pace and half of the runtime is spent looking at Harrison Ford's reaction shots. I had it in my head that the pace of Blade Runner was similar to that of A New Hope, but I was way off. I get it, it's not a sci-fi action flick, it's a hard-boiled, contemplative detective film, but it really was a slog.
I still feel the same way about this movie that I always have, the world and setting is better than the movie itself. There is a reason that so many movies took elements of Blade Runner's amazing setting and used them as inspiration for their own films. To this day the sets and the majority of this 35 year old film's visuals still look great, that is an achievement not to be scoffed at.
I will always appreciate Blade Runner for what it did for sci-fi movies that came after it, but if you saw this film as a kid and are thinking about going back to re-watch it again for the release of the sequel, I would actually recommend against it. This movie was so much better in my head than it was when I actually re-watched it and I somehow like it less now after re-watching it. This shouldn't take away from the importance and influence of this film though and if you consider this a classic, it would be hard to argue with you.
I totally forgot how slow this film was. The whole thing moves at a snail's pace and half of the runtime is spent looking at Harrison Ford's reaction shots. I had it in my head that the pace of Blade Runner was similar to that of A New Hope, but I was way off. I get it, it's not a sci-fi action flick, it's a hard-boiled, contemplative detective film, but it really was a slog.
I still feel the same way about this movie that I always have, the world and setting is better than the movie itself. There is a reason that so many movies took elements of Blade Runner's amazing setting and used them as inspiration for their own films. To this day the sets and the majority of this 35 year old film's visuals still look great, that is an achievement not to be scoffed at.
I will always appreciate Blade Runner for what it did for sci-fi movies that came after it, but if you saw this film as a kid and are thinking about going back to re-watch it again for the release of the sequel, I would actually recommend against it. This movie was so much better in my head than it was when I actually re-watched it and I somehow like it less now after re-watching it. This shouldn't take away from the importance and influence of this film though and if you consider this a classic, it would be hard to argue with you.
Hazel (1853 KP) rated Where Are You Hiding, God? in Books
Jul 5, 2017
Cute
This eBook was provided by the publisher via NetGalley in exchange for an honest review
Where Are You Hiding, God? is a children’s picture book by the Austrian illustrator Elisabeth Zartl. Originally published in 2013 under the German title Wo versteckst du dich, lieber Gott? it has been translated into English in order to reach a wider audience. Primarily targeted at children of Christian families, the book attempts to explain the concept of God.
The short story begins with an anonymous little girl searching for God in a manner that resembles a game of Hide and Seek. She looks in her bedroom, the bathroom and the garden before giving up in defeat. As she sits desolately alone, a gust of wind and a falling leaf prompt her to realise that God does not have a corporeal body, but is, in fact, everywhere. Exhilarated by her newfound understanding, she exclaims that God was in all the places she looked and that he is inside her, too. God is everywhere.
Aimed at children ages three and over, Where Are You Hiding, God? explores the confusion a child may have in comprehending the idea of God. For a child, knowing something or someone is there but not being able to see them is a difficult idea to grasp. This book, through the demonstration of someone their own age, helps to explain their questions and uncertainties.
Elizabeth Zartl’s illustrations capture the attention of those reading or looking at the pages. Filling each page with a full-colour palette, the drawings are child-friendly but realistic, making it easy to process, and accurately creates a visual narrative of the written words. The language is also suitable for the intended demographic and, although three-year-olds may not be able to read it themselves, they will certainly understand the story.
From a design point of view, the text and illustrations do not quite match up. The full-page artworks make it difficult to place the short sentences in a way that both elements can work together. This, however, is not the fault of the author/illustrator who would have originally been working with a German text.
Overall, Where Are You Hiding, God? is a sweet, short story that can be read to children or grandchildren over and over again. As well as being a source of entertainment, it introduces them to the beliefs they will encounter during their Christian upbringing and prepares them to develop a greater understanding of God.
Where Are You Hiding, God? is a children’s picture book by the Austrian illustrator Elisabeth Zartl. Originally published in 2013 under the German title Wo versteckst du dich, lieber Gott? it has been translated into English in order to reach a wider audience. Primarily targeted at children of Christian families, the book attempts to explain the concept of God.
The short story begins with an anonymous little girl searching for God in a manner that resembles a game of Hide and Seek. She looks in her bedroom, the bathroom and the garden before giving up in defeat. As she sits desolately alone, a gust of wind and a falling leaf prompt her to realise that God does not have a corporeal body, but is, in fact, everywhere. Exhilarated by her newfound understanding, she exclaims that God was in all the places she looked and that he is inside her, too. God is everywhere.
Aimed at children ages three and over, Where Are You Hiding, God? explores the confusion a child may have in comprehending the idea of God. For a child, knowing something or someone is there but not being able to see them is a difficult idea to grasp. This book, through the demonstration of someone their own age, helps to explain their questions and uncertainties.
Elizabeth Zartl’s illustrations capture the attention of those reading or looking at the pages. Filling each page with a full-colour palette, the drawings are child-friendly but realistic, making it easy to process, and accurately creates a visual narrative of the written words. The language is also suitable for the intended demographic and, although three-year-olds may not be able to read it themselves, they will certainly understand the story.
From a design point of view, the text and illustrations do not quite match up. The full-page artworks make it difficult to place the short sentences in a way that both elements can work together. This, however, is not the fault of the author/illustrator who would have originally been working with a German text.
Overall, Where Are You Hiding, God? is a sweet, short story that can be read to children or grandchildren over and over again. As well as being a source of entertainment, it introduces them to the beliefs they will encounter during their Christian upbringing and prepares them to develop a greater understanding of God.









