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Saving Private Ryan (1998)
Saving Private Ryan (1998)
1998 | Action, Drama, War
A classic
Film #14 on the 100 Movies Bucket List: Saving Private Ryan

When I think of war films, I immediately think of Saving Private Ryan. This is partly because I shamefully haven’t seen the majority of the older classic war films (but I may have done by the time I reach the end of this list), and also because this is the first war film I ever saw. I have my dad to thank for introducing me to this, he was obsessed with anything war related, and while I would never admit this to him as a teenager, even back then I could appreciate how brilliant this film was.

Saving Private Ryan is a 1998 World War II epic from Steven Spielberg that follows a group of soldiers as they embark on a mission across France to rescue a man who’s 3 brothers have been killed in action. It stars Tom Hanks as Captain Miller as he leads a host of recognisable faces including Vin Diesel (Caparzo), Barry Pepper (Jackson), Tom Sizemore (Horvath), Giovanni Ribisi (Wade), Edward Burns (Reiben) and Jeremy Davies as Upham as they trek across country to find Matt Damon’s Private Ryan.

The main plot is definitely very Hollywood, but the film itself looks and feels like anything but a glamorous Hollywood blockbuster. This is by far the grittiest, darkest and most horrific war film I’ve seen to date. Spielberg does not shy away from displaying the true horror of war, from the blood and gore of the fighting to the physical and psychological effects it had on the soldiers , it’s all here in all of its horrifying glory. One of the most memorable scenes of any war film is the opening sequence of the D-Day landings, that shows a haunting and frightfully bloody side of the war that no other films have managed to capture in such a dark and emotionally draining manner. Even the opening scene in Arlington Cemetery, especially when paired with a moving score from John Williams, is a tearjerker only a few minutes into the 2.5 hour runtime. I don’t know how factually realistic this whole film is, but it’s definitely one of the most compellingly believable films I’ve ever seen, especially the death scenes.

Visually the cinematography helps with the dark and gritty feeling. Everything looks grey and drab, even hazy at times, and this only helps to promote the overall tone of the film. Admittedly there are parts of this now that do look a little dated and there are a few early scenes with a strange out of place camera flare, but considering it was released 23 years ago, it’s aged pretty well and still looks quite good. It’s helped by a truly stellar cast lead by the ever brilliant Tom Hanks, who’s turn as Captain Miller is hauntingly good. The fact that he didn’t win the Oscar for his performance is criminal. Him alongside the rest of the cast, including memorably brash Brooklynite Reiben (Burns) and God-fearing elite sniper Jackson (Pepper), completely embody the camaraderie, friendship and sometimes hostility shown by the group of men perfectly. My only slight criticism of this film is that after growing to know and like these men over the course of the film, there is a question mark over some of their fates at the end which is a tiny bit disappointing.

Saving Private Ryan won 5 Oscars, including Best Director and Best Cinematography, but was nominated for many others including Best Picture, which in my opinion it deserved far more than the film that won in 1999 (Shakespeare in Love), as this is undoubtedly an all time classic war film.
  
Mutants
Mutants
2019 | Card Game, Fighting, Video Game Theme
Boy, we have some crazy ideas when it comes to what the world will look like in the future. Flying cars? Probably. Robot house butlers? Maybe. Mutant fighters that can be formed immediately and placed into battle seconds after “birth?” Now, that’s a stretch. But, embrace the stretch here, because Mutants is all about it.

Mutants is a crazy-themed deck building, hand management, fighting, card game for one to four players. Usually in this instance I would put together a Solo Chronicles review, but I wanted to first get the multiplayer rules down and then delve into solo. In any case, this game pits players against each other in a royal rumble where controlling mutants to fight one another most effectively and efficiently will earn the player riches galore. Come check out the world of Mutants.


To setup, well, there are many steps. The biggest and perhaps most confusing step is creating the decks of mutants that will be used by players throughout the game. I will recommend you follow the rulebook for drafting your team, or simply use one of the provided pre-constructed team suggestions. Otherwise, place the main board on the table, along with the power and scoring tokens for each player. Players choose their player board according to color chosen, take their starting deck, and divide their Advanced Mutant deck into three piles, with the top card flipped face-up. Players draw a hand of six Basic Mutant cards (one of each type initially) and the battle may begin!
Mutants is played over five rounds, tracked on the main board. Each round encompasses three phases: Crush the Competition, Move Active Mutant, and Take Action. As the game progresses, the power tokens for players will be moving up and down the Power Track. If, at the start of the current player’s turn, an opponent’s power token is located in one of the last three Power Track spaces (named the Dread Zone), and the current player’s token is on the Fury Space (furthest along the Track), then the current player will score immediate bonus points by Crushing the Competition.

The first turn will not utilize the Move Active Mutant phase, but on subsequent phases, this will need to be resolved. A player’s board consists of three main slots: Left Mutant, Active Mutant, and Right Mutant. Mutants may only enter the Active Mutant slot in the middle, so if a Mutant is currently placed in that slot, it will need to be moved either to the Left or Right slot, at the player’s discretion. Should all slots be filled, one of the Mutants will need to be moved off the board to make room for the new one. Once this happens, the Mutant’s Leave Ability (at the bottom of the Mutant’s card) will activate. This could give the player more Power, some Attacking abilities, or other unique abilities. Once a card leaves their slot and applies their Leave Ability, it is placed in the Discard space at the bottom of the player board.

Now that the Active Mutant slot is available, the current player may choose from one of the Take Action choices: Deploy Mutant, Breed, or Incubate. To Deploy Mutant, simply play a card from hand to the Active Mutant slot, activating the Deploy Ability once placed. These Deploy Abilities could range from cycling (draw a card from the deck and discard a card from the hand), gaining Power, or even reactionary abilities. Breeding Mutants requires the player to discard two cards from hand whose type icons match those of one of the face-up Advanced Mutant cards atop the player board. Discarding these cards allows the Advanced Mutant to enter play on the Active Mutant slot. Finally, the player may instead choose to Incubate an Advanced Mutant from one on offer by discarding one card (and it does NOT need to match icons) and placing the chosen Advanced Mutant on the Incubator slot on the left side of the board. These incubated Advanced Mutants will be placed atop the draw deck at the end of the round, so it will be drawn during the next round.

If at any time a player needs to draw a card from their draw deck and there are no cards remaining, they will first choose a card from their Discards to Freeze, by placing it in the appropriate Cryo Freezer on the right side of the player board. Frozen cards will be scored at game end, and can really boost a final score.

At the end of the round players will perform a few more tasks and setup for the next round. First, the Power Tokens are scored according to which is in first place along the Track and so on, using the red and black VP numbers printed on the main board. The round marker is advanced one level, and each Mutant in Incubation is moved to the players’ draw decks. Players then draw a new hand of six cards, and Power Tokens are reset according to the previous round’s placement, in reverse order. The player whose Power Token is now furthest behind will be the starting player for the next round.


Play continues in this fashion of moving Mutants around, taking actions, and jockeying for supremacy along the Power Track until the end of the fifth round. At that time, the final VPs are awarded for the Power Track placement, and all cards in the Cryo Freezer are tallied. The player with the most VP at the end of the game is the winner of Mutants!
Components. Okay, I have some thoughts here, and more than just, “oh hey, they are nice.” The game comes with a bevvy of cards, some wooden tokens, and a couple “boards.” I used quotations because only the main board is an actual board. The player boards are slick cardstock and, while functional, feel a little cheap. The cards themselves are all super great and the artwork is appropriate and quite excellent. I have a couple issues with some other components, however. The Power and Score Tokens are the only wooden components in the box and I just do not understand them. They look like Sauron/Spartan helmets, or someone who is crying because they just shoved a fork into the power outlet. Now, there are four of each type in different colors, and though the colors aren’t the primary colors we have grown to accept for our player colors, they have swapped out the green for purple, and I think the game is colorful enough to include more exciting colors. So I’m not a fan of the Power and Score Tokens. Similarly, I don’t really understand the insert that comes with the game. I see that it is setup to hold TONS of cards, and maybe there were/are plans for many many expansions, but the base game can be housed in two of the 14 total card slots provided. Also, I have no idea what is going on in the middle of the insert, but I also don’t own any of the expansions yet, so hopefully those molded spots are actually meant to hold something. Everything else, though, is great!

For me, art and components are very high on my list of items that affect how much I enjoy a game. Now, I can live with the wonky Power and Score Tokens, and I suppose I don’t mind carrying around a giant box of cards, when the game could ALMOST fit inside a box the size of Bohnanza or Point Salad or the like. That said, I have definitely enjoyed my plays of Mutants. The rulebook is a little daunting at first, mostly because the theme is unique and the game style is similarly different to me. Once the game gets into the thick of it, though, strategy and tactics take over so strongly. Each card is carefully considered for its usability as either a card to be played or discarded for varying effects. I love that about this game.

This is certainly more than a “deck builder,” even though deck building and hand management are at the forefront of the mechanics here. You aren’t necessarily building your deck and cycling through it quickly enough for me to consider this a true deck builder alone, but using each card for different purposes certainly increases the replayability with Mutants. When is the best time to freeze a card versus keeping it in the deck for its abilities? Do I move off the Left Mutant or keep it around for another turn? Why did I pick these Advanced Mutants during the draft, when I have crappy supporting cards? Every play of Mutants has been a wonderful challenge of maximizing my deck and choosing just the right opponents to attack with my monstrous creations. Purple Phoenix Games gives this one a horrifically delightful 5 / 6. I hate having to bling out my games, but I think I will probably try to find replacements for the Power and Score Tokens (though maybe a little spray paint will help?), and look into grabbing one or all of the expansions so that I may be able to fill up that confusing insert. I look forward to my next games of this, and to getting the word out on this little gem I finally tried.
  
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    Sheltered

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Mark @ Carstairs Considers (2346 KP) rated Murder in Murray Hill in Books

May 19, 2021 (Updated May 19, 2021)  
Murder in Murray Hill
Murder in Murray Hill
Victoria Thompson | 2014 | Mystery
10
10.0 (1 Ratings)
Book Rating
Investigating a Murder as Life Changes
New York City Detective Sergeant Frank Malloy gets a new case when a man walks into police headquarters wanting to report his daughter missing. Henry Livingston has no clue where Grace might have gone, but Frank quickly figures out that she has been responding to lonely hearts ads in the newspaper trying to find herself a husband. While she might have eloped with someone, all signs point to something much worse. Is Grace still alive? Can Frank and Sarah Brandt find her?

This book is darker than some of the others in the series, but it deals with that darker subject sympathetically, and there aren’t any details we don’t need. The darker subject of the mystery is balanced out by lighter sub-plots involving Sarah and Frank’s future plans. (And if you aren’t up to date on the series, know that this one spoils some major events from the end of the previous book.) I love the characters, so it was wonderful to check in again with them and find out what is happening in their lives. The mystery is twisty; just when I thought I knew where things were going, something would happen to confuse me again. The world of 1890’s New York City is brought to life expertly without slowing the story down at all. This is another page turning entry in the series.
  
The Dawn of Peace (Etherya's Earth #0.5)
The Dawn of Peace (Etherya's Earth #0.5)
Rebecca Hefner | 2022 | Paranormal, Romance
10
10.0 (1 Ratings)
Book Rating
THE DAWN OF PEACE is a prequel novella in the Etherya's Earth series. It introduces us to the two main characters, whilst also meeting other main characters for the first time.

Kilani is a strong woman, a brilliant warrior, and relegated to organising functions at her father's request because women aren't allowed to join the army or have a mind of their own. Alrec is a Vampyire who has lost his whole family and swore to avenge them. These two meet in a meadow one evening when Alrec is there to raid the Slayer men. They fight and Alrec lets Kilani live. Sometime later, Kilani returns the favour, and mutual respect and trust begin to flourish between these two.

I loved this story! It was fast-paced but had enough attention to detail to keep me satisfied. The only trouble I have now is I want to read The End of Hatred again to see if they feature in that. The world-building is second to none, with plentiful descriptions and situations to keep everyone's attention.

If this had been the first book in the series I had read, it would definitely have pushed me to read more. Absolutely brilliant and definitely recommended by me.

** same worded review will appear elsewhere **

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
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Ross (3284 KP) rated Ruin in Books

Jan 3, 2018  
Ruin
Ruin
John Gwynne | 2016 | Science Fiction/Fantasy
8
9.0 (2 Ratings)
Book Rating
Maquin (0 more)
Coincidences (0 more)
The third instalment in the Faithful and the Fallen series continues the story laid out in Malice and Valour. Again, the story is split between numerous PoV characters, which at times is a little annoying (especially as some of them really are bit-part characters barely mentioned in the rest of the story and are only there to witness events). Whereas before the story followed perhaps three different adventures with little overlap, there is now a much wider scope to the overall plot with a number of different battles, sieges, journeys, confrontations all happening at the same time and the story generally chops and changes between these.
At times in all three books now I have felt that the same thing is being told numerous times, everyone loses their father and looks for revenge, numerous people are betrayed by their brother, two interchangeable young heirs to different thrones are on the run from those seeking to end their claim to that throne etc. And the number of times groups just happen to cross paths in what is supposed to be a massive, dense, unnavigable forest, often just at the right time, is frankly preposterous.
While some of the characters and some plot devices aren't great, the story telling and world building is brilliant. Once you remember who the character is and what they were doing last chapter (sometimes 100 pages ago!) it really is very gripping reading. Now that we (and they) know who the good guys and bad guys are, the balance in strength is constantly shifting as people change sides, massive warbands are wiped out in battle or castles taken/re-taken and groups flee through the forest. There is a lot of ground to cover in the last book of the series, but with all the main groups now zeroing in on the same area I expect this to be done to a satisfactory conclusion with the same pace as shown here.
  
The English Breakfast Murder
The English Breakfast Murder
Laura Childs | 2018 | Mystery
3
5.5 (2 Ratings)
Book Rating
Worst one of the series
Contains spoilers, click to show
***Spoilers ahead you’ve been warned***

This would have to be the worst book in the series so far. I read this through because I just wanted to get to the end of it in the hopes of having somewhat of a satisfying ending but even that was denied.

The plot wasn’t that interesting. It tried to have intrigue and mystery but it was severely lacking. What you read more was more tea parties than anything else. Yes, she owns a tea shop and has two large events that somehow took over nearly half of the book. The mystery takes a back seat in this book and it’s disappointing. The pace of the book was slow and although it tried to make it a little engaging with two issues going on at once it wasn’t enough to really capture my attention.

I wasn’t even that interested in the suspects. Nothing stood out and even when it was revealed it was so lackluster. There wasn’t much of an action scene and it completely did a nose dive. The suspect was nabbed. Done. No explanation, no way to tie the loose ends. Everything was just left open and unfinished. I have no idea what in the world happened in this book with the mystery aspect of it. Then there was the issue with Nadine being a complete kleptomaniac. Okay, she stole stuff….so...what ever happened to the items she stole? Nothing was said. Was it ever recovered? And Delaine, lordy. She got the point where she became annoying everytime she appeared in a scene.

I read this book just because it was following the series. I think the next one will determine if I continue on with it or not. It’s too bad. I actually enjoyed these and thought they were quaint little mysteries to get into after heavy reads. Not so with this one. You could probably skip this one and go to the following. You’re not missing anything.
  
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