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BankofMarquis (1832 KP) rated Strange world (2022) in Movies
Jan 7, 2023
A nod to the “Pulp Magazine” Science Fiction works of the 1950’s, STRANGE WORLD follows the adventures of the Clade clan as they try to find out what is beyond the hills of their land with the central conflict of this movie being that the Grandfather - the great explorer Jaeger Clade - wanting to explore. His son, Searcher Clade, wanting to stay put and the Grandson, Ethan Clade, caught between the 2.
It is pretty standard fare that is made all the more confusing by the setup of the premise and the clumsy introduction of the myriad of characters and situations that leads the audience to the exploration adventure that is to come.
Written and Co-Directed by Qui Nguyen (and directed by Don Hall) - both of whom are responsible for the criminally under-rated RAYA AND THE LAST DRAGON - Strange World stumbles out of the gate and spends the first 1/2 (maybe even the first 2/3) trying to recover from that stumble.
It finally does get it’s legs under itself and the end is worth the patience one must have to get through the beginning.
The voice cast is steady - but unspectacular. Jake Gyllenhaal (Searcher), Gabrielle Union (Meridian Clade - the Mom and pilot), Jaboukie Young-White (Ethan, the Grandson), Lucy Liu (explorer Callisto Mal) and Dennis Quaid (Jaeger, the Grandfather) all put in “professional” work, but none of them stick out - which is especially disappointing in Quaid’s case, for his character looks like it was written to be the quirky, different, interesting character.
Disney animation has had a mixed bag with “action/adventure” animated films. For every BIG HERO 6, there are TREASURE PLANET attempts that seemed earnest and well-meaning, but just don’t hit the mark.
If you are in the mood for a good Disney/Animated adventure that comes from Hall and Nguyen, skip STRANGE WORLD and, instead, check out RAYA AND THE LAST DRAGON.
Letter Grade: C+
5 1/2 stars (out of 10) - and you can take that to the Bank(ofMarquis)
Purple Phoenix Games (2266 KP) rated Lost Ruins of Arnak in Tabletop Games
Feb 7, 2021
Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.
“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.
While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.
The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.
To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
Kirk Bage (1775 KP) rated Glass (2019) in Movies
Mar 3, 2020
I am not the biggest M. Night Shyamalan fan, to be honest. I will give you The Sixth Sense and Signs (to an extent), but even those contain some dodgy direction, plotting and unforgivable dialogue that hasn’t weathered the test of time well. 75% of his output is so bad it becomes funny; I mean, The Happening and Lady in the Water – WTF!? And the less said about The Last Airbender the better. My favourite of his works would have to be Unbreakable, from 2000. At least there is a satisfying story arc and the “twist” makes sense. Often with him it is so preposterous or an non-event, it makes you wonder why he bothered.
Sixteen years later, and Split sprung a surprise by being not bad at all, largely thanks to James McAvoy’s performance as a man with multiple personality disorder – a striking, terrifying, turn that showcased his abilities as an actor superbly. So there was some anticipation that bringing those two film worlds together would yield something very interesting and at least fun. So, it is sad to say that, once again, he pretty much botched it.
Don’t get me wrong, it is watchable and entertaining, up to a point – that point being when the story tries to gel all its strands together in a cohesive new twist, and fails utterly to do so. McAvoy is yet again the standout. Here he pushes the split personalities at his command to a brain spinning degree, switching from one to the other effortlessly – I would much rather just have watched him talking and twitching for two hours, to be fair. Bruce Willis has little to do but brood, and Samuel L. Jackson becomes totally laughable as he strains with the script to find any grounding in real character, and descends into cartoon / pantomime villain very quickly, losing all validity carried over from Unbreakable.
It’s a shame, because there is an idea in there somewhere; this just wasn’t it. No doubt, he has left it open for further exploration with these characters, and will in time return to them. I just hope he takes his time to consider the script properly before diving headlong into another disappointment of cliche and bad plotting. I just feel sorry for McAvoy, who deserved much better.