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Purple Phoenix Games (2266 KP) rated Sorrim in Tabletop Games
Sep 2, 2020
Head to head competitive games are great, especially during the current lockdown situation. My wife and I could play 1v1 games all the time and be quite happy. That’s why we really enjoy abstract games so much. However, head to head fighting card games are something that my wife and I can kinda get heated over. How did Sorrim do for us? Keep reading.
Sorrim is a competitive 1v1 (or 2v2 or 3v3) card game for two players. A player wins once all of their opponent’s fighters have been knocked out. Fighters are all of differing magic (element) types and therefore can only be equipped with sigils (spells and attacks) of matching type. Whittling the opposing fighters’ health to zero will award triumphant players victory!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and all copies will have components matching these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to order from The Game Crafter directly, your FLGS, or purchase through any retailers stocking it after it is released. -T
To setup the game, separate and shuffle the fighter deck and sigil deck. Deal each player a set of colored chips to keep track of values for each fighter. Fighter cards will be flipped and revealed at the beginning of the conflict. Roll the die to determine starting player and the game can begin! Note: this preview will be using the introductory 1v1 setup, though games can also be played on 2v2 and 3v3 modes with slightly different rules.
Each fighter will have their own stats to track as shown on their cards: Might, Altruism, Trickery, Health. Fighters will also possess special abilities printed on their cards to be used during the game.
Sigil cards will show either the word “Passive,” which will be active throughout the game or triggered by a special event, or they will show a group of numbers to indicate the required rolls needed to launch a successful attack.
On a player’s turn they will consult the fighter’s passive abilities to see if they will trigger. Next, the player will roll the die and compare with their cards to cast a sigil (spell). If the rolled result matches a sigil it may be cast. Opponents will check any passive abilities and adjust Health by amount of the fighter’s Might. Play continues in this fashion until one player’s fighters are all reduced to zero Health. That player loses and the winner must then mock the loser until the next game played.
Components. This game consists of some cards, a die, and some translucent chips. Each copy will be provided a link to the designer’s document to print off the rulebook and the stat sheets to track fighter stats as they change throughout the game. The cards are acceptable quality, the die is just an entry-level normal d6 (we were sent green with white ink), and the chips are TiddlyWink style. Everything is… fine. The art leaves some to be desired, especially in this era of gaming where art can elevate a good game to great, and a great game to amazing. This art does not help Sorrim. It’s not terrible, but it’s not wonderful either. Not my style.
All in all, the game is actually pretty decent. It is very quick-playing, especially the 1v1 mode, and after playing one game you kinda want to try some of the other fighter and sigil combinations. Any time a game makes you want to play more, that’s a great thing.
With Sorrim, my final thoughts are that it is a good game. I wouldn’t call it great, but there are several interesting mechanics and the variability/replayability built in is quite good. There are lots of two player battle card games, and Sorrim brings something a little different. The theme is enjoyable, and the gameplay is fast. There isn’t a ton of strategy involved as turns are dependent on rolling a number that matches your sigil cards, but it does deliver an easy-feeling, low-stress battle game for two. For some reason you just don’t feel annoyed when you lose, as can be the case with other PvP games. If you are looking for something in your collection that gives you this quick gameplay and is relatively rules-light, head over to The Game Crafter and give Sorrim a try.
Sorrim is a competitive 1v1 (or 2v2 or 3v3) card game for two players. A player wins once all of their opponent’s fighters have been knocked out. Fighters are all of differing magic (element) types and therefore can only be equipped with sigils (spells and attacks) of matching type. Whittling the opposing fighters’ health to zero will award triumphant players victory!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and all copies will have components matching these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to order from The Game Crafter directly, your FLGS, or purchase through any retailers stocking it after it is released. -T
To setup the game, separate and shuffle the fighter deck and sigil deck. Deal each player a set of colored chips to keep track of values for each fighter. Fighter cards will be flipped and revealed at the beginning of the conflict. Roll the die to determine starting player and the game can begin! Note: this preview will be using the introductory 1v1 setup, though games can also be played on 2v2 and 3v3 modes with slightly different rules.
Each fighter will have their own stats to track as shown on their cards: Might, Altruism, Trickery, Health. Fighters will also possess special abilities printed on their cards to be used during the game.
Sigil cards will show either the word “Passive,” which will be active throughout the game or triggered by a special event, or they will show a group of numbers to indicate the required rolls needed to launch a successful attack.
On a player’s turn they will consult the fighter’s passive abilities to see if they will trigger. Next, the player will roll the die and compare with their cards to cast a sigil (spell). If the rolled result matches a sigil it may be cast. Opponents will check any passive abilities and adjust Health by amount of the fighter’s Might. Play continues in this fashion until one player’s fighters are all reduced to zero Health. That player loses and the winner must then mock the loser until the next game played.
Components. This game consists of some cards, a die, and some translucent chips. Each copy will be provided a link to the designer’s document to print off the rulebook and the stat sheets to track fighter stats as they change throughout the game. The cards are acceptable quality, the die is just an entry-level normal d6 (we were sent green with white ink), and the chips are TiddlyWink style. Everything is… fine. The art leaves some to be desired, especially in this era of gaming where art can elevate a good game to great, and a great game to amazing. This art does not help Sorrim. It’s not terrible, but it’s not wonderful either. Not my style.
All in all, the game is actually pretty decent. It is very quick-playing, especially the 1v1 mode, and after playing one game you kinda want to try some of the other fighter and sigil combinations. Any time a game makes you want to play more, that’s a great thing.
With Sorrim, my final thoughts are that it is a good game. I wouldn’t call it great, but there are several interesting mechanics and the variability/replayability built in is quite good. There are lots of two player battle card games, and Sorrim brings something a little different. The theme is enjoyable, and the gameplay is fast. There isn’t a ton of strategy involved as turns are dependent on rolling a number that matches your sigil cards, but it does deliver an easy-feeling, low-stress battle game for two. For some reason you just don’t feel annoyed when you lose, as can be the case with other PvP games. If you are looking for something in your collection that gives you this quick gameplay and is relatively rules-light, head over to The Game Crafter and give Sorrim a try.
Purple Phoenix Games (2266 KP) rated Castles of Mad King Ludwig in Tabletop Games
Jun 12, 2020
“Well why CAN’T I just have a long hallway between my garden and my porch? How else am I going to get to the stairwell?” – Nobody ever.
Castles of Mad King Ludwig is a game of castle construction in the most ridiculous fashion. Oh, there ARE rules, mind you, but what results can be a ludicrous display of asinine architectural planning but also hilarity at what monstrosity you have assembled.
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. Also there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Ok, stop ranting about how stupid your castles always look at game’s end. In this game you are building a castle for an eccentric (and mad) king to appease his skewed vision of stylish housing. Setup is somewhat lengthy, so I will not detail all the steps here. Determine the starting player and give them the castleeple (grr) to denote them as the first Master Builder. As Master Builder, you will draw room tile cards that dictate from which size pile you will draw room tiles. The Master Builder will then assign each room tile a cost and place the tile next to the cost for all to see. Each player will then choose a room tile to add to their castle and pay the Master Builder the cost (or choose a corridor). The Master Builder will then choose their room tile and pay the bank the cost. For every room tile that did not get chosen a coin will be placed on it as consolation for whomever purchases it in the future.
Once you have placed your room tile you score the points printed on the room, add or subtract any bonus points for placing near other specific rooms, and check for room completion. If you have connected all entryways from a room to different rooms or corridors you may receive the benefits of room completion printed on a separate completion bonus tile. These bonuses could range from re-scoring the room, drawing extra bonus cards, or even receiving room tiles for free.
Game play continues this way until the room tile cards run out. Players take note of their position on the scoring tableau and count up any bonus cards they have completed as well as placement in the face-up public goals. Score any bonus points for leftover money and allow the winner to gloat and show off their preposterous castle… thing.
Components. There are quite a lot of components for this game. You are definitely getting your money’s worth here. The cards are of good quality. The room tiles, bonus tokens, scoring tableau, coins, and main organization board are thinner stock cardboard, but they have held up really well for me. The castleeple and scoring discs are nice, and the rule book is concise and easy to read and comprehend. The artwork is nice, and the whole package it put together really well. Ok, so I honestly don’t remember what the insert looks like because I tossed it right away, but I’m sure it was fine too?
So I gave this one some crap at the top of the review for being mostly ridiculous. And it is. But, I also really really like this game. It allows me to contrive a strategy and tactics as I play, and I feel great about what I have done by the end of the game. I did not really care for Suburbia when I played it, and though this is not a copy, it is similar. Why do I like this one so much but not the other? I really do not know. The art is way better on Castles, but surely that can’t be enough to overpower the game play right? Is it the Master Builder feature? It is the different sized and shaped room tiles that allow me to make a monster on the table in front of me? Must be all of these things. As you can see, I am not alone in my enjoyment of the game as Purple Phoenix Games gives this one an absurd 15 / 18. Get this one for all your architect aficionado friends.
Castles of Mad King Ludwig is a game of castle construction in the most ridiculous fashion. Oh, there ARE rules, mind you, but what results can be a ludicrous display of asinine architectural planning but also hilarity at what monstrosity you have assembled.
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. Also there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Ok, stop ranting about how stupid your castles always look at game’s end. In this game you are building a castle for an eccentric (and mad) king to appease his skewed vision of stylish housing. Setup is somewhat lengthy, so I will not detail all the steps here. Determine the starting player and give them the castleeple (grr) to denote them as the first Master Builder. As Master Builder, you will draw room tile cards that dictate from which size pile you will draw room tiles. The Master Builder will then assign each room tile a cost and place the tile next to the cost for all to see. Each player will then choose a room tile to add to their castle and pay the Master Builder the cost (or choose a corridor). The Master Builder will then choose their room tile and pay the bank the cost. For every room tile that did not get chosen a coin will be placed on it as consolation for whomever purchases it in the future.
Once you have placed your room tile you score the points printed on the room, add or subtract any bonus points for placing near other specific rooms, and check for room completion. If you have connected all entryways from a room to different rooms or corridors you may receive the benefits of room completion printed on a separate completion bonus tile. These bonuses could range from re-scoring the room, drawing extra bonus cards, or even receiving room tiles for free.
Game play continues this way until the room tile cards run out. Players take note of their position on the scoring tableau and count up any bonus cards they have completed as well as placement in the face-up public goals. Score any bonus points for leftover money and allow the winner to gloat and show off their preposterous castle… thing.
Components. There are quite a lot of components for this game. You are definitely getting your money’s worth here. The cards are of good quality. The room tiles, bonus tokens, scoring tableau, coins, and main organization board are thinner stock cardboard, but they have held up really well for me. The castleeple and scoring discs are nice, and the rule book is concise and easy to read and comprehend. The artwork is nice, and the whole package it put together really well. Ok, so I honestly don’t remember what the insert looks like because I tossed it right away, but I’m sure it was fine too?
So I gave this one some crap at the top of the review for being mostly ridiculous. And it is. But, I also really really like this game. It allows me to contrive a strategy and tactics as I play, and I feel great about what I have done by the end of the game. I did not really care for Suburbia when I played it, and though this is not a copy, it is similar. Why do I like this one so much but not the other? I really do not know. The art is way better on Castles, but surely that can’t be enough to overpower the game play right? Is it the Master Builder feature? It is the different sized and shaped room tiles that allow me to make a monster on the table in front of me? Must be all of these things. As you can see, I am not alone in my enjoyment of the game as Purple Phoenix Games gives this one an absurd 15 / 18. Get this one for all your architect aficionado friends.
Purple Phoenix Games (2266 KP) rated Com-Pet-Ability in Tabletop Games
Apr 14, 2020
I have two dogs: a Yorkshire Terrier and a Powderpuff Chinese Crested. I love them dearly, but I just cannot see myself having any more 4-legged mammal pets. We promised our son a pet fish when we move (or a whole aquarium community if my wife will allow), but other than that, we will NOT be adding more pets to our household. So when I heard about a game that requires you to collect cards so that you have five pets to take home I immediate gave the deer-in-headlights look. No, I would not have a pet deer.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. 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
To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.
DISCLAIMER: We were provided a copy of the game for the purposes of this review. 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
To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!
The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.
So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!
Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).
So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
Bob Mann (459 KP) rated A Star Is Born (2018) in Movies
Sep 28, 2021
Dullsville Arizona.
It’s unusual for the illustrious Mrs. Movie-Man and I to disagree over our opinion of a movie. Sure, she doesn’t like some genres like horror and sci-fi that I do, and I will often go to them alone. But in the main if we sit there together then we tend to have the same general view as to whether we liked it or not. (I guess that’s why we’ve been such a good match for nearly 40 years!). Not so though with this film.
The story has been filmed three times before: in 1937 (with Janet Gaynor and Fredric March); 1954 (with Judy Garland and James Mason) and 1976 (with Barbra Streisand and Kris Kristofferson). In all of these films the story has been the same: an alcoholic and over-the-hill actor (or with Kris Kristofferson, rock star) finds a young talented ingenue to love and develop into a superstar.
The modern day remake is a little different in that Jackson Maine, our older star (now played by Bradley Cooper), is a stadium-filling mega-rock-star, recognised and idolised in every bar he goes into…. and he frequents a LOT of bars. Maine mixes the cocktail with drugs in this version meaning that as one star is ascending, his seems destined to be heading into a black hole.
At its heart, this is a good story of having self-confidence in your own abilities, no matter how people around you try to put you down. Gaga’s Ally is one such person; a waitress who is constantly being told, especially by her blue-collar dad and his boozy friends, that although she has a great voice she’s “never going to make it” because of the way she looks. In chilled fashion she meets Jackson Maine, who hears her sing and thinks she might be on the edge of glory. Not worried about her big nose, he appreciates she was born that way: in fact he likes her so much he wants to poke her face. (Sorry… couldn’t resist it).
I appreciate from the IMDB rating that I am probably in a minority here. (At the time of writing this – pre-general release – it is a ridiculously high – and I suspect artificially pumped up – 8.8). But for me, I found the whole thing a dull affair. I can’t remember the last time I went to a film when I actively looked at my watch… but 1 hour 45 into this, I did (it had another 30 minutes to run).
For one thing, I just didn’t believe Bradley Cooper as the rock star character. He just came across as totally false and unbelievable to me. I had more resonance with Gaga’s Ally. Even though she is a novice actor (and it showed at times) in general I thought she did a creditable job. But given these two factors together, there are long and indulgent exchanges between the pair that seemed to me to go on in–ter–min–ably. Best actor in the film for me was Sam Elliott as Jackson’s brother Bobby. The mellowing of the brothers is a scene that I found genuinely touching.
I’d also like a glance at the original script, since there are some passages (the “boyfriend/husband” lines is a case in point) where it felt like one of them made an script mistake and, instead of Cooper (as director) shouting “cut”, they kept it going as some sort of half-arsed improv.
What is impressive is that they got to film at live concerts (including at Glastonbury), although most of this footage is of the hand-held nausea-inducing variety. There is zero doubt that Gaga can belt out a song better than anyone. But I didn’t get that same feeling about Bradley Cooper’s singing: like a lot of this film (with Cooper as co-producer, co-screenwriter AND director) it felt to me like a self-indulgent piece of casting.
I know music is extremely subjective, and “country” isnt really my think anyway. But the songs by Gaga and Lukas Nelson were – “Shallow” aside – for me rather forgetable.
Overall, in a couple of years that have brought us some great musicals – “La La Land“; “Sing Street“; “The Greatest Showman” – here’s a film about the music industry that did nothing for me I’m afraid.
But with my new user-rating system (this is the first post on the new web site) you have a chance to have YOUR say, so vote away!
The story has been filmed three times before: in 1937 (with Janet Gaynor and Fredric March); 1954 (with Judy Garland and James Mason) and 1976 (with Barbra Streisand and Kris Kristofferson). In all of these films the story has been the same: an alcoholic and over-the-hill actor (or with Kris Kristofferson, rock star) finds a young talented ingenue to love and develop into a superstar.
The modern day remake is a little different in that Jackson Maine, our older star (now played by Bradley Cooper), is a stadium-filling mega-rock-star, recognised and idolised in every bar he goes into…. and he frequents a LOT of bars. Maine mixes the cocktail with drugs in this version meaning that as one star is ascending, his seems destined to be heading into a black hole.
At its heart, this is a good story of having self-confidence in your own abilities, no matter how people around you try to put you down. Gaga’s Ally is one such person; a waitress who is constantly being told, especially by her blue-collar dad and his boozy friends, that although she has a great voice she’s “never going to make it” because of the way she looks. In chilled fashion she meets Jackson Maine, who hears her sing and thinks she might be on the edge of glory. Not worried about her big nose, he appreciates she was born that way: in fact he likes her so much he wants to poke her face. (Sorry… couldn’t resist it).
I appreciate from the IMDB rating that I am probably in a minority here. (At the time of writing this – pre-general release – it is a ridiculously high – and I suspect artificially pumped up – 8.8). But for me, I found the whole thing a dull affair. I can’t remember the last time I went to a film when I actively looked at my watch… but 1 hour 45 into this, I did (it had another 30 minutes to run).
For one thing, I just didn’t believe Bradley Cooper as the rock star character. He just came across as totally false and unbelievable to me. I had more resonance with Gaga’s Ally. Even though she is a novice actor (and it showed at times) in general I thought she did a creditable job. But given these two factors together, there are long and indulgent exchanges between the pair that seemed to me to go on in–ter–min–ably. Best actor in the film for me was Sam Elliott as Jackson’s brother Bobby. The mellowing of the brothers is a scene that I found genuinely touching.
I’d also like a glance at the original script, since there are some passages (the “boyfriend/husband” lines is a case in point) where it felt like one of them made an script mistake and, instead of Cooper (as director) shouting “cut”, they kept it going as some sort of half-arsed improv.
What is impressive is that they got to film at live concerts (including at Glastonbury), although most of this footage is of the hand-held nausea-inducing variety. There is zero doubt that Gaga can belt out a song better than anyone. But I didn’t get that same feeling about Bradley Cooper’s singing: like a lot of this film (with Cooper as co-producer, co-screenwriter AND director) it felt to me like a self-indulgent piece of casting.
I know music is extremely subjective, and “country” isnt really my think anyway. But the songs by Gaga and Lukas Nelson were – “Shallow” aside – for me rather forgetable.
Overall, in a couple of years that have brought us some great musicals – “La La Land“; “Sing Street“; “The Greatest Showman” – here’s a film about the music industry that did nothing for me I’m afraid.
But with my new user-rating system (this is the first post on the new web site) you have a chance to have YOUR say, so vote away!
Bob Mann (459 KP) rated Coco (2017) in Movies
Sep 29, 2021
An animated masterpiece? I should Coco!
I had no great expectations of this film. In fact, I honestly went to see it solely because – with the lazy multiplex habit of milking films like Jedi, Jumanji and (God help us) Pitch Perfect 3 – this was the only film at my local cinemas that I hadn’t seen. But wow… just wow!
For this is a masterpiece, and with the Oscar nominations released yesterday, it almost seems a crime that it wasn’t included in the Best Picture list (it must surely follow its Golden Globes win and snatch the Best Animated film category… although I admit that “Loving Vincent” clearly looks like it took a lot more work!).
Miguel (voiced by Anthony Gonzalez) lives in the quaint Mexican village of Santa Cecilia with his extended shoe-making family, including his grandmother Abuelita (Renée Victor) and his wizened old great-grandmother Coco (Ana Ofelia Murguía, via a brilliant piece of animation). Coco was a child from a broken home, with music being the cause of all the trouble, and this has led to a multi-generational ban that Abuelita polices with fierce passion. Unfortunately, Miguel “has the music in him”, idolising the – now deceased – singing sensation and matinee idol Ernesto de la Cruz (Benjamin Bratt, “Doctor Strange“). Desperate to perform in the Piazza talent contest, held during the evening of the “Day of the Dead” festival, Miguel takes destiny into his own hands…. which might prove fatal as he is dragged, alive and kicking, into the ‘land of the dead’.
The film is a thing of beauty. Some of the scenes: notably the candlelit graveyard, the “petal bridge” and the first sight of the land of the dead are done with such majesty and art that they take your breath away. Literally jaw dropping! (Try to make sure you see it on the big screen). So there are similarities here with “Blade Runner 2049” which also had images that could easily grace the walls of any art gallery in the world.
Where the film deviates from “Blade Runner” though is the original story by Lee Unkrich (who also directs), Adrian Molina (who co-directs), Jason Katz and Matthew Aldrich. Whereas the sci-fi reboot was a bit flaccid, story-wise, Coco develops in a surprisingly non-linear way. The story you think you are on suddenly does unexpected switchbacks and gets very deep indeed.
Deep? But this is a kids film right? Well, no, not really. Sure it has a lot of fun skeleton action, in the style of the re-constituting Olaf from “Frozen”, and a cute but mangy dog with a ridiculously long tongue. But the themes exposed here are FAR from childish. They encompass family, ambition, work/life balance, death and remembrance in such a fashion that parents exposing the film to young kids (I would think, up to 7 or 8 years old) should be ready with sensitive answers to “Mummy/Daddy, why…” questions so as to avoid significant anxiety and nightmares. The relationship between Miguel and his grandmother Abuelita, switching from violent outbursts to sudden loving hugs, might – I think – also confuse and disturb young children. Its UK certificate is “PG”, not “U”, for good reason.
So be prepared to cry. If you are anything like me, there will be a point in this film where you are desperately trying to recall the faces and voices of all of those people in your life that you have lost over the years. And some of the final jolts in this film will leave you almost as drained (almost!) as the start of “Up”.
As befits the subject matter there is a great score, with a mariachi feel, by Michael Giacchino, including a nice rendition of “When You Wish Upon A Star” over the Disney castle production logo. And there are some great songs, including the pivotal “Remember Me” which is now Oscar nominated.
Passport control at Heathrow was never like this.
Watch out for some nice cameo voice performances as well: Cheech Marin (from Cheech and Chong) plays the ‘border control’ officer, and Pixar regular John Ratzenberger (Hamm in “Toy Story”) turns up again playing Juan Ortodoncia, a character whose dentist fondly remembers him (LOL)!
With John Lasseter recently dragged into the #metoo scandal, and taking 6 months off to ponder on his “missteps”, one hopes this will not knock Pixar off its track too much. For with this evidence the studio shouldn’t keep trying to milk existing “Incredibles” and “Toy Story” franchises, but come up with more original entertainments like this. Because, for me, this rises into my top-three favourite Pixar films of all time (along with Toy Story and Wall-E).
For this is a masterpiece, and with the Oscar nominations released yesterday, it almost seems a crime that it wasn’t included in the Best Picture list (it must surely follow its Golden Globes win and snatch the Best Animated film category… although I admit that “Loving Vincent” clearly looks like it took a lot more work!).
Miguel (voiced by Anthony Gonzalez) lives in the quaint Mexican village of Santa Cecilia with his extended shoe-making family, including his grandmother Abuelita (Renée Victor) and his wizened old great-grandmother Coco (Ana Ofelia Murguía, via a brilliant piece of animation). Coco was a child from a broken home, with music being the cause of all the trouble, and this has led to a multi-generational ban that Abuelita polices with fierce passion. Unfortunately, Miguel “has the music in him”, idolising the – now deceased – singing sensation and matinee idol Ernesto de la Cruz (Benjamin Bratt, “Doctor Strange“). Desperate to perform in the Piazza talent contest, held during the evening of the “Day of the Dead” festival, Miguel takes destiny into his own hands…. which might prove fatal as he is dragged, alive and kicking, into the ‘land of the dead’.
The film is a thing of beauty. Some of the scenes: notably the candlelit graveyard, the “petal bridge” and the first sight of the land of the dead are done with such majesty and art that they take your breath away. Literally jaw dropping! (Try to make sure you see it on the big screen). So there are similarities here with “Blade Runner 2049” which also had images that could easily grace the walls of any art gallery in the world.
Where the film deviates from “Blade Runner” though is the original story by Lee Unkrich (who also directs), Adrian Molina (who co-directs), Jason Katz and Matthew Aldrich. Whereas the sci-fi reboot was a bit flaccid, story-wise, Coco develops in a surprisingly non-linear way. The story you think you are on suddenly does unexpected switchbacks and gets very deep indeed.
Deep? But this is a kids film right? Well, no, not really. Sure it has a lot of fun skeleton action, in the style of the re-constituting Olaf from “Frozen”, and a cute but mangy dog with a ridiculously long tongue. But the themes exposed here are FAR from childish. They encompass family, ambition, work/life balance, death and remembrance in such a fashion that parents exposing the film to young kids (I would think, up to 7 or 8 years old) should be ready with sensitive answers to “Mummy/Daddy, why…” questions so as to avoid significant anxiety and nightmares. The relationship between Miguel and his grandmother Abuelita, switching from violent outbursts to sudden loving hugs, might – I think – also confuse and disturb young children. Its UK certificate is “PG”, not “U”, for good reason.
So be prepared to cry. If you are anything like me, there will be a point in this film where you are desperately trying to recall the faces and voices of all of those people in your life that you have lost over the years. And some of the final jolts in this film will leave you almost as drained (almost!) as the start of “Up”.
As befits the subject matter there is a great score, with a mariachi feel, by Michael Giacchino, including a nice rendition of “When You Wish Upon A Star” over the Disney castle production logo. And there are some great songs, including the pivotal “Remember Me” which is now Oscar nominated.
Passport control at Heathrow was never like this.
Watch out for some nice cameo voice performances as well: Cheech Marin (from Cheech and Chong) plays the ‘border control’ officer, and Pixar regular John Ratzenberger (Hamm in “Toy Story”) turns up again playing Juan Ortodoncia, a character whose dentist fondly remembers him (LOL)!
With John Lasseter recently dragged into the #metoo scandal, and taking 6 months off to ponder on his “missteps”, one hopes this will not knock Pixar off its track too much. For with this evidence the studio shouldn’t keep trying to milk existing “Incredibles” and “Toy Story” franchises, but come up with more original entertainments like this. Because, for me, this rises into my top-three favourite Pixar films of all time (along with Toy Story and Wall-E).
Purple Phoenix Games (2266 KP) rated Crimes & Capers: High School Hijinks in Tabletop Games
Jan 20, 2022
High School. While many have horrible memories of that time period of life, I personally did not have many negative experiences. However, I do remember the different cliques, and those that could and could not be trusted. So when I heard about the new Crimes & Capers series from Renegade Game Studios, and that one of the options was a high school, I knew we had to take a look at it. Come see why we enjoy it.
A popular student among many different social circles is in trouble and it is up to her friends (the players) to suss out the entire situation armed with merely small pieces of information. Each player takes on the role of one such student, and their information is vital to the overall story behind these High School Hijinks.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover everything, but will describe the overall game flow so that our readers may get a sense of how the game plays. For more in depth coverage, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a character, receives the corresponding booklet of information, and the padlocked locker is placed on the table. The locker contains more vital information, and it is up to the players to arrive at the correct combination to unlock it. Open the envelope entitled, “Opening Materials,” and the game is on!
Now, there is so much to this game that I wish I could relay to you, the reader, but without spoiling anything, my hands are almost literally tied. I wish I could explain what kind of information is found in each player’s materials, and what the locker contains, and even a little of the story, but in doing so I fear I would spoil at least SOMETHING. That’s not what I’m about, so unfortunately, this portion of the review will need to remain a mystery. Apologies, but it benefits you this way.
Components. Inside this box is a bunch of folios and envelopes and one of the coolest components I’ve ever seen in a game box: a fully-formed and padlocked personal locker. Yes, one could easily tear the cardboard locker apart to get to the materials inside, but what kind of monster would do such a thing? I have no problems with any of the components, and the artwork throughout is excellent.
The game itself is also incredibly solid. We really had no idea what to expect going into this one, but were pleasantly surprised with the included puzzles and deductions. There were many times when we just HAD to exchange folios and information belonging to the individual player because we just needed a second set of eyes on it. There is a lot of stuff going on in this box, and it definitely was a great time playing.
However, this game is one of those that is a one-and-done play, because once you have played through it, it is impossible to replay with the same components. Renegade Games does provide a recharge pack, of sorts, so that the game may be enjoyed by another group, but I have not checked into that, so I will not comment on it. I believe our scores are indicative of the great time we had, but the fact that we are unable to play it again, and that is both a very very cool feature, but also very saddening. We would love to be able to salvage some components and have a different scenario be made from them, but alas, we are not designers, so we have not yet figured out how.
The official recommendation here is that everyone should definitely try this one. If you are a fan of mystery games and games that have interesting themes and mechanics working together, then this is a no-brainer. Purple Phoenix Games gives this one a nostalgic 12 / 18. If it were replayable in any fashion that would not rehash the same story, this would easily earn a higher rating from us. That said, we are very much looking forward to trying the other game(s) in the series as they release. So come on back to high school and join your friends for the High School Hijinks that are certain to be a good time.
A popular student among many different social circles is in trouble and it is up to her friends (the players) to suss out the entire situation armed with merely small pieces of information. Each player takes on the role of one such student, and their information is vital to the overall story behind these High School Hijinks.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover everything, but will describe the overall game flow so that our readers may get a sense of how the game plays. For more in depth coverage, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a character, receives the corresponding booklet of information, and the padlocked locker is placed on the table. The locker contains more vital information, and it is up to the players to arrive at the correct combination to unlock it. Open the envelope entitled, “Opening Materials,” and the game is on!
Now, there is so much to this game that I wish I could relay to you, the reader, but without spoiling anything, my hands are almost literally tied. I wish I could explain what kind of information is found in each player’s materials, and what the locker contains, and even a little of the story, but in doing so I fear I would spoil at least SOMETHING. That’s not what I’m about, so unfortunately, this portion of the review will need to remain a mystery. Apologies, but it benefits you this way.
Components. Inside this box is a bunch of folios and envelopes and one of the coolest components I’ve ever seen in a game box: a fully-formed and padlocked personal locker. Yes, one could easily tear the cardboard locker apart to get to the materials inside, but what kind of monster would do such a thing? I have no problems with any of the components, and the artwork throughout is excellent.
The game itself is also incredibly solid. We really had no idea what to expect going into this one, but were pleasantly surprised with the included puzzles and deductions. There were many times when we just HAD to exchange folios and information belonging to the individual player because we just needed a second set of eyes on it. There is a lot of stuff going on in this box, and it definitely was a great time playing.
However, this game is one of those that is a one-and-done play, because once you have played through it, it is impossible to replay with the same components. Renegade Games does provide a recharge pack, of sorts, so that the game may be enjoyed by another group, but I have not checked into that, so I will not comment on it. I believe our scores are indicative of the great time we had, but the fact that we are unable to play it again, and that is both a very very cool feature, but also very saddening. We would love to be able to salvage some components and have a different scenario be made from them, but alas, we are not designers, so we have not yet figured out how.
The official recommendation here is that everyone should definitely try this one. If you are a fan of mystery games and games that have interesting themes and mechanics working together, then this is a no-brainer. Purple Phoenix Games gives this one a nostalgic 12 / 18. If it were replayable in any fashion that would not rehash the same story, this would easily earn a higher rating from us. That said, we are very much looking forward to trying the other game(s) in the series as they release. So come on back to high school and join your friends for the High School Hijinks that are certain to be a good time.
Purple Phoenix Games (2266 KP) rated Tiny Epic Galaxies: Beyond the Black in Tabletop Games
Mar 11, 2022
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.
This review is a breakdown of the Beyond the Black expansion for Tiny Epic Galaxies. Beyond the Black introduces several new components to the game: Pilot cards, Hangars, and Exploration cards. To set up for a game with the expansion, things are done as normal with a few additions. The deck of Pilot cards is shuffled, and a market is created above the row of Planet cards. Each player receives a Hangar mat with 4 Advanced Ships, and the Exploration cards are shuffled and placed face-down on the Exploration mat. A handful of new Planet and Secret Mission cards are included in this expansion, and are shuffled into their respective decks. Pictured below are some of the expansion components.
The gameplay with the Beyond the Black expansion is essentially identical to that of the base game, with two new action options. On your turn, when you have rolled your dice, you have the option to Hire Pilots. These Pilots will take control of an Advanced Ship from your Hangar mat, and will provide special and powerful abilities in the game. In order to Hire a Pilot, you must pay the dice cost for the specific type of Advanced Ship for which you are hiring. Take the Pilot card and place it on your Hangar mat, on the corresponding Advanced Ship. You then replace one of your normal ships with the new Advanced Ship, to be used throughout the rest of the game. Not all Pilots can control every ship, so you have to strategize on which Pilots to hire.
The other new action option is Exploration. On your turn, when you roll a “Move a Ship” action, you may move a ship to the Exploration mat. Exploring uncharted space could result in helpful discoveries (gaining resources) or dangerous consequences (usually losing resources). Once on the Exploration mat, you have the option to take any face-up card from the Exploration row, if there are any, or you have the option to reveal the top card of the Exploration deck. If you reveal the top card and it is a green Discovery card, you may choose to take it and reap the rewards, or you can choose to push your luck and draw another card hoping for something better. If you draw a red Danger card, you must immediately take it and suffer the consequences, thus ending your turn. The Exploration row can only ever have 3 face-up cards at a time, so knowing when to push your luck or when to take a safe card is key.
The game continues in the normal fashion, with these additional actions, until a player has earned 21 or more VP. Along with the base game VP, the expansion allows players to earn VP for hired Pilots and Exploration cards. When the game end is triggered, players will then score their Secret Mission cards and VP earned from Exploration cards, and the player with the highest total is declared the winner!
Official recommendation: If you’ve read our review of Tiny Epic Galaxies, and it’s newest iteration, Tiny Epic Galaxies Blast Off!, then you’ll know that we absolutely love this game. The gameplay is excellent, the theming is on point, and the mechanics are engaging. That being said, is the Beyond the Black expansion necessary? If you, like us, are serious fans of the base game, I would say yes. This expansion builds upon the great elements of the base game, and provides even more opportunities for strategy in your gameplay. Should you hire this Pilot now, and for which Advanced Ship? You’re allowed to replace Pilots in future turns, but what if you replace someone and then regret it? How far are you willing to push your luck to Explore uncharted space? The benefits are nice, but the consequences can be brutal. The gameplay is elevated by the inclusion of these new elements, and is not bogged down by unnecessary additions. When first introducing this game to people, I would probably just use the base game to build an understanding of the gameplay. But beyond that (see what I did there?), I would highly recommend grabbing a copy of the Beyond the Black expansion to include in your future plays of this awesome little space game.
This review is a breakdown of the Beyond the Black expansion for Tiny Epic Galaxies. Beyond the Black introduces several new components to the game: Pilot cards, Hangars, and Exploration cards. To set up for a game with the expansion, things are done as normal with a few additions. The deck of Pilot cards is shuffled, and a market is created above the row of Planet cards. Each player receives a Hangar mat with 4 Advanced Ships, and the Exploration cards are shuffled and placed face-down on the Exploration mat. A handful of new Planet and Secret Mission cards are included in this expansion, and are shuffled into their respective decks. Pictured below are some of the expansion components.
The gameplay with the Beyond the Black expansion is essentially identical to that of the base game, with two new action options. On your turn, when you have rolled your dice, you have the option to Hire Pilots. These Pilots will take control of an Advanced Ship from your Hangar mat, and will provide special and powerful abilities in the game. In order to Hire a Pilot, you must pay the dice cost for the specific type of Advanced Ship for which you are hiring. Take the Pilot card and place it on your Hangar mat, on the corresponding Advanced Ship. You then replace one of your normal ships with the new Advanced Ship, to be used throughout the rest of the game. Not all Pilots can control every ship, so you have to strategize on which Pilots to hire.
The other new action option is Exploration. On your turn, when you roll a “Move a Ship” action, you may move a ship to the Exploration mat. Exploring uncharted space could result in helpful discoveries (gaining resources) or dangerous consequences (usually losing resources). Once on the Exploration mat, you have the option to take any face-up card from the Exploration row, if there are any, or you have the option to reveal the top card of the Exploration deck. If you reveal the top card and it is a green Discovery card, you may choose to take it and reap the rewards, or you can choose to push your luck and draw another card hoping for something better. If you draw a red Danger card, you must immediately take it and suffer the consequences, thus ending your turn. The Exploration row can only ever have 3 face-up cards at a time, so knowing when to push your luck or when to take a safe card is key.
The game continues in the normal fashion, with these additional actions, until a player has earned 21 or more VP. Along with the base game VP, the expansion allows players to earn VP for hired Pilots and Exploration cards. When the game end is triggered, players will then score their Secret Mission cards and VP earned from Exploration cards, and the player with the highest total is declared the winner!
Official recommendation: If you’ve read our review of Tiny Epic Galaxies, and it’s newest iteration, Tiny Epic Galaxies Blast Off!, then you’ll know that we absolutely love this game. The gameplay is excellent, the theming is on point, and the mechanics are engaging. That being said, is the Beyond the Black expansion necessary? If you, like us, are serious fans of the base game, I would say yes. This expansion builds upon the great elements of the base game, and provides even more opportunities for strategy in your gameplay. Should you hire this Pilot now, and for which Advanced Ship? You’re allowed to replace Pilots in future turns, but what if you replace someone and then regret it? How far are you willing to push your luck to Explore uncharted space? The benefits are nice, but the consequences can be brutal. The gameplay is elevated by the inclusion of these new elements, and is not bogged down by unnecessary additions. When first introducing this game to people, I would probably just use the base game to build an understanding of the gameplay. But beyond that (see what I did there?), I would highly recommend grabbing a copy of the Beyond the Black expansion to include in your future plays of this awesome little space game.
Gareth von Kallenbach (980 KP) rated Savages (2012) in Movies
Aug 7, 2019
Over the past 15 years, Oliver Stone’s films have been kind of hit or miss to me. It’s as if Stone is still trying to make the same controversial films he became popular for in the 80’s and early 90’s. Only, as an audience, we have become keen to his filmmaking style and therefore his more recent work suffers from the apathy of a “show me something new” culture. Still, despite his failures, Stone does not makes apologies for his work while he continues in his quest to make films about controversial subjects. This time around Stone strives to take us into the violent world of the Mexican drug cartels though a film adaptation of the novel Savages by Don Winslow.
As the film opens we are introduced to “O” (Blake Lively) who, as our narrator, acquaints us with the open yet loving relationship she shares with our two protagonists, Chon and Ben. Chon (Taylor Kitsch), an ex-Navy SEAL, is unquestionably the muscle of the trio’s operation. Chon was the original financier for his high school friend Ben, (Aaron Johnson) the peaceful, charitable, botany genius who has created the most potent marijuana in the world. Together these two embody the perfect man for O, while the three of them enjoy the spoils of the small marijuana empire they created in southern California.
That is until they gain the attention from a Mexican cartel intent on creating a stronger foothold in the southern California area. The cartel offers them a partnership and explains that by teaming up their business will triple in three years. But when the trio refuse the offer, the ruthless head of the cartel, Elena (Selma Hayek), instructs her enforcer, Lado (Benicio Del Toro), to kidnap O and hold her hostage so the boys will cooperate. Soon our heroes use their network of connections, like crooked DEA agent Dennis (John Travolta) and financial broker Spin (Emile Hirsch), to battle the cartel in a series of savage maneuvers to get back their one “shared” love.
Stone has been known to inspire his actors to give Oscar worthy performances. Sadly, you will not find any such performances here. That is not to say that the acting was terrible. It just seemed that the characters themselves are uninspired which is a shame because I would have liked to have seen some growth in this young cast, especially from Taylor Kitsch.
I feel that many critics will be hard on Taylor Kitsch because of his previous epic fails of 2012 (John Carter and Battleship) however I am surprised to admit that, for this movie at least, he gets a pass in my book. Not because he delivers a fantastic performance that makes me believe he’s truly an up and coming talent, but rather because he is convincing in his portrayal of Chon. When O describes our protagonists as each being one half of the perfect man, she refers to Chon as “Hard Steel,” which is exactly what Kitsch plays him as, a one-dimensional, emotionally devoid character with no growth or any real redeeming qualities other than the ability to go to war. Regardless of whether or not Kitsch has any additional acting range not showcased in this film, I cannot penalize him for his performance in this movie. He fit the part that he was cast in fine.
Blake Lively (Gossip Girl, Sisterhood of the Traveling Pants) plays O, short for Ophelia. And yes she channels the mad, love-struck, melancholic character from Hamlet after whom she is named. And while it is easy to make those comparisons to the character of this film, they only appear to be on the surface, if anything. And herein lies the problem. Regardless of how you feel about her open relationship with Ben and Chon, the more I learned about her, the less I cared. Like Kitsch’s character, O is boring and one dimensional. She is the product of being a pretty little rich girl whose mother is off somewhere with husband number twelve. She has been getting stoned every day since she was young and the only place she finds herself loved is in with the company of Chon and Ben. Tragic, I know. While watching the film I honestly thought to myself, if I was Ben or Chon, I would say, “Fuck it. Cut her loose and let’s go to Asia.” She has no redeeming qualities other than being good looking and a good lay. So why would they go through so much trouble for her? The trio’s relationship is weakly tied together by her telling us through narration but never really materializes on screen. At times you get some of a feeling that Ben actually loves her but that love is never really reciprocated from O. It is safe to say that that I did not derive any loving connection from Lively’s performance, though her deliver as a narrator was tolerable.
Aaron Johnson (Kick-Ass) is the one redeeming performance from this young cast. In contrast to Chon, O describes Ben as “Soft Wood” which makes him the better half. Ben is the one character who actually goes through some kind of character arc and growth. Using the wood analogy, we watch him bend from the peaceful Buddhist businessman to the man who will sacrifice everything, to get back this woman he loves. Nowhere is this better embodied than when Ben is faced with the tough choice of sticking to his peaceful beliefs or incinerating a man in cold blood during one of their moves against the cartel. I found myself actually curious about what Ben would do next. Unlike Chon and O, Ben has some depth and struggles with his personal beliefs, his love for O and what needs to be done. Needless to say, Johnson delivers a believable performance that actually helps move along the action and was the only protagonist that kept me interested in their battle.
In addition to Johnson, the film is littered with several strong supporting cast members who all deliver solid performances. Selma Hayek is strong as Elena, the leader of the cartel that challenges Ben and Chon. She is a ruthless and shrewd businesswoman and yet has a better “sense of morality” as she explains during her interactions with O and her own daughter. Her enforcer Lado is played by Benicio Del Toro who, with the help of an uncomfortable rapist mustache, comes off as an extremely menacing character. Del Toro solidifies himself on screen by being down right creepy and yet intelligent in his own savage way. During every moment of screen time you expect him to kill someone just because it is good for business.
A needed bit of change of pace is provided by an unexpected performance by Emile Hirsch (Into the Wild) as Ben and Chon’s witty financial broker, Spin. As well as by John Travolta who plays Dennis, the dirty DEA agent who’s in Ben and Chon’s pocket. In fact, even though Travolta’s screen time is maybe a total of 12 minutes, his performance steals the show with his sole bit of comic relief, for lack of a better explanation. Perhaps the strongest acted moment of this film is during a standoff scene between Del Toro and Travolta that in many ways makes me want to know more about those characters. And what that movie would be about.
In typical Stone fashion the movie is shot in a variety of film angles and stylistic devices used to foreshadow and at times create a foreboding presence. Visually the movie provides a strong and believable feeling for the world these characters live in and the way that they operate their business. In addition, narration is used at points to move along the action and provide the audience with insight that otherwise would not have been possible on performances alone. I personally have no problem with narration as long as it is set up from the beginning and used to advance the story, which it is. However in the final act, the movie introduces a film device from left field that completely kills the already weak pacing of the movie. I cannot get into it without giving away the story, but I can see how this device could completely ruin the movie for those patrons who are already disinterested by the time the final act rolls around. Especially for those who do not find any connection to any of the characters. In which case, the pacing of this film will seem slow and drawn out.
I am torn about my review of this film. Savages is something that I wanted to like more than I did. Two of the three protagonists are one dimensional and if it was not for Johnson and the strong supporting cast I might have found the movie boring. It was also completely different from the expectations set by the commercials. Those looking for an action movie will feel misled and will more than likely be disappointed with the film. Not that there is not any action, only it comes between very long periods of dialogue and slow pacing. By the end of the movie, you are either invested in these characters or just waiting for the lights to come up in the theater. And in typical Oliver Stone fashion the movie tries to make us question our own perception of just what it means to be a savage.
As the film opens we are introduced to “O” (Blake Lively) who, as our narrator, acquaints us with the open yet loving relationship she shares with our two protagonists, Chon and Ben. Chon (Taylor Kitsch), an ex-Navy SEAL, is unquestionably the muscle of the trio’s operation. Chon was the original financier for his high school friend Ben, (Aaron Johnson) the peaceful, charitable, botany genius who has created the most potent marijuana in the world. Together these two embody the perfect man for O, while the three of them enjoy the spoils of the small marijuana empire they created in southern California.
That is until they gain the attention from a Mexican cartel intent on creating a stronger foothold in the southern California area. The cartel offers them a partnership and explains that by teaming up their business will triple in three years. But when the trio refuse the offer, the ruthless head of the cartel, Elena (Selma Hayek), instructs her enforcer, Lado (Benicio Del Toro), to kidnap O and hold her hostage so the boys will cooperate. Soon our heroes use their network of connections, like crooked DEA agent Dennis (John Travolta) and financial broker Spin (Emile Hirsch), to battle the cartel in a series of savage maneuvers to get back their one “shared” love.
Stone has been known to inspire his actors to give Oscar worthy performances. Sadly, you will not find any such performances here. That is not to say that the acting was terrible. It just seemed that the characters themselves are uninspired which is a shame because I would have liked to have seen some growth in this young cast, especially from Taylor Kitsch.
I feel that many critics will be hard on Taylor Kitsch because of his previous epic fails of 2012 (John Carter and Battleship) however I am surprised to admit that, for this movie at least, he gets a pass in my book. Not because he delivers a fantastic performance that makes me believe he’s truly an up and coming talent, but rather because he is convincing in his portrayal of Chon. When O describes our protagonists as each being one half of the perfect man, she refers to Chon as “Hard Steel,” which is exactly what Kitsch plays him as, a one-dimensional, emotionally devoid character with no growth or any real redeeming qualities other than the ability to go to war. Regardless of whether or not Kitsch has any additional acting range not showcased in this film, I cannot penalize him for his performance in this movie. He fit the part that he was cast in fine.
Blake Lively (Gossip Girl, Sisterhood of the Traveling Pants) plays O, short for Ophelia. And yes she channels the mad, love-struck, melancholic character from Hamlet after whom she is named. And while it is easy to make those comparisons to the character of this film, they only appear to be on the surface, if anything. And herein lies the problem. Regardless of how you feel about her open relationship with Ben and Chon, the more I learned about her, the less I cared. Like Kitsch’s character, O is boring and one dimensional. She is the product of being a pretty little rich girl whose mother is off somewhere with husband number twelve. She has been getting stoned every day since she was young and the only place she finds herself loved is in with the company of Chon and Ben. Tragic, I know. While watching the film I honestly thought to myself, if I was Ben or Chon, I would say, “Fuck it. Cut her loose and let’s go to Asia.” She has no redeeming qualities other than being good looking and a good lay. So why would they go through so much trouble for her? The trio’s relationship is weakly tied together by her telling us through narration but never really materializes on screen. At times you get some of a feeling that Ben actually loves her but that love is never really reciprocated from O. It is safe to say that that I did not derive any loving connection from Lively’s performance, though her deliver as a narrator was tolerable.
Aaron Johnson (Kick-Ass) is the one redeeming performance from this young cast. In contrast to Chon, O describes Ben as “Soft Wood” which makes him the better half. Ben is the one character who actually goes through some kind of character arc and growth. Using the wood analogy, we watch him bend from the peaceful Buddhist businessman to the man who will sacrifice everything, to get back this woman he loves. Nowhere is this better embodied than when Ben is faced with the tough choice of sticking to his peaceful beliefs or incinerating a man in cold blood during one of their moves against the cartel. I found myself actually curious about what Ben would do next. Unlike Chon and O, Ben has some depth and struggles with his personal beliefs, his love for O and what needs to be done. Needless to say, Johnson delivers a believable performance that actually helps move along the action and was the only protagonist that kept me interested in their battle.
In addition to Johnson, the film is littered with several strong supporting cast members who all deliver solid performances. Selma Hayek is strong as Elena, the leader of the cartel that challenges Ben and Chon. She is a ruthless and shrewd businesswoman and yet has a better “sense of morality” as she explains during her interactions with O and her own daughter. Her enforcer Lado is played by Benicio Del Toro who, with the help of an uncomfortable rapist mustache, comes off as an extremely menacing character. Del Toro solidifies himself on screen by being down right creepy and yet intelligent in his own savage way. During every moment of screen time you expect him to kill someone just because it is good for business.
A needed bit of change of pace is provided by an unexpected performance by Emile Hirsch (Into the Wild) as Ben and Chon’s witty financial broker, Spin. As well as by John Travolta who plays Dennis, the dirty DEA agent who’s in Ben and Chon’s pocket. In fact, even though Travolta’s screen time is maybe a total of 12 minutes, his performance steals the show with his sole bit of comic relief, for lack of a better explanation. Perhaps the strongest acted moment of this film is during a standoff scene between Del Toro and Travolta that in many ways makes me want to know more about those characters. And what that movie would be about.
In typical Stone fashion the movie is shot in a variety of film angles and stylistic devices used to foreshadow and at times create a foreboding presence. Visually the movie provides a strong and believable feeling for the world these characters live in and the way that they operate their business. In addition, narration is used at points to move along the action and provide the audience with insight that otherwise would not have been possible on performances alone. I personally have no problem with narration as long as it is set up from the beginning and used to advance the story, which it is. However in the final act, the movie introduces a film device from left field that completely kills the already weak pacing of the movie. I cannot get into it without giving away the story, but I can see how this device could completely ruin the movie for those patrons who are already disinterested by the time the final act rolls around. Especially for those who do not find any connection to any of the characters. In which case, the pacing of this film will seem slow and drawn out.
I am torn about my review of this film. Savages is something that I wanted to like more than I did. Two of the three protagonists are one dimensional and if it was not for Johnson and the strong supporting cast I might have found the movie boring. It was also completely different from the expectations set by the commercials. Those looking for an action movie will feel misled and will more than likely be disappointed with the film. Not that there is not any action, only it comes between very long periods of dialogue and slow pacing. By the end of the movie, you are either invested in these characters or just waiting for the lights to come up in the theater. And in typical Oliver Stone fashion the movie tries to make us question our own perception of just what it means to be a savage.
Hazel (1853 KP) rated The Music Shop in Books
Aug 22, 2017
Learning to listen
This eBook was provided by the publisher via NetGalley in exchange for an honest review
From the author of The Unlikely Pilgrimage of Harold Fry comes a unique and beautiful story about music and learning how to listen. The Music Shop by Rachel Joyce takes readers on a journey through the developing music world of the late 1980s when CDs are beginning to wipe out all other means of recording music – a complete disaster for someone like Frank, the owner of the music shop, who only sells vinyl.
The book begins in 1988 in a crumbling down street where shopkeepers are barely making enough money to survive. Frank’s shop is one of the few remaining and, despite everything against him, is determined to keep going. Not only does he sell vinyl records, Frank has an empathetic gift allowing him to sense exactly what a customer needs to listen to, even though they may not realise it themselves. However, one day, Frank’s world is turned upside down by the arrival of a young German woman, Ilse Brauchmann, who faints on his doorstep.
Ilse intrigues all of the shopkeepers on Unity Street, particularly Frank’s teenaged assistant, Kit. Although Frank tries to deny it, Ilse also fascinates him to the point that he is rarely thinking of anything else. But what concerns him most is that he cannot pinpoint what piece of music she ought to listen to. When questioned, Ilse admits she knows nothing about music and begs Frank to give her lessons. These lessons have nothing to do with instruments – Frank is the least qualified to teach such a thing – but about how to listen to music. How to hear the pauses in classical pieces; understand the meaning behind Beethoven’s sonatas; feel the passion behind punk music; learn to love a number of composers for the things many people miss.
The longer Frank spends around Ilse, the more he begins to fall in love. However, love is something Frank denies himself ever since the death of his mother fifteen years previously. Written in italics are flashback chapters explaining how Frank’s love of music came about, his relationship with his mother, and how he ended up as a dead-end vinyl seller. Due to his fear of intimate relationships, Frank keeps pushing Ilse away until, one day, he realises how much he needs her. But, he may have left it too late.
The Music Shop is split into four sections, or sides (a reference to vinyl records). Side A introduces the characters and settings during a wintery January when Frank is beginning to struggle with the competition caused by the recently opened Woolworths on the nearby high street. Sides B and C focus on the development of Frank and Ilse’s friendship, the secrets they hide from each other and the foreboding sense of disaster hanging over the one-of-a-kind music shop.
As Frank begins to realise how much Ilse means to him, the sudden appearance of side D will break readers’ hearts. Whilst sides A, B and C take place in 1988, side D jumps forward 21 years to 2009. It appears Frank and Ilse never got the relationship they deserved. Two unhappy decades have been and gone, demolishing any resemblance of the way life used to be. However, because there is a side D, readers can only hope it will result in a happy ending.
The Music Shop is a love story between two quiet, modest characters whose past and present circumstances get in the way of a peaceful future. However, it is not only a piece of romantic fiction. Rachel Joyce writes a message in story format about second chances and being brave. Learning to listen does not only apply to music, it applies to hearing what other people are saying and what they are not; most importantly, the book urges people to listen to themselves.
The research undertaken for this novel is phenomenal. For starters, it is set almost thirty years ago when vinyl was only beginning to go out of fashion. The quality of music and the access people had to it was extremely different to the simplicity of today where it is possible to download everything at the press of a button. The breadth of music genre is as wide as possible. Every type of music is covered from Handel’s Messiah to Aretha Franklin and The Sex Pistols. To be able to discuss such a range without falling into stereotypes is a feat worthy of congratulating.
The Music Shop far surpasses anything Rachel Joyce has written so far. The story is fragile in a beautiful way, its delicacy causing the reader to treat it with care, rather than rush through it like some mundane piece of fiction. It will interest a whole host of readers: male and female, music lovers and those with a preference for silence. Whoever you are, be prepared to take something away from this distinctive, outstanding novel.
From the author of The Unlikely Pilgrimage of Harold Fry comes a unique and beautiful story about music and learning how to listen. The Music Shop by Rachel Joyce takes readers on a journey through the developing music world of the late 1980s when CDs are beginning to wipe out all other means of recording music – a complete disaster for someone like Frank, the owner of the music shop, who only sells vinyl.
The book begins in 1988 in a crumbling down street where shopkeepers are barely making enough money to survive. Frank’s shop is one of the few remaining and, despite everything against him, is determined to keep going. Not only does he sell vinyl records, Frank has an empathetic gift allowing him to sense exactly what a customer needs to listen to, even though they may not realise it themselves. However, one day, Frank’s world is turned upside down by the arrival of a young German woman, Ilse Brauchmann, who faints on his doorstep.
Ilse intrigues all of the shopkeepers on Unity Street, particularly Frank’s teenaged assistant, Kit. Although Frank tries to deny it, Ilse also fascinates him to the point that he is rarely thinking of anything else. But what concerns him most is that he cannot pinpoint what piece of music she ought to listen to. When questioned, Ilse admits she knows nothing about music and begs Frank to give her lessons. These lessons have nothing to do with instruments – Frank is the least qualified to teach such a thing – but about how to listen to music. How to hear the pauses in classical pieces; understand the meaning behind Beethoven’s sonatas; feel the passion behind punk music; learn to love a number of composers for the things many people miss.
The longer Frank spends around Ilse, the more he begins to fall in love. However, love is something Frank denies himself ever since the death of his mother fifteen years previously. Written in italics are flashback chapters explaining how Frank’s love of music came about, his relationship with his mother, and how he ended up as a dead-end vinyl seller. Due to his fear of intimate relationships, Frank keeps pushing Ilse away until, one day, he realises how much he needs her. But, he may have left it too late.
The Music Shop is split into four sections, or sides (a reference to vinyl records). Side A introduces the characters and settings during a wintery January when Frank is beginning to struggle with the competition caused by the recently opened Woolworths on the nearby high street. Sides B and C focus on the development of Frank and Ilse’s friendship, the secrets they hide from each other and the foreboding sense of disaster hanging over the one-of-a-kind music shop.
As Frank begins to realise how much Ilse means to him, the sudden appearance of side D will break readers’ hearts. Whilst sides A, B and C take place in 1988, side D jumps forward 21 years to 2009. It appears Frank and Ilse never got the relationship they deserved. Two unhappy decades have been and gone, demolishing any resemblance of the way life used to be. However, because there is a side D, readers can only hope it will result in a happy ending.
The Music Shop is a love story between two quiet, modest characters whose past and present circumstances get in the way of a peaceful future. However, it is not only a piece of romantic fiction. Rachel Joyce writes a message in story format about second chances and being brave. Learning to listen does not only apply to music, it applies to hearing what other people are saying and what they are not; most importantly, the book urges people to listen to themselves.
The research undertaken for this novel is phenomenal. For starters, it is set almost thirty years ago when vinyl was only beginning to go out of fashion. The quality of music and the access people had to it was extremely different to the simplicity of today where it is possible to download everything at the press of a button. The breadth of music genre is as wide as possible. Every type of music is covered from Handel’s Messiah to Aretha Franklin and The Sex Pistols. To be able to discuss such a range without falling into stereotypes is a feat worthy of congratulating.
The Music Shop far surpasses anything Rachel Joyce has written so far. The story is fragile in a beautiful way, its delicacy causing the reader to treat it with care, rather than rush through it like some mundane piece of fiction. It will interest a whole host of readers: male and female, music lovers and those with a preference for silence. Whoever you are, be prepared to take something away from this distinctive, outstanding novel.
Kyera (8 KP) rated Lola and the Boy Next Door (Anna and the French Kiss, #2) in Books
Feb 1, 2018
The second book in the series follow anna to San Francisco, but tells the story of Lola. Lola is a unique girl with a penchant for fashion and boy troubles. Mainly, an older boy(friend) that her parents don't approve of. After falling in love with Anna and the French Kiss, I was excited to immediately begin Lola and the Boy Next Door. While it is still a good book, I didn't connect with the main character as much as I did the first book. It takes a while for you to fall in love with the book and Lola grows on you as the story progresses.
I was happy to see more of ANna and St. Clair, as theirs was the story that I fell in love with. Anna reads as older than she is, in my opinons. Where she seemed like a twenty-year-old college student in the first novel, she now feels older even though its only been a few months. Her relationship with Etienne, as well as her demeanor, make them feel like theyre now in their mid-twenties... or maybe they're just starting to feel like a happy, married couple.
Lola is faced with one of those typical YA love triangles - she's in a relationship but she's faced with unresolved feelings for another boy. Its obvious and you know who she's going to end up with at the end. A relationship isn't right if you are uncomfortable imagining a future with them - or if you fall for someone else. Love and committment don't lead to considering other people.
All that being said, I much prefer Cricket as her suitor than Max (so I shant complain that Lola questions her feelings). He doesn't have a fiery temper, he's kind and thoughtful, plus he's creative and smart in the way that inventors are. Max is angsty and although he's there for Lola, its more superficial and forced than it should be. He once said, "Do you have any idea what I've put up with to be with you?" You shouldn't have to <i>put up with</i> things. You do them because you love the person and it makes <i>them</i> happy.
Anna sums up the dilemma beautifully, "Sometimes a mistake isn't a what. It's a who." Her mistake is Max, but it will take her time to discover that. Even her friendship with Cricket is more healthy and full of love, than the lustful one she has with Max. Let's be honest when she says, "I care about you. I want to be connected to you." even though it's only in her head, you know who she's going to end up with. She just hasn't admitted it yet.
While I haven't fallen in love with Lola like I did Anna, there are still characters that I've fallen for in this novel. Cricket, the boy next door, is lovable because he's kind, a little unsure of himself and so self-less. He's an architect, an inventor, a creator and must learn to take pride in what he's good at. I'm fond of her best friend, Lindsey, although I find her woefully underdeveloped. (But who can't fall in love with the introverted, studious best friend with a Nancy Drew book collection, detective obsession, and desire to be a spy? That was my entire childhood.)
Calliope is the golden child, who is too possessive over her brother and takes on the role of mean girl in this novel. Late in the book there's a moment that gives much-needed depth to her character when Lola fixes her costume and she realizes that her family needs to appreciate Cricket more. Overall, the characters seemed more developed in the first book so I'm a little disappointed by the new ones.
"You have to do the hard thing... you have to be honest with yourself." You should not stay in a relationship, the wrong relationship, because you are only delaying the time until you find yourself in the right one. Why be unhappy longer than you need to be? The author portrays this wonderfully and maybe readers can learn from Lola's missteps. She also shows you how to be the person they deserve to love. If you feel that you don't yet deserve them, earn it. It's a good lesson for anyone to learn.
The author description of Calliope's ice skating actually gave me chills. Although I don't know what all the technically terms translate to visually, I could still imagine her routine and the emotion of the arena.
The ending was great, as the author leaves the reader satisfied but wanting to hear more of the story. There are no glaring cliff-hangers or unresolved plot points. Of course, you want to know if Calliope goes to the Olympics and does well - but maybe that will be addressed in Isla's book.
I was happy to see more of ANna and St. Clair, as theirs was the story that I fell in love with. Anna reads as older than she is, in my opinons. Where she seemed like a twenty-year-old college student in the first novel, she now feels older even though its only been a few months. Her relationship with Etienne, as well as her demeanor, make them feel like theyre now in their mid-twenties... or maybe they're just starting to feel like a happy, married couple.
Lola is faced with one of those typical YA love triangles - she's in a relationship but she's faced with unresolved feelings for another boy. Its obvious and you know who she's going to end up with at the end. A relationship isn't right if you are uncomfortable imagining a future with them - or if you fall for someone else. Love and committment don't lead to considering other people.
All that being said, I much prefer Cricket as her suitor than Max (so I shant complain that Lola questions her feelings). He doesn't have a fiery temper, he's kind and thoughtful, plus he's creative and smart in the way that inventors are. Max is angsty and although he's there for Lola, its more superficial and forced than it should be. He once said, "Do you have any idea what I've put up with to be with you?" You shouldn't have to <i>put up with</i> things. You do them because you love the person and it makes <i>them</i> happy.
Anna sums up the dilemma beautifully, "Sometimes a mistake isn't a what. It's a who." Her mistake is Max, but it will take her time to discover that. Even her friendship with Cricket is more healthy and full of love, than the lustful one she has with Max. Let's be honest when she says, "I care about you. I want to be connected to you." even though it's only in her head, you know who she's going to end up with. She just hasn't admitted it yet.
While I haven't fallen in love with Lola like I did Anna, there are still characters that I've fallen for in this novel. Cricket, the boy next door, is lovable because he's kind, a little unsure of himself and so self-less. He's an architect, an inventor, a creator and must learn to take pride in what he's good at. I'm fond of her best friend, Lindsey, although I find her woefully underdeveloped. (But who can't fall in love with the introverted, studious best friend with a Nancy Drew book collection, detective obsession, and desire to be a spy? That was my entire childhood.)
Calliope is the golden child, who is too possessive over her brother and takes on the role of mean girl in this novel. Late in the book there's a moment that gives much-needed depth to her character when Lola fixes her costume and she realizes that her family needs to appreciate Cricket more. Overall, the characters seemed more developed in the first book so I'm a little disappointed by the new ones.
"You have to do the hard thing... you have to be honest with yourself." You should not stay in a relationship, the wrong relationship, because you are only delaying the time until you find yourself in the right one. Why be unhappy longer than you need to be? The author portrays this wonderfully and maybe readers can learn from Lola's missteps. She also shows you how to be the person they deserve to love. If you feel that you don't yet deserve them, earn it. It's a good lesson for anyone to learn.
The author description of Calliope's ice skating actually gave me chills. Although I don't know what all the technically terms translate to visually, I could still imagine her routine and the emotion of the arena.
The ending was great, as the author leaves the reader satisfied but wanting to hear more of the story. There are no glaring cliff-hangers or unresolved plot points. Of course, you want to know if Calliope goes to the Olympics and does well - but maybe that will be addressed in Isla's book.