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X-Men: First Class (2011)
X-Men: First Class (2011)
2011 | Action, Drama, Sci-Fi
When the “X-Men:The Last Stand” failed to score big with critics and audiences in 2006, many fans began to wonder if they would ever see their favorite mutant superhero team on screen anytime soon. Despite mixed reviews, 2009’s standalone film “Wolverine“, did sufficient box office numbers to warrant a sequel which is currently in development, indicating that the likely future of the series was with standalone character films.

Then 20th Century Fox decided to tell a team-based origin story that focuses on the early days of the X-Men and how they became the team that they are today. This is a bit of a controversial move as it involves recasting several roles to play younger versions of beloved characters.

The result is X-Men: First Class which stars Scottish actor James McAvoy as Charles Xavier, a brilliant young academic who hides his unique and amazing telepathic gifts from the world. When a chance encounter proves to Charles that there are others in the world who share his gifts he dedicates his studies to unlocking the mysteries of genetic mutations and their possibilities.

At the same time a young man named Eric Lehnsherr (Michael Fassbender), has embarked on a path of destruction and revenge against those who wronged and tormented him and his family during the Nazi occupation of their native Poland. Eric’s main target is man who now calls himself Sebastian Shaw (Kevin Bacon), who has surrounded himself with a team of skilled mutants and is manipulating US and Russia to the brink of nuclear war, for his own evil purposes.

When CIA Agent MacTaggart (Rose Byrne), learns of Shaw’s plans, she recruits Xavier, not knowing that he and his friend Raven (Jennifer Lawrence) are mutants themselves, with the hopes of understanding their new enemy and mounting a proper defense.

When the truth of his true nature is revealed, Charles teems with MacTaggart and scientist Hank McCoy (Nicholas Hoult), to locate and recruit other gifted individuals to their cause. Fate steps in when Erik and Charles meet and eventually become friends over there mutual pursuit of Shaw. Despite a great deal of understanding between the two individuals, Eric is intent upon killing Shaw. He warns his new friend not to trust humans, as his time under Nazi control taught him that it’s only a matter of time until he and his fellow mutants are targeted for extinction by the world. Despite this the Eric and Charles recruit and train a team to prepare to face Shaw and his followers, with the fate of the world hanging in the balance.

The film starts off well and it was very enjoyable to see a deeper side of the characters. From young Charles hitting on women in bars and making jokes about losing his full head of hair to the deadly side of Eric and his abilities as well as the early relationship between the iconic characters. Somewhere along the way the film loses its initial momentum as the plot of the film takes a while to get going. As good as the cast is, they need something to do and after numerous debates and a few training and recruitment segments the film became somewhat boring. There simply was not a lot of action to sustain the plot.

Kevin Bacon was an interesting choice for the villain. He did a good job, although watching him strut around I kept expecting him to break into dance at any moment. Another issue I had was that some of the supporting characters were basically throwaway as I cared little about their stories and outcomes. Only the characters of Raven, Eric, and Charles held any real interest for me and watching their interplay with one another was one of the strong points of the film.

As the film move toward the finale there were several things about it that did not work for me starting with the makeup for The Beast. Complete with spectacles it was almost a laughable look that brought to mind Jason Bateman in “Teen Wolf 2“. The fact that the character was annoying as well did very little to help.

The biggest issue I had with the film was that after all this buildup the finale was actually very ho-hum and while it did contain some visually nice moments, I do not feel the action balanced with the storytelling, certainly not to the extent that audiences expect from nor require of a summer blockbuster.

There are a couple of moments in the film that will certainly be questioned by fans of the series as well as scenes which conflict with information from the earlier films in the series. It seems certain elements of continuity have been omitted for creative license. I will not spoil those here but suffice it to say that if my wife, who is a casual fan of the series, was able to note conflicts and discrepancies between this film and a previous film, then certainly hard-core fans may have some real issues.

The film does a good job with explaining the origin and nature of the characters, but fails to provide an adventure worthy of the effort and instead plays out in a very underwhelming fashion. Director Matthew Vaughn proved himself highly adept with adventure films when he produced “Kick Ass“, and other action-oriented films. He is clearly a fan of comics and action and I would love to have seen what could’ve resulted had he been given carte blanche with the film.

In the end, “X-Men: First Class“, for me was more entertaining than the previous ensemble films, but fails to live up to its potential and severely lacks enough action to sustain the early momentum of the film.
  
Mass Transit
Mass Transit
2021 | Card Game
Remember back in the day when you used to get off work, have to walk a ways to the bus station, then hop a train to the marina so you could grab a boat, and then walk the rest of the way home? No? Just me? Well imagine having to plan six different peoples’ treks home this way. Which way is the easiest? Can they all make it home by dinner time? Did that guy just prematurely jump off the boat to try to get to the train? What am I even doing here?

Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.

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 every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).

The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.


If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.

All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.

Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.
  
Tiny Epic Dinosaurs
Tiny Epic Dinosaurs
2020 | Fantasy, Farming, Science Fiction
Come on, we have all seen the Jurassic Park movies, or at least one of them. And let’s also admit that we think it would be pretty cool to work at a dinosaur theme park. However, when dino droppings hit the fan, we want it to happen on our off day. Welcome to Nondescript Dinosaur Theme Park Ranch, where we grow ’em, breed ’em, and sell them to the highest bidders!

Tiny Epic Dinosaurs (TEDinos) is the latest release in the Tiny Epic line from Gamelyn Games and is a worker placement game of dinosaur enclosure, husbandry, and contract fulfilling for up to four enterprising ranchers. Players will be acquiring dinosaurs and barriers, feeding them, breeding them, and attempting to fulfill public and private contracts for maximum VP gains.


DISCLAIMER: I will be presenting this as a Solo Chronicles, where I will be using the Solo Rules included in the TEDinos rulebook. Also, I will not be covering every rule, as there are just too many to describe, but will give a general flow and feeling of the game to help inform your purchasing decision. -T
To setup TEDinos, follow all setup rules in the rulebook until you have something that looks like the photo above. All of the setup, save a few steps, is exactly like setting up for a multiplayer game, and the solo player will be playing the game exactly as if it were multiplayer.

The game lasts six rounds and each round is comprised of seven phases. The phases contain actions to be taken like Collect Resources (plants, meat, and supply boxes), Assign Ranchers (the meat of the worker placement game where your rancheeples and Lead Tomvaseleeple will be placed on action spaces), Retrieve Ranchers (to use them again next round), Arrange Ranch (to place your dinos in different enclosures), Feed Dinosaurs (obvious), Breed Dinosaurs (every like pair of dinos make a like dino), Refresh for Next Round (resetting card stacks and offers).

Again, I won’t go into detail about these phases, but will detail how the solo game differs a bit from the multiplayer. The Rival Rancher (AI player) will be taking actions in the second phase of every round, Assign Ranchers, but will do it using a card deck specific to the Rival Rancher. Initially the Rival Rancher will be 1st Player, so they will play a card from their deck during Assign Ranchers that will claim all of the action spaces on one of the Action Mats and give them a dineeple. For the player, should they wish to claim a spot on the same Action Mat that the Rival Rancher is sitting on, it will count as a meeple being there, so the player will need to expend their Lead Rancher or two normal Ranchers to claim a space.


This simulates another player claiming a space prior to the player’s turn, and spaces are still available, but with the added challenge of holding the Rival Rancher’s meeple. Play continues in this fashion until the end of the sixth round where player and Rival Rancher alike will add up VP to determine the winner.
Components. Like all Tiny Epic games, there are a TON of components packed into a tiny box. That is both a great thing and a challenging thing. TEDinos takes up about half of my dining table when all setup and played. So it does sprawl a little. However, many of the components are very very small and for big oaf-hands, the pieces can be fragile and cumbersome. It looks great on the table as the color palette used is fantastic (especially against a purple play surface), and the art is superb. All the components are great quality, but the meeples suffer a bit as they are so small; my copy came with several dineeples being damaged or headless or tailless or legless. That doesn’t necessarily bother me too much so I won’t bellyache about it. All in all the components are what we now expect from the Tiny Epic line.

The solo gameplay is really good and really REALLY difficult. I feel that if you don’t go into the game with a strategy ready to go you will flounder and be overwhelmed by the prowess of the AI Rival Rancher. I was the first time and I thought I would never be able to even come close to winning. But, the more I play the more I recognize different tactics to use in-game to help benefit my ranch effectively. Each AI player can use a different mat that offers different AI strategies and those are found on the back of the normal multiplayer mats. This is a phenomenal idea and offers great replayability, even for the solo plays.

Though the solo rules of TEDinos allow the AI player to be super tough, I find this to be one of the best in the Tiny Epic line. Tiny Epic Galaxies may still be my favorite, but I think TEDinos might be right behind. I can’t wait until this dino dropping-like virus is eradicated so I can play with my homies again, because I will certainly be pulling this one out quite a bit. I keep a spreadsheet of all my games in order of preference, and I admit that TEDinos has easily whomped its way into my Top 100, but will it get to Top 10 Games of All Time along with Tiny Epic Galaxies? I don’t know. Want to play and find out where it lands with you? Pick up a copy and have at it!

PS – I’m not one to shout out to other reviewers usually, but if you get a chance, do check out the Watch It Played video of this one. Rodney does a great job (as always) and helped me clear up some questions I had after reading the rule book.
  
Extraordinary Adventures: Pirates
Extraordinary Adventures: Pirates
2019 | Nautical, Pirates, Racing
I feel like I try to open pirate-themed games with silly faux pirate talk and it’s getting old. So I won’t do that this time. What I will do is start by saying we reviewed another Forbidden Games title (Raccoon Tycoon) to very high praise, so we expect nothing but greatness now. Does Extraordinary Adventures: Pirates! (or from now on just Pirates) match the quality we enjoy in Raccoon Tycoon? Yarr.


Pirates is a piratey, deck-building, racing game for two to six players attempting to reach Trinidad with the most VP and greatest booty (interpret that as you will). To setup, lay the humongous board on the table and populate the merchant ship locations with the appropriate number of supply crates pulled blindly from the bag. Each player will place one of their ships on the starting locations of each of the three tracks upon the board. Shuffle the Merchant Deck and place it in its position on the board face-down. Shuffle the Port Deck and set it near the board face-down but reveal the top three cards as the offer. Shuffle the treasure tiles and reveal a number of them equal to three times the number of players plus one more. Give each player their starting deck to shuffle and then draw five as a starting hand. The race may now begin!
On a player’s turn they will play three cards from their hand and “move their ships accordingly” says the rulebook. Initially we were not sure if that meant movement cards could all be played to the same ship or each of the three cards needed to be assigned to each of the player ships on the three different tracks so we decided to use the latter rule logic. Cards will contain a number in the lower right hand corner to signify how many spaces a ship may move this turn. Some cards will also have a special power written beside the movement number that may be used instead of the movement. The starting deck contains one card that will be able to thin the deck using this type of special power.


When a player’s ship meets either a Merchant ship or moves into a Port the movement ends immediately to resolve these encounters. When plundering a Merchant ship players will simply swipe the supply crates from the board and draw a Merchant card to their discard pile. When in Port, players will be able to draw one of the face-up Port cards in the offer or the top card from the face-down draw deck. In addition, players will be able to use the supply crates collected as currency to purchase the revealed treasure tiles near the board for VP at game end. Once all card have been played and subsequent actions played as a result the next player takes their turn. Play continues in this fashion until one ship reaches Trinidad and ends the game. The pirate captain with the most VP from cards, treasure tiles, and placement on each track will be the winner with the greatest booty (not in the rules, but I like to play that way).
Components. We were impressed with the components in Raccoon Tycoon, but Pirates scores well above it in component impressiveness. The board is massive and features incredible art. It looks just like a map and it’s simply gorgeous. The cards are all fine quality and the art on them is very good. The true component stars in this game are the supply crates and the player ships. Okay, so I love playing games that feel deluxe. I’m sure I’m not alone with that statement, but when I tell you that these little crates are amazing I meant it. How easy would it have been to just throw in a bunch of colored wooden cubes like 98% of games and call it a day? Easy peasy. But no, not good enough. Pirates goes the extra mile and gives us molded plastic (or resin, idk I’m not a chemist) boxes that look like supply boxes. And the pirate ships? The same super incredibly quality. They are minis where standees could have worked just fine. And they are DETAILED. I love them so much. Components score a big time happy face from us.

But the gameplay. Components are great but make the game they do not. However, having these great components only enhance the already wonderful gameplay here. I love deck-building games and it might be my favorite style of game. I also genuinely love when games throw in additional styles to complement the deck-building. Don’t get me wrong, we all love our Legendary: Marvel DBG (it’s a Golden Feather Award winner after all), but that’s just straight up deck-building. I quite enjoy another little deck-builder that adds a map and an additional way to use the deck-building cards in harmony: Trains. In Pirates we have deck-building paired with racing on a giant board. It just fits the piratey theme so well and combines deck-building with what I love from the game Jamaica.

It’s no surprise that I personally rated this quite high. Though not all our team has had a chance to play it yet, I believe they would all love it as much as I do. Purple Phoenix Games gives Extraordinary Adventures: Pirates! a plunderingly wunderful (I did that on purpose) 11 / 12. Want to add to your deck-building experience with a race using excellent components and art? Pick up a copy from your FLGS today!
  
Wicked & Wise
Wicked & Wise
2022 | Card Game, Fantasy
Who here has only thought of dragons as fearsome fire-breathing beasts of flight in fantastical worlds of magic and whimsy? I probably would be among you, if not for the cutey little Leafy Sea Dragons in our own world. That aside, not many would guess that dragons are actually smooth businesscreatures who employ simple, yet very professional, hordes of mice as their personal accountants. I guess you just don’t know what you don’t know. So thank you to designer Fertessa Allyse for cluing us all in on the inner workings of draconic wealth management.

Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!

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


Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.


The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.

Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.

This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.
  
The Hollow Ones: the Blackwood Tapes Vol. 1
The Hollow Ones: the Blackwood Tapes Vol. 1
Guillermo del Toro, Chuck Hogan | 2020 | Mystery, Paranormal, Science Fiction/Fantasy, Thriller
8
8.0 (2 Ratings)
Book Rating
Paranormal and occult (1 more)
Great story
A filler character with potential (1 more)
Overly used details
[This is the ARC version - - - John Silence was renamed Hugo Blackwood in the final version]

I've grown up watching a lot of Guillermo Del Toro's movies. One of my favorites that he was the screenwriter for is Hellboy. Yet, I spent almost four months at the beginning of this year playing the video game Death Stranding, which features Del Toro as a main character. I bring the former and latter up because they rank very high on some of my favorite things list, and I believe that The Hollow Ones is one of the best books I have read in a long time. This is one of those few rare books which I wish I could live in as a lover of the paranormal/occult.

Odessa Hardwicke - - - an FBI greenhorn - - - is ordering dinner with her partner, Walt Leppo, when they get a phone call that someone is on a shooting rampage from an airplane. (Hardwicke looks up to Leppo as a father figure, and he sees her as a daughter) We learn that the two have been on a corruption case involving a politician's former deputy chief of staff- - - they suddenly realize that the airplane may be tied to this man, and he may also be the one going on the killing spree. The pair speed off to the deputy chief's home in fear that he may be going to kill his recently divorced wife, who was waiting to receive not only their huge house, but a nice lump sum of money.

When Hardwicke and Leppo get to the house, after stopping the deputy chief, Hardwicke suddenly finds herself holding a gun on her partner while he tries to murder a little girl. She has only two choices to make: a) kill her partner, and face the backlash of shooting an agent in the line-of-duty or b) let him kill the girl and possibly herself- - - Hardwicke chooses to shoot and kill Leppo. Immediately after this, she sees something like a heatwave leave Leppo's body and disappear. When other agents arrive to the crime scene, Hardwicke keeps this information to herself, wanting to know instead why her partner suddenly turned into a murderer. Pending an investigation, Hardwicke is put on desk duty, including errands that the Bureau doesn't want to deal with. Enter Agent Earl Solomon.

On order by the FBI, Hardwicke is sent to clean out an office used by a retired agent that was hospitalized for a stroke. She takes his things to the hospital (not knowing what to do with them), and while discussing her plight with him and revealing that she had seen a sort of heat vapor leave Leppo's body, Solomon quickly tells her to write a letter to a man named John Silence, and place it in a nearly invisible mailbox in the Wallstreet area of New York.

From this point on, the book really begins to take off, and the fact that the authors brought in the religion of Palo (the Mayombe branch) is fascinating for anyone interested in the occult. The buildup of the story is really enjoyable, too, especially when Hardwicke decides to write and deliver the letter.

Readers also get to see Solomon's story from years before when he was one of the first African Americans to be recruited into the FBI. We see Solomon being sent to Mississippi in 1962, where a number of lynchings of African Americans have occurred, but the FBI hasn't been called in until the last murder: a lynching of a white man. Solomon can't help but question if he was only brought on this case because he is African American. Ignoring the bigotry, Solomon does his job, and comes across a young boy who is possessed by some sort of demon. The boy tells Solomon to bring him Silence, a man who Solomon has never heard of.

John Silence is also an interesting character; a nearly 500-year-old occult detective. We also get to see flashbacks of his life in the 1500's, learning about his occupation as a barrister, and his first encounter with the paranormal- - - something that has plagued him since- - - as well as his teacher in the occult. In the chapters of today, Silence is a mysterious figure, and carries himself much like a modern day Sherlock Holmes. Even by the end of the book, readers are still left with questions over what Silence has been through in the last 500 years. He, having only met Solomon 58 years prior- - - the two have a huge history together. Proven by the fact of how many 'cases' Solomon has hidden in his private records room that the two have embarked on together.

The Hollow Ones is a very enjoyable book, but I could only give it 3 out of 5 stars. The rating is because the authors- - - Del Toro and Hogan- - - used so many details, like the make and model of a passing vehicle, that it would interrupt the flow of the story, being bogged down by it. One other problem that I had was with the character Laurena; she was a 'filler character' (a character that is brought in just to make something happen in the story), but she was written to be Hardwicke's best friend. This was highly unbelievable with the two times she showed up in the story.

I really, really hope that Del Toro and Hogan decide to make this a series, and that the rest of the books show us Solomon's and Silence's journeys together! I highly recommend this book to people who love the paranormal/occult crime books.
  
T2 Trainspotting (2017)
T2 Trainspotting (2017)
2017 | Drama
The first time I saw Trainspotting was my senior year of high school. At the time, I knew that I wanted to get involved in film, and I really did for about ¾ of a year after I graduated. I looked at movies for their artistry and cinematography even at a young age. I was a band geek, so music was also things I would love about movies. I was deep for a 17-year-old, or so I thought any way. But I explain this to you so you don’t think that I loved this movie simply because of the drug use or humor it presented. I have always been of the mind to find something I like about a movie, watch it for what it is, and try to just find the enjoyment value (I know, weird coming from a film reviewer). I didn’t even have to try for Trainspotting. It was the complete package, and ground breaking. It also introduced me to Ewan McGregor, who is one of my favorite actors. I loved the movie so much, I bought Irvine Welsh’s book that the movie was based on of the same title, Trainspotting, which I highly recommend simply for the fact that it’s written in phonetic Scottish. I never picked up Porno, the literary sequel to Trainspotting, but I hear it is bizarre and will need to pick it up, but not because of this movie. I’ll explain in a moment.

Naturally, when the announcement was made for a second Trainspotting movie, I was both excited and terrified at the same time. The first was so good, why did Hollywood need to ruin it with a sequel that has a bigger budget. What was promising was that it was announced that the entire cast of characters (that survived from the first film) would be back, including Diane (Kelly MacDonald). But it’s been 20 years. Typically, when you see sequels come out even after only 10 years, the whole film seems a contrite, forced replication of the first. Hell, look at all the criticism for the Hangover films being exactly that, and they were only a few years apart. Whether the script feels forced just for the sake of a sequel, or the actors are trying too hard to be the character they played many years prior, it never quite works. So, as we neared the release date, I was getting more and more weary of seeing the film. Then, the trailer dropped.

Damn the trailer looked good. And I will tell you, the movie did not fall into the trap of forced sequels. The main cast came back and played the characters perfectly. Not as they were, but as the people they grew to be over the 20-year period. The plot was fun and pointless, with all of the same charm as its predecessor. I saw the movie with fellow SKNR staffer Joshua Aja, and we had a pretty good conversation following the film. We both came to the same conclusion, that neither of us could remember the last time we saw a film that just that good.

So now to the actual meat of the review itself. What was the movie about? Well, I won’t give away too much, but I will give you a quick recap of the events leading up to this film. Basically, do you remember the end of Trainspotting? Renton (Ewan McGregor), Spud (Ewen Bremner), Sick Boy (Jonny Lee Miller), and Begbie (Robert Carlyle) had successfully pulled off a heist, and Renton was making off with the money while everyone slept, except Spud of course who saw Renton leaving but didn’t say anything. As a result, Renton left Spud’s share of the cash for him in a locker. Okay; all caught up.

T2 Trainspotting picks up 20 years later. Renton comes back to Scotland because his mother passed away, he ends up reuniting with Spud, and eventually Sick Boy, who we now know by his real name, Simon. Begbie is in prison because, well… he’s Begbie, but he doesn’t stay there long. Tempers fly, old feelings flare, and not every reunited moment is met with glee. But soon enough, Renton, Simon and Spud are drawn into old habits, though not old drugs, and start to build money up to open a ‘sauna’ (read: undercover brothel) for Simon’s girlfriend, Veronika (Angela Nedyalkova). It’s not long before Begbie shows up and starts mucking things up leading to a suspenseful conclusion between Renton, Simon and Begbie.

That’s all I can say. There was an excellent use of the history from the first film, and of course we get another fantastic ‘Choose Life’ speech from Renton. The soundtrack, while not quite as good as the first, still holds its own very well. And be sure to look for the Bowie tribute, since it was he who helped Danny Boyle obtain a lot of music rights on the cheap for the first film. And, you will find Spud’s writings throughout the movie to be lifted, verbatim, from the Trainspotting by Irvine Welsh. But what’s interesting, is that there is not a lot that relates this film to the literary sequel, Porno. Much of the plot of this film is taken from, or at least inspired by, parts of the book that were not used in the first film. That combined with some new writing and storytelling from Irvine Welsh and John Hodge.

Bottom line: if you liked the Trainspotting even in the slightest, you will absolutely enjoy T2 Trainspotting. A phenomenal job by cast, crew, and writers, and an excellent soundtrack will leave you wanting a trilogy. This is only the third film I have given a perfect score to in my 7 years of reviewing films, and it is well deserved. Go see this movie.
  
Nocturne House (Legacy of Darkness #3)
Nocturne House (Legacy of Darkness #3)
London Clarke | 2020 | Contemporary, Horror, Thriller
I've been a huge fan of London Clarke's since I read her first book Wildfell over two years ago. I loved the other two books in the Legacy of Darkness series (The Meadows and Whickering Place). However, the last and final installment of the series, Nocturne House, absolutely blew me away. It has become my favorite book that Clarke has written so far!

(While Nocturne House is the final installment in the Legacy of Darkness series, it can be read as a standalone. However, you do get a little more backstory on the majority of the characters if you've read the previous two books. Also, if you start at Nocturne House, you'll end up with spoilers for the first two books.)

Laura has been missing for awhile. When she turns up in the hospital after a car accident, her husband, Hunter, is over the moon. However, Laura is devastated. She wants to return to her life she had while she was missing where she lived in a house called Nocturne House, where she was free of all her medications, and she belonged to another man. She was a sanguinarian in that life, and she seemed to enjoy it. However, Hunter knows that the cult Laura was in was involved in some highly shady and illegal dealings. Will Hunter be able to win back Laura's heart and convince her that her time in Nocturne House wasn't all it was cracked up to be?

I don't know how London Clarke does it. Perhaps she has magical author superpowers, but she makes each book in the Legacy of Darkness series even better than its predecessor. I didn't think that was possible since I always feel like each book was amazing! Nocturne House had such an intriguing plot. I found myself fully immersed in the story from the very first page. The story is extremely addictive, and I found that every time I had to put the book down for whatever reason, I was constantly craving more of the story. I had to find out what would happen next! Although there are chapters from Laura's point of view as well as Hunter's and Pearse's, Clarke does an amazing job at connecting all the narratives together. The story runs together so smoothly, and each chapter seems to just flow into the next. I liked how we got to know more about The Colony (the major vampire cult) and its offshoot named SOAL (Success of a Lifetime) which prides itself on being better than The Colony and not as dark. SOAL reminded me a lot of Scientology and The Manson Family in which the way things were ran. It was obvious that London Clarke had done her homework on cults and how they operate. There were quite a few plot twists peppered throughout Nocturne House. While I was able to foresee some of the twists, many of them I never saw coming. Major points for that because unpredictable plot twists are the best! I also loved how Clarke made the ending for Nocturne House come together nicely. It never felt rushed or too perfect. It just felt natural. While there are no cliffhangers, there is some room for speculation or perhaps another book in the series (wishful thinking on my part!). The only minor thing that confused me was when Laura's story would switch from past to present and back again. Laura's chapters started off with if they were in the past or present, but there were a few chapters that weren't labeled as such. Luckily, it was fairly easy to figure out which timeline I was in.

Every character in Nocturne House felt like a real life person. Each character felt very fleshed out instead of a make believe person. I was happy to revisit the lives of characters from the second book in the series and even more elated to see mentions of characters from the very first book! While this book has chapters from three different character's points of view, Laura stood out as the main character. I found her chapters to be the most exciting (though each chapter brought excitement of its own). I kept wanting Laura to come to her senses, but I could see the appeal of SOAL as well as Alex, the man Laura claimed to be her husband at Nocturne House. I enjoyed reading about Laura's thought process throughout the book especially when it came to SOAL's activities. I also enjoyed Hunter's perspective on everything, and his loyalty to Laura was very admirable. I think a lot of people would have just walked away after being treated the way Laura treated him. Alex was also a brilliant character, and even I was sucked in by his charismatic personality. I was elated to see that Pearse and Avery were back in Nocturne House. I loved them both in Whickering Place. I won't go into much detail about them in case you want to read the previous book in the series, but let's just say that Pearse was the same old Pearse with how he felt about everything.

Trigger warnings for Nocturne House include profanity, violence (though not gory), mental health issues, sexual situations (not graphic), rape (mentioned in name only), brainwashing, kidnapping, murder, demons, the occult, and alcohol use.

Overall, Nocturne House is a fantastic novel with a solid story and fantastic characters. London Clarke managed to make a spooky story really come to life in each and every page. I would definitely recommend Nocturne House by London Clarke to those aged 16+. I believe fans of most genres will enjoy this one!
  
Disney Shadowed Kingdom
Disney Shadowed Kingdom
2020 | Card Game, Deduction, Memory
You know how sometimes you see a game box and you are just so intrigued and then you realize it uses an IP that you love and you just HAVE to get it? Me too. This is what transpired as I was trying to fill my cart at my favorite online game retailer. I needed something small, I love Disney, and the box art is so good. So I grabbed it. Unfortunately, the box art on this one is probably the best part of this game. Let’s find out why.


In Disney Shadowed Kingdom players are attempting to drive away the darkness of Doubt with the help of Wish (which are both characters, I guess). In order to do this the players will be splitting up within the Magic Kingdom to cleanse the different locations and, with the help of Wish, gain enough Magic to fend off Doubt and the darkness forever!
To setup, each player receives a random (or chosen) Hero Card (in the photo above I was Daisy). The Magic/Shadow Tracker is placed on the table with the tokens on the 0 spaces of each tracker. Place the Wish card on the table. Shuffle the cards and deal each player 10 cards. Each player will then draw the top two cards from their deck, look at them, and then place them face-down in front of themselves on the table. Once done, the play area will be a 2×2 grid of each player’s first draw. The first player will draw two cards from their deck and the second player will draw one. The game may now begin!

On a player’s turn they will take their “oldest” card in their current hand and play it to the table. They may play it to push a card toward their partner to be Discovered, or play it to a side of the grid to push a card outside grid to be Dispelled (discarded). When a card is pushed to a player to be Discovered the discovering player will read the card aloud and follow its directions. Once complete the discovering player takes the card in hand to be used on a future turn. When a card is Dispelled the partner of the active player will NOT play the card for its face abilities, but will rather place it directly in their own discard pile.


When certain location cards are Discovered they may cause the hero’s (the card that was chosen at the beginning) special ability to trigger. These abilities could be peeking at cards in the grid or partner’s hand, or swapping two cards, or other abilities. Play continues in this way until players have pushed enough Magic cards to their partners to win or enough Shadow cards to allow the darkness to invade and lose the game.
Components. This game is a small stack of cards, some Hero cards, and the Magic/Shadow tracker with tokens. The cards are fine quality, the Hero cards are thick cardboard, and the other components are also fine. The art on the cards is amazing, and the saving grace.

Overall I would not recommend this game at all. I only rated it as highly as I did because I love the art and the theme. The gameplay just doesn’t work. There were times, when playing, we would get stuck in a loop of a card telling us to randomize the grid over and over. So while there IS an amount of memory used in the game, it can quickly be thrown out the window with just one card. This is merely one instance of the strategy and tactics needed to win or even play this one: almost none. As you HAVE to play the oldest card in your hand, it becomes a chore to try to remember exactly where it has been placed, and the hope that your partner will not push it toward you to be Discovered. And as bad as that may sound, the other cog in this wonky wheel is that players may not communicate with each other AT ALL. No talking, gestures, reactions, etc. So players are placing cards into the grid to be pushed about without knowing what may be in the grid. Sure, the Heroes all have special abilities, but they are limited to triggering only when one specific location card is Discovered. In a deck of 20 cards, having just one trigger your ability can be frustrating, as that card may never be Discovered in the first place.

When all is said and done, this is a Disney game in name only, and not a great one. The inability to really enact any strategy is severely limiting and thus just presents a game that you play without really making many decisions at all. It’s a guess as to what your partner has played, and “knowing” when to Discover or Dispel is also a crap shoot. Yes, cards on your side of the grid may be known to you, but once your partner pushes cards to you to Discover you no longer know 3/4 of the grid contents. It is just frustrating.

I will probably not be playing this again, and I really don’t see it staying in my collection. It’s sad, really, because this game feels like it should be grander but there are so many missing pieces that is really flops. Purple Phoenix Games gives Disney Shadowed Kingdom a woeful 5 / 12. With so many Disney-themed games out there, and many of them decent to good, pass on this one and grab a different one. I know a few off the top of my head I could suggest. Just message me or email me and I would be happy to recommend some Disney games that are excellent.
  
The Many Saints of Newark (2021)
The Many Saints of Newark (2021)
2021 | Crime, Drama
7
6.0 (5 Ratings)
Movie Rating
The "non-Sopranos" part of this film worked much better
The new Sopranos prequel film THE MANY SAINTS OF NEWARK is a review-proof film. Most people fall into 1 of 2 camps.

The first, fans of the 1999-2007 landmark HBO series that some (including myself) call one of the best TV series of all time. The folks that fall into this camp will be checking this film out no matter what.

The second are folks that either never saw the series or have only a passing knowledge of it - these folks are (more than likely) gonna take a pass at this film.

And both camps would be right and wrong for THE MANY SAINTS OF NEWARK is a middle-of-the-road film that will be satisfying for SOPRANOS fans, but the part of this film that really, really works well has nothing to do with the series.

Written by Sopranos creator David Chase, TMSON is set in the late 1960’s-early 1970’s and tells the tale of a young Tony Soprano and his introduction to the North Jersey mafia and the charismatic mob boss who he is drawn to.

The first 15 minutes of this film were written specifically for SOPRANOS fans for it is here that you are introduced to younger versions of many of your favorite characters. From Tony to Uncle Junior to Livia (Tony’s Mom) to Pauly Walnuts, Silvio and “Big Pussy” they are all there - along with a few others you don’t know (and it is not a spoiler to say, there is a reason that they never made it to the TV series). You are also introduced to Tony’s Father Johnny Soprano, Mob Boss “Hollywood” Dick Moltisanti and the center of this film, the son of the Boss “Uncle” Dickie Moltisanti (father of future TV Series character Christopher).

It’s an enjoyable enough introduction, but it is nothing new. The characters sit around, talk, act tough and eat. Something that we’ve seen in countless mob movies before. Chase and Director Alan Taylor (THOR: THE DARK WORLD) appear somewhat bored with this part of the film - almost as if they are saying “here they all are, enjoy this for we have a more interesting story to tell”. This first 15 minutes of the film seem to go on forever.

And then the movie - and Chase’s ideas and Taylor’s Direction - kick in.

And this is where TMSON begins to escalate as the story splits into 2 parts - the first following Dickie (Alessandro Nivola) and the 2nd following one of his “runners” (Leslie Odom, Jr.) who is destined to become a powerful boss of the “Black Mafia”.

It’s a smart juxtaposition of story, but unfortunately for SOPRANO’s fans, the first story (following Dickie) and including most of the Soprano’s characters is the less interesting of the 2 stories. It is the journey of Leslie Odom, Jr.’s character that makes for a more compelling story. It is as if Chase had an interesting idea for a mob film but knew he would not be able to get it made unless he tied it somewhat to a Sopranos story.

Leslie Odom Jr. is magnetic as Harold McBrayer, the former numbers runner for Dickie that has an awaking through the Black Power movement of the late ‘60’s and becomes a formidable mob boss in his own right. This half of the movie/story is intriguing and interesting for you never know in what direction it is going to land. This “B” story is free to be whatever it wants/needs to be and this freedom elevates it.

The same cannot be said for the “A” story - the journey of Dickie Moltisanti. Alessandro Nivola is charming enough as this sadistic, sociopathic mobster, but he is saddled with too much TV show baggage to become a character on his own. Specifically his mentorship and (ultimate) disassociation with the young Tony Soprano (played by Michael Gandolfini, the son of the late James Gandolfini who played Tony in the TV series). I felt like these characters were burdened with the weight of the TV show and the need to pay homage to what will be coming in their lives via the TV show and to shoehorn in each character along the way.

Consequently some great actors like Vera Farmiga (Tony’s mother Livia), Jon Bernthal (Tony’s father), and Corey Stoll (as Uncle Junior) are all filming extended cameos. They do a good (enough) job bringing the essence of the characters from the TV Series to this film, but they just don’t have enough to do. I would love for these 3 to spin-off on their own.

The same can be said for Billy Magnussen (Pauly), John Magaro (Silvio) and Samson Moeakiola (Big Pussy). They all do a nice job bringing the younger versions of these characters to life (especailly Magaro) but they just don’t have enough to do.

And then there is Ray Liotta’s over-the-top performance as Mob Boss “Hollywood” Dick Moltisanti. Ove-the-top doesn’t even begin to describe the performance he is giving. I will give him credit, though, he does tone it down about 1/2 way through the film, but…geez…the first part…wow.

Ultimately, the failure of the “A” story to captivate dooms this movie to mediocre status. I would have loved for Chase to really sink his teeth into the “B” story - and to let Leslie Odom Jr. really fly as a character and and actor.

But that would have defeated the purpose of making a Sopranos prequel - a prequel that, perhaps, shouldn’t have been made in the first place.

Letter Grade: B

7 stars (out of 10) and you can take that to the Bank(ofMarquis)