Search
Search results
KalJ95 (25 KP) rated The Last of Us Part II in Video Games
Jun 23, 2020
You Won't Find A Better Game In Terms Of Presentation. (4 more)
Level Design Is Astounding.
Like The First Game, This Will Create A Conversation For Years To Come
Sound Design Is Incredible.
Takes Risks, And Some Do Pay Off.
A Flawed Sequel. (4 more)
Awful Pacing.
Structure Of Narrative Is Bad.
Some Terrible Dialogue.
Shoehorned Agenda.
The last of The Last of Us.
The video game industry doesn't get enough credit as a source of entertainment, in my humble opinion. Time and time again, the industry has proven that it can produce something magical, memorable, mesmerising to play, and even more so, something engaging to watch as someone not even holding the controller. Naughty Dog’s 2013 masterpiece, The Last of Us, became an overnight classic game because it was cinematic in presentation, and a rollercoaster of emotions in narrative. I sat and played the remastered version on my PlayStation 4 in 2017, and fell in love with the chemistry, love and heartbreak Joel and Ellie took with them, as they crossed a post-apocalyptic America. I was satisfied with the conclusion, and felt the story of these two characters was finished. I didn't need, or ever want a sequel. Then a few months pass, The Last of Us Part II is announced. Obviously, I was ecstatic, but also concerned. Trailers came and went, delays happened over and over, and leaks began to drip onto the internet. I was even more concerned with the leaks, and how this game was taking shape, but I remained open minded, and began playing the game.
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)
The Last of Us Part II is a strange beast. An ambitious, exquisite experience, mired by multiple flaws in structure, pacing and plot holes. I simultaneously adored and loathed the twenty five hour experience, and I’m ready to do it all again. Ellie’s thirst for revenge deals with many issues of morality and hate, and the consequences of ones actions. To coin a phrase, “violence begets violence”, and this is very violent. A flawed piece of art, that often shoehorns a political tick list so it can cater to a certain demographic of sexuality and gender. Whatever you think about Part II, it will create a conversation for years to come, for better or worse.
Narrative:
Ellie and Joel are settled in Jackson, Wyoming, living a relatively normal existence. Ellie is nineteen, and has a job, like the rest of the fighters in Jackson, by going out into the world on routes to clear out the wondering infected. When Ellie witnesses a violent event, she takes it into her own hands to take bloody revenge on the people responsible.
A big risk was taken by Naughty Dog to decide what they did for the first two hours, even the VP of the company, Neil Druckmann, said himself the game will be “divisive”, and that is probably an understatement judging by the fan backlash. I feel it worked to support the other twenty three hours, and shows the blurry line of being good and bad in this world.
Unfortunately, the narrative slogs through awful structuring and some dreadful, downright cringe-worthy dialogue. The structure goes back and forth from the present day, to months, and sometimes years previous, and this is all to cement the events that keep the narrative flowing. The flashbacks featuring Joel and Ellie give you brief moments of happiness, followed by devastating revelations. They are the best moments of the game, you can feel the warmth the characters have for each other, and the heartbreaking actions they take. It made me wonder why they simply didn't just create a game with these ideas in mind. Other flashbacks create more problems than they solve, particularly in the latter half of the game. The first half, for all its faults, really treats you to a vicious and bloodthirsty ride through Seattle, and you completely feel the motivation and drive Ellie has to complete the mission she's set out to do. Seattle is huge, and the perfect backdrop for this game.
Sadly, the second half of the game is an absolute mess. The whole experience becomes nothing more than “go to this location, collect something, go back” over and over again. Its a lazy trope that causes so much fatigue in terms of pacing, slowing down any momentum gained by the first half. The second half serves the most important purpose too, and while I did grow to understand the intention it was presenting me, I couldn't help but feel frequently bored of doing fetch quests. To remain as spoiler free as possible, the game is split into two perspectives of Ellie, and an entirely new character. Naughty Dog wants you to understand the perspectives of both sides, but the history thats been created with the original game, you cant help but sympathise with Ellie more. The fact that its half the game away from the main protagonist, and starts you fresh with a new character, with new skill sets and weapons, really feels out of place. This could of worked much better as an episodic entry, rather than just two stories, one after the other. I can understand people who love this way of storytelling, but for me it slows the pacing down.
Gameplay:
Part II is the most beautiful game I’ve ever played. Naughty Dog continue to set the bar extremely high in terms of surroundings and facial animations, and the seamless transitions from cutscene to gameplay made my jaw drop. Each facial movement shows the hurt, the honesty, the devastation the characters carry with them. It almost feels more like a film or tv series than a video game, featuring an excellent performance from Troy Baker, and a career defining show from Ashley Johnson. Unfortunately, some of the new cast members don't have enough time on screen to give a full understanding of their personality or perspective. Some are likeable, relatable even, but some are just annoying, saying some of the strangest, out of place dialogue.
In terms of its gameplay, Part II hasn't really changed anything from its predecessor. It feels the same, whether you enjoyed it first time round or not. I personally am in the middle ground, it works for what it is. The Last of Us has always been a game about surviving by any means necessary. Part II feels like multiple ideas all in one, all conflicting themselves. Let me explain:
The game actively tries to twist the act of killing people to make you seem like its an awful thing to do. This is an interesting idea that has been done many times before in games, but it works in the oddest of ways here. I have completed the game twice now, and found it almost impossible to not kill anyone, yet cutscenes display remorse within the characters after they’ve murdered someone. This conflicts the idea of the whole game, where one moment I'm slicing a persons throat with a knife, the next I do the exact same, but this time I regret that decision. Again, its adding less weight to the story, and actively contradicting everything that happens.
Extra Notes:
The environments of Part II are some of the best in a video game. A sandbox of lush greenery and worn down buildings follows the same formula that Naughty Dog designed in Uncharted: The Lost Legacy, where you can explore a massive space to do what you find the objectives, but also see the sights and collect items. The level design of the entire game is absolutely masterful, but this level astounded me graphically and structurally.
By this point, it probably feels like I utterly hated Part II. I did, and didn’t, and thats the line I'm sticking on. The Last of Us always presented a commentary as to the nature of relationships, love, life and death. At the core was Ellie and Joel, two wayward strangers forced together on a journey across America. Everyone has a reason to love that game, for me its their chemistry and progression. Joel was hardened, standoffish, only to warm to Ellie, and love her by the end. Ellie, the immune girl who's humorous, optimistic and full of life, who ultimately becomes cold, quiet and sceptical of Joel.
Part II presents a different commentary, one of revenge and hate. I firmly believe Part II is weak in most areas, a downgrade in fact compared to its counterpart, but its so beautiful and bleak, with so many incapsulated moments of joy, heartbreak, love, shock. Its uncompromising, relentless and essential for anyone with a PS4. This will be a game I will constantly change my opinion on the more I think about it. As I said at the beginning, I never felt a sequel was necessary, and I firmly believe the story must end here.
(P.S. I must mention that Naughty Dog and Sony have only themselves to blame when it comes to the reception Part II has received during its release and promotional material. Early reviewers were told that they could only go into detail about the first ten or so hours, not mentioning the other fifteen. The other fifteen hours are incredibly important to mention, and they either make or break this game, so not letting reviewers do their job feels disingenuous, and from my point of view shows that they had no faith in their product to be criticised. The promotional material is also hugely misleading. The trailers show a completely different game, and characters are swapped for others in key scenes. That is wrong, and once again, shows your audience you had zero faith in your product based on the actual plot of your game.)
Kris Karcher (10 KP) rated Jumanji: Welcome to the Jungle (2017) in Movies
Jan 5, 2018
Better then it looks.
Contains spoilers, click to show
It’s been years since I’ve seen the original 1995 Jumanji, but from what I can remember as a 5-10 year old (not sure when I got around to owning the VHS) I enjoyed it. Robin Williams was on fire in the 90’s and turned in another comparable performance in this fun action adventure film. This new incarnation of the Jumanji tale changes direction a bit. For one it swaps the outdated board game that contains an entire jungle world inside it, for a more cultural relevant video game console that contains an entire jungle world inside it. I’m actually surprised they didn't use an iPad. 2017’s Jumanji also adds in a body swapping element. The teens that enter the game suddenly become adult video game characters. Complete with skills and weakness of varying degrees of usefulness.
Semantics aside, Jumanji: Welcome to the Jungle is also a serviceable blockbuster flick. It’s a fun film that moves at a decent pace and avoids a lot of the typical dull spots most popcorn flicks fall victim to. The adult cast is a fun mixture of comedic talent and have some great chemistry together. The teenage cast less so but they have a more limited role in the film. I enjoyed watching the adult cast attempt to convey the teenagers “inside” them. Dwayne Johnson does this particularly well, playing a timid nerdy teenager trapped in the body of a jacked, smoldering, elite fighting machine. The film purposefully miscast each role. Kevin Hart play’s the avatar of a 6ft football star, Jack black stands in for a Mean Chick-esc selfie obsessed teenage girl, and the bad ass Karen Gillan plays the avatar of an insecure self-conscious teenage girl. The dichotomy of the characters real-life personalities always being at odds with their avatars new physical and mental attributes provides much of the comedy. Not all of it lands, but enough does and they don’t overdo it.
Once we enter the world of Jumanji the characters attempt to figure out how the “game” works. This leads to some humorous video game style exposition. I found this method of exposition to be unique and interesting. Incorporating NPC’s (Non-playable characters) whose sole purpose is to help players figure out what is going on and how to play the game was a fun and meta way to advance the story. It sort of reminds me of some of the things I enjoyed about 2012’s Wreck-It Ralph.
Then the gang runs into the other player in the game and another star of the film, Nick Jonas. Jonas plays Jefferson "Seaplane" McDonough who is the avatar of Zack a teenage boy sucked into the game in 1997 (Jonas uses 1997 lingo frequently. Radical.) and has lived in the jungle for what he claims to be “a few months”. This leads to the biggest missed opportunity of the film. Time apparently moves differently in Jumanji. A few months in Jumanji translates to 20 years in real life. When Zack is told he has been missing 20 years this should have been a major B plot. They do try and add some weight to the situation by showing how deeply affected Zack is by this news, but I feel they could have explored this dynamic a bit further. Especially when it comes to the ending. Which is a bit anticlimactic. Once they all end up working together to escape Jumanji they all are all transported back to their respective timelines and it would appear as though no time has passed. So it sort of ditches the whole being stuck in the game for 20 years angle and instead chooses to allow Zack to live a full and complete life starting from 1997. Also, the main cast seems to be unaffected timeline wise. All of this film took place while they were down in the basement serving their detentions. It would have made for a much more interesting ending if they return to their bodies and find out that in the real world they were gone for a longer period of time. Even just a week or so would have added an interesting dynamic to the pretty flat and standard ending. They do end up meeting up with grown-up Zack (Played by Colin Hanks) and there is a nice little payoff to the quasi-romance Nick Jonas and Jack Black had throughout the film. (Yes you read that correctly.) Alex named his daughter after Bethany who saved his life in the jungle.
The four teenagers all learn valuable life lessons inside the jungle. Fridge leans to appreciate his friend Spencer. Spencer learns to man up and take risks. Bethany learns to care about something other than herself and her popularity, and Martha learns to come out of her shell a bit and open up. While I often find these types of stories to be heavy-handed and snooze-worthy Jumanji manages to keep the gushy feel good stuff to a minimum. It’s there, and it’s obvious but it’s not in your face enough to bring down the movie.
Ultimately I will go ahead and recommend Jumanji: Welcome to the Jungle if your into Action comedy that doesn't ever take itself too seriously. I repeat this is not a serious movie. But it is a mildly funny, family-friendly romp that I fully expect anyone who paid for a ticket to at least get their monies worth. Provided they came in with the right expectations.
Semantics aside, Jumanji: Welcome to the Jungle is also a serviceable blockbuster flick. It’s a fun film that moves at a decent pace and avoids a lot of the typical dull spots most popcorn flicks fall victim to. The adult cast is a fun mixture of comedic talent and have some great chemistry together. The teenage cast less so but they have a more limited role in the film. I enjoyed watching the adult cast attempt to convey the teenagers “inside” them. Dwayne Johnson does this particularly well, playing a timid nerdy teenager trapped in the body of a jacked, smoldering, elite fighting machine. The film purposefully miscast each role. Kevin Hart play’s the avatar of a 6ft football star, Jack black stands in for a Mean Chick-esc selfie obsessed teenage girl, and the bad ass Karen Gillan plays the avatar of an insecure self-conscious teenage girl. The dichotomy of the characters real-life personalities always being at odds with their avatars new physical and mental attributes provides much of the comedy. Not all of it lands, but enough does and they don’t overdo it.
Once we enter the world of Jumanji the characters attempt to figure out how the “game” works. This leads to some humorous video game style exposition. I found this method of exposition to be unique and interesting. Incorporating NPC’s (Non-playable characters) whose sole purpose is to help players figure out what is going on and how to play the game was a fun and meta way to advance the story. It sort of reminds me of some of the things I enjoyed about 2012’s Wreck-It Ralph.
Then the gang runs into the other player in the game and another star of the film, Nick Jonas. Jonas plays Jefferson "Seaplane" McDonough who is the avatar of Zack a teenage boy sucked into the game in 1997 (Jonas uses 1997 lingo frequently. Radical.) and has lived in the jungle for what he claims to be “a few months”. This leads to the biggest missed opportunity of the film. Time apparently moves differently in Jumanji. A few months in Jumanji translates to 20 years in real life. When Zack is told he has been missing 20 years this should have been a major B plot. They do try and add some weight to the situation by showing how deeply affected Zack is by this news, but I feel they could have explored this dynamic a bit further. Especially when it comes to the ending. Which is a bit anticlimactic. Once they all end up working together to escape Jumanji they all are all transported back to their respective timelines and it would appear as though no time has passed. So it sort of ditches the whole being stuck in the game for 20 years angle and instead chooses to allow Zack to live a full and complete life starting from 1997. Also, the main cast seems to be unaffected timeline wise. All of this film took place while they were down in the basement serving their detentions. It would have made for a much more interesting ending if they return to their bodies and find out that in the real world they were gone for a longer period of time. Even just a week or so would have added an interesting dynamic to the pretty flat and standard ending. They do end up meeting up with grown-up Zack (Played by Colin Hanks) and there is a nice little payoff to the quasi-romance Nick Jonas and Jack Black had throughout the film. (Yes you read that correctly.) Alex named his daughter after Bethany who saved his life in the jungle.
The four teenagers all learn valuable life lessons inside the jungle. Fridge leans to appreciate his friend Spencer. Spencer learns to man up and take risks. Bethany learns to care about something other than herself and her popularity, and Martha learns to come out of her shell a bit and open up. While I often find these types of stories to be heavy-handed and snooze-worthy Jumanji manages to keep the gushy feel good stuff to a minimum. It’s there, and it’s obvious but it’s not in your face enough to bring down the movie.
Ultimately I will go ahead and recommend Jumanji: Welcome to the Jungle if your into Action comedy that doesn't ever take itself too seriously. I repeat this is not a serious movie. But it is a mildly funny, family-friendly romp that I fully expect anyone who paid for a ticket to at least get their monies worth. Provided they came in with the right expectations.
Justin Patchett (42 KP) rated Roma (2018) in Movies
Mar 3, 2019
Caught in a bad Roma
Contains spoilers, click to show
It’s been a long while since I watched a film deserving of a truly, harshly negative review. I have gotten so close so many times, and I’ll be damned if Netflix hadn’t gotten close to earning that with the fridge-logic that ruined Bird Box. Even Bird Box, though, feels enjoyable in retrospect compared to another Netflix exclusive: Alfonso Cuarón’s Roma.
Since I’m in a clear minority on this film, I feel obligated to preemptively address some common criticisms. If Roma had been produced in English, presented in color and with any score, it couldn’t fix the fact that I simply dislike Roma’s genre. Sure, I’ve liked slice-of-life drama films, and modern period pieces do fine by me. Pretentious Oscar-farming arthouse flicks like this, though, never win my praise.
Roma follows Cleo, a housemaid in Mexico City. Cleo has gotten pregnant and the presumed father, Fermín, leaves her to buy cigarettes before the baby’s even born. Her employer, Sofía, is dealing with a cheating spouse. What follows is two hours of both of these women marginally helping each other with their respective situations. As slice-of-life films do.
Since it's a slice-of-life film, much of the story just basically happens. You'll remember a scene here or there that happened, even if it was ultimately insignificant. In one scene for instance, Cleo goes to confront the baby daddy, who’s at a huge martial arts class. She spectates and proves to be the only one able to perform a certain yoga pose. Which is important because it helped add another few minutes to the film.
Cleo goes into labor not long after this confrontation, but her daughter ends up being stillborn. This all happens in the midst of the Corpus Christi Massacre. What the heck was the Corpus Christi Massacre, you may ask? According to this film, it was a brutal inconvenience on Cleo’s way to the hospital after her water breaks. This actual historical event simply happens and is never addressed for one second more. You know, just like in Titanic where the shipwreck just makes things inconvenient for Rose and Jack.
The last major scene in the film comes when Sofía invites Cleo to come with her family on a trip to the beach, not as staff but to help Cleo cope with the tragedy of losing her child. While they’re there, Sofía leaves the children in Cleo’s care for two freaking minutes, and two of the kids nearly drown. Cleo, though, can’t swim, and so she stands out in the water as the kids rescue each other. And that's about as close as Roma gets to a cohesive plot. Cleo only came with them to help her grieving, which meant she could be there to be powerless while her employer’s kids save each other’s lives. Bad things happen to us, the film teaches, so that good things can coincidentally happen in our proximity.
In fact, coincidence seems to be the running theme, here. Remember the Corpus Christi Massacre? No? What if I call it “the scene where Cleo goes into labor”? Maybe that helps? Fermín briefly held Cleo at gunpoint in the middle of it. Again, mere coincidence. Just like it’s a mere coincidence that she goes into labor the same day as a massacre that killed 120 people. As coincidences do.
Roma isn’t an aggressively bad film. There are a rare few moments within Roma’s 2-hour runtime where you think, “I can see that clip showing up during a Facebook video binge,” but again: These are moments more rare than our current president ordering a rare steak. That rarity has everything to do with the fact that the movie has so few moments, at all. The rest is shots that linger too long from angles that repeat themselves all too often. It’s like Cuarón asked someone, “What does a movie like Juno need to be better?” They responded, “Nothing.” So Cuarón packed Roma with nothing.
Which brings up one of my biggest criticisms of Roma: The cinematography is bland. Cuarón shot practically the entire film on one camera, set a specific distance from the subject, and kept takes running as longer than they should have, padding out a short-film’s worth of content to feature length. It’s bland cinematography that somehow earned an Oscar for Best Cinematography.
Gravity showed us what Cuarón was capable of. Beyond bringing a seemingly authentic view of space to the big screen, Gravity offered variety. Yes, the huge collision scene in Gravity takes on the feel of a one-take scene, but even then, the camera moves with the action. And if your attention moves away from the foreground the shot, you’re able to see other important things going on. With Roma, though, your foreground is your film. Period. And to be sure, you'll be kept at arm's length from that foreground at all times, both metaphorically and cinematically.
There's a number of reasons why Roma wasn't the Best Picture, this year. Gravity proved that Roma is not Cuarón’s best film. Bo Burnham–yes, that Bo Burnham–wrote and directed a better slice-of-life film with Eighth Grade. And Roma might not even be the past year’s best black-and-white film; I dare suggest that Cold War may have been better.
To give it the credit it’s due, Roma’s cast rightly earned nominations for their performances. Yalitza Aparicio and Marina de Tavira earned Best Actress nominations for their roles, and for their part, their performances were authentic as can be. It's the least the Academy could do for having them endure Cuarón's lengthy takes.
But now that I've given it credit, I demand my time back for the scene of Fermín going Star Wars Kid meets Full Monty.
Since I’m in a clear minority on this film, I feel obligated to preemptively address some common criticisms. If Roma had been produced in English, presented in color and with any score, it couldn’t fix the fact that I simply dislike Roma’s genre. Sure, I’ve liked slice-of-life drama films, and modern period pieces do fine by me. Pretentious Oscar-farming arthouse flicks like this, though, never win my praise.
Roma follows Cleo, a housemaid in Mexico City. Cleo has gotten pregnant and the presumed father, Fermín, leaves her to buy cigarettes before the baby’s even born. Her employer, Sofía, is dealing with a cheating spouse. What follows is two hours of both of these women marginally helping each other with their respective situations. As slice-of-life films do.
Since it's a slice-of-life film, much of the story just basically happens. You'll remember a scene here or there that happened, even if it was ultimately insignificant. In one scene for instance, Cleo goes to confront the baby daddy, who’s at a huge martial arts class. She spectates and proves to be the only one able to perform a certain yoga pose. Which is important because it helped add another few minutes to the film.
Cleo goes into labor not long after this confrontation, but her daughter ends up being stillborn. This all happens in the midst of the Corpus Christi Massacre. What the heck was the Corpus Christi Massacre, you may ask? According to this film, it was a brutal inconvenience on Cleo’s way to the hospital after her water breaks. This actual historical event simply happens and is never addressed for one second more. You know, just like in Titanic where the shipwreck just makes things inconvenient for Rose and Jack.
The last major scene in the film comes when Sofía invites Cleo to come with her family on a trip to the beach, not as staff but to help Cleo cope with the tragedy of losing her child. While they’re there, Sofía leaves the children in Cleo’s care for two freaking minutes, and two of the kids nearly drown. Cleo, though, can’t swim, and so she stands out in the water as the kids rescue each other. And that's about as close as Roma gets to a cohesive plot. Cleo only came with them to help her grieving, which meant she could be there to be powerless while her employer’s kids save each other’s lives. Bad things happen to us, the film teaches, so that good things can coincidentally happen in our proximity.
In fact, coincidence seems to be the running theme, here. Remember the Corpus Christi Massacre? No? What if I call it “the scene where Cleo goes into labor”? Maybe that helps? Fermín briefly held Cleo at gunpoint in the middle of it. Again, mere coincidence. Just like it’s a mere coincidence that she goes into labor the same day as a massacre that killed 120 people. As coincidences do.
Roma isn’t an aggressively bad film. There are a rare few moments within Roma’s 2-hour runtime where you think, “I can see that clip showing up during a Facebook video binge,” but again: These are moments more rare than our current president ordering a rare steak. That rarity has everything to do with the fact that the movie has so few moments, at all. The rest is shots that linger too long from angles that repeat themselves all too often. It’s like Cuarón asked someone, “What does a movie like Juno need to be better?” They responded, “Nothing.” So Cuarón packed Roma with nothing.
Which brings up one of my biggest criticisms of Roma: The cinematography is bland. Cuarón shot practically the entire film on one camera, set a specific distance from the subject, and kept takes running as longer than they should have, padding out a short-film’s worth of content to feature length. It’s bland cinematography that somehow earned an Oscar for Best Cinematography.
Gravity showed us what Cuarón was capable of. Beyond bringing a seemingly authentic view of space to the big screen, Gravity offered variety. Yes, the huge collision scene in Gravity takes on the feel of a one-take scene, but even then, the camera moves with the action. And if your attention moves away from the foreground the shot, you’re able to see other important things going on. With Roma, though, your foreground is your film. Period. And to be sure, you'll be kept at arm's length from that foreground at all times, both metaphorically and cinematically.
There's a number of reasons why Roma wasn't the Best Picture, this year. Gravity proved that Roma is not Cuarón’s best film. Bo Burnham–yes, that Bo Burnham–wrote and directed a better slice-of-life film with Eighth Grade. And Roma might not even be the past year’s best black-and-white film; I dare suggest that Cold War may have been better.
To give it the credit it’s due, Roma’s cast rightly earned nominations for their performances. Yalitza Aparicio and Marina de Tavira earned Best Actress nominations for their roles, and for their part, their performances were authentic as can be. It's the least the Academy could do for having them endure Cuarón's lengthy takes.
But now that I've given it credit, I demand my time back for the scene of Fermín going Star Wars Kid meets Full Monty.
Cumberland (1142 KP) created a post in The Smashbomb Book Club
Jun 13, 2019
Natalia (73 KP) rated Detroit: Become Human in Video Games
Dec 17, 2018
Story (4 more)
Characters
Art direction
Soundtrack
Controls
More Than Just a Video Game
I'll admit that hearing the initial premise of Detroit, it seemed to me cliche: a future in which technology has advanced to the point that androids exist, and how these androids themselves gain sentience. This, sprinkled in with messages of how we must improve how we treat the planet, and how we need to have a more consistent moral compass. All this I had expected from the game, but it ended up being so much more than that.
While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
Sophia (Bookwyrming Thoughts) (530 KP) rated A Wicked Thing (A Wicked Thing, #1) in Books
Jan 23, 2020
<b><i>I received this book for free from Publisher in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
My all-time favorite Disney movie (in VCR) – along with Pocahontas and Mulan, to which there are literally zilch retellings to my knowledge – while growing up was <i>Sleeping Beauty</i>. I even reenacted it... for fun and on my own (expected of a four or five year old).
And perhaps it is also one of the most difficult tales to be retold. There's a princess who has a curse placed on her that she would prick her finger on the spindle of a spinning wheel before her sixteenth birthday and die – not entirely too much to take a spin on, is there?
No pun intended.
Much as I give props to Rhiannon Thomas for taking <i>Sleeping Beauty</i> on another path, <i>A Wicked Thing</i> is certainly not a book I would enjoy even for the pleasure of reading. In fact, truth be told in maybe a harsh way, <i>A Wicked Thing</i> was funny. And while funny typically means a good thing, I honestly had a field day reading the first three chapters in between chess matches and poking fun at the book (aka making sassy comments that will make no appearance whatsoever in this review aside from a big basket of mozzarella sticks).
<i>A Wicked Thing</i> is almost a sequel to the original <i>Sleeping Beauty</i>. Some time has passed, and then the prince kisses Aurora – all that jazz is pretty much the same aside from maybe happily ever after, to which I won't bother finding out. Perhaps there <i>is</i> a happily ever after by the end of the book – I'm still not going to go and find out because I'm too focused on making it to at least the top 10 in the class now that I'm extremely close to it.
But let's start with the prince kisses Aurora. She wakes up and screams. It probably makes sense to scream when you wake up to a random stranger hovering above your face and actually kissed you. Honestly, a pretty fantastic opening scene – and I'm serious – aside from the part where the "boy" (we don't know he's a prince YET) says, "I did it. I actually did it."
Then I get a sled and start laughing gleefully (read: found it absolutely amusing) while sliding down a hill (read: continuing the book just see how it all plays out because I haven't found reasons to throw this aside yet and then I do).
Prince Rodric, the "boy," is pathetic. The <i>royal family</i>, in my opinion, is a little pathetic and cheesy. Are they actually pathetic? Perhaps not when you really get to know them and perhaps they're marvelous rulers and the people love them oh-so-dearly, but from the little bit of the book that I read and met the royal family, I find myself disappointed. Particularly disappointed in Rodric the princeling because he will obviously make a huge appearance throughout the rest of the book and I've got to at least like the main characters to enjoy the book.
The dear prince blushes <i>at almost every single sentence he speaks to Aurora</i>. I'm pretty sure the amount of blushes will be the equal amount of election commercials soon (Vote for me! Vote for me!).
<blockquote>He stopped and blushed again.</blockquote>
Princeling probably stutters as well, and is most likely a descendant of Romeo.
<blockquote>“I mean, you always look beautiful. But you look especially beautiful tonight. Is what I mean.”</blockquote>
The king is overly cheery, and while there seems to be a probable reason (my son woke up a slumbering princess!), "overly cheery" really means "exuberantly happy-go-lucky."
<blockquote>“Please send out the heralds. A little extra pomp and circumstance, if you please. It is hardly a normal day.”</blockquote>
No... definitely not a normal day. That much I'll agreee with. But isn't celebrating as soon as Aurora wakes up a little overboard? The chick just woke up from a hundred plus years of slumber and everything literally comes crashing down over on her head upside down! I'm not sure Aurora appreciated that – she was quite confuzzled when she woke up (whoa... what's going on here?!) and even protested a little (not that anyone heard her).
Betsy the maid babbles in excitement and is worse than the king.
<blockquote>“I was so honored, Princess, when they asked me to assist you. I never expected it! But then, I never expected you’d be standing here, if you don’t mind me saying. Not that I didn’t think Rodric could be your true love, because of course he’s wonderful, but it always seemed too much like a dream to ever happen while I was here. Things will be amazing, now, you’ll see. Everyone loves you already. How could they not?”</blockquote>
Reasonable babbling of excitement, seeing as she's a humble servant.
But she and everyone else aside from Aurora is also a little naïve with the assumption that everything is going to be fantastic and happily ever after Aurora and Rodric marry, simply based a fairy tale.
Aurora, however, might have been a character that I would actually like had I continued the book. But by that point in the novel, when Rodric and Aurora are first dining together, I was quite cheesed (it was the constant blushing and cheeriness). While I normally feel guilty for throwing a book aside really early, I don't think I feel too guilty in <i>A Wicked Thing's</i> case.
<a href="https://bookwyrmingthoughts.com/dnf-arc-review-wicked-thing-by-rhiannon-thomas/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
My all-time favorite Disney movie (in VCR) – along with Pocahontas and Mulan, to which there are literally zilch retellings to my knowledge – while growing up was <i>Sleeping Beauty</i>. I even reenacted it... for fun and on my own (expected of a four or five year old).
And perhaps it is also one of the most difficult tales to be retold. There's a princess who has a curse placed on her that she would prick her finger on the spindle of a spinning wheel before her sixteenth birthday and die – not entirely too much to take a spin on, is there?
No pun intended.
Much as I give props to Rhiannon Thomas for taking <i>Sleeping Beauty</i> on another path, <i>A Wicked Thing</i> is certainly not a book I would enjoy even for the pleasure of reading. In fact, truth be told in maybe a harsh way, <i>A Wicked Thing</i> was funny. And while funny typically means a good thing, I honestly had a field day reading the first three chapters in between chess matches and poking fun at the book (aka making sassy comments that will make no appearance whatsoever in this review aside from a big basket of mozzarella sticks).
<i>A Wicked Thing</i> is almost a sequel to the original <i>Sleeping Beauty</i>. Some time has passed, and then the prince kisses Aurora – all that jazz is pretty much the same aside from maybe happily ever after, to which I won't bother finding out. Perhaps there <i>is</i> a happily ever after by the end of the book – I'm still not going to go and find out because I'm too focused on making it to at least the top 10 in the class now that I'm extremely close to it.
But let's start with the prince kisses Aurora. She wakes up and screams. It probably makes sense to scream when you wake up to a random stranger hovering above your face and actually kissed you. Honestly, a pretty fantastic opening scene – and I'm serious – aside from the part where the "boy" (we don't know he's a prince YET) says, "I did it. I actually did it."
Then I get a sled and start laughing gleefully (read: found it absolutely amusing) while sliding down a hill (read: continuing the book just see how it all plays out because I haven't found reasons to throw this aside yet and then I do).
Prince Rodric, the "boy," is pathetic. The <i>royal family</i>, in my opinion, is a little pathetic and cheesy. Are they actually pathetic? Perhaps not when you really get to know them and perhaps they're marvelous rulers and the people love them oh-so-dearly, but from the little bit of the book that I read and met the royal family, I find myself disappointed. Particularly disappointed in Rodric the princeling because he will obviously make a huge appearance throughout the rest of the book and I've got to at least like the main characters to enjoy the book.
The dear prince blushes <i>at almost every single sentence he speaks to Aurora</i>. I'm pretty sure the amount of blushes will be the equal amount of election commercials soon (Vote for me! Vote for me!).
<blockquote>He stopped and blushed again.</blockquote>
Princeling probably stutters as well, and is most likely a descendant of Romeo.
<blockquote>“I mean, you always look beautiful. But you look especially beautiful tonight. Is what I mean.”</blockquote>
The king is overly cheery, and while there seems to be a probable reason (my son woke up a slumbering princess!), "overly cheery" really means "exuberantly happy-go-lucky."
<blockquote>“Please send out the heralds. A little extra pomp and circumstance, if you please. It is hardly a normal day.”</blockquote>
No... definitely not a normal day. That much I'll agreee with. But isn't celebrating as soon as Aurora wakes up a little overboard? The chick just woke up from a hundred plus years of slumber and everything literally comes crashing down over on her head upside down! I'm not sure Aurora appreciated that – she was quite confuzzled when she woke up (whoa... what's going on here?!) and even protested a little (not that anyone heard her).
Betsy the maid babbles in excitement and is worse than the king.
<blockquote>“I was so honored, Princess, when they asked me to assist you. I never expected it! But then, I never expected you’d be standing here, if you don’t mind me saying. Not that I didn’t think Rodric could be your true love, because of course he’s wonderful, but it always seemed too much like a dream to ever happen while I was here. Things will be amazing, now, you’ll see. Everyone loves you already. How could they not?”</blockquote>
Reasonable babbling of excitement, seeing as she's a humble servant.
But she and everyone else aside from Aurora is also a little naïve with the assumption that everything is going to be fantastic and happily ever after Aurora and Rodric marry, simply based a fairy tale.
Aurora, however, might have been a character that I would actually like had I continued the book. But by that point in the novel, when Rodric and Aurora are first dining together, I was quite cheesed (it was the constant blushing and cheeriness). While I normally feel guilty for throwing a book aside really early, I don't think I feel too guilty in <i>A Wicked Thing's</i> case.
<a href="https://bookwyrmingthoughts.com/dnf-arc-review-wicked-thing-by-rhiannon-thomas/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Purple Phoenix Games (2266 KP) rated Yarr Harr! in Tabletop Games
Jul 2, 2020
Ahoy – it’s time to set sail for the open seas like the pirates we are! So cast off your lines and… wait… what? What do you mean you don’t have a ship ready yet? Still under construction? Seriously?! Well I can see those other pirates building up their ships too, so you better hurry up and finish yours first so you can lay claim to the vast treasures of the world! And I’m not saying you should, but if those other guys ran into some… problems… with finishing their ships, that wouldn’t be too bad if you catch my drift.
Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L
Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.
The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!
Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L
Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.
The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!
Emma @ The Movies (1786 KP) rated They Shall Not Grow Old (2018) in Movies
Sep 25, 2019
This is an interesting piece. Originally commissioned for a 30 minute documentary piece, Peter Jackson found so much footage and so many stories to tell that he managed to extend it into a feature length production.
I'm going to skip over most of the massive fiasco that was Cineworld's handling of the screening. The issue came from them under estimating how popular it would be. With people interested in history and people interested in the processes used that meant a lot of viewers and unsurprisingly they sold out the small screen and had to move it to a bigger screen. So many people turned up that there were even seats allocated in the first five rows which never normally happens.
The footage and narrative that were put together for this were excellent. Things that never occurred to me before were brought to the screen with a lightheartedness and humour that off-set the horrors of war. For example, it had never occurred to me how soldiers in the field dealt with the toilet situation. Holes in the ground are the obvious conclusion, but I had never seen the images of the giant hole with a log suspended over it where you'd all hang out (literally) to get some relief.
The technical side of films are not something I know a great deal about, but the basics were explained in the Q&A afterward. Old film runs at a different frame rate to new film. (Yes, I know anyone with the technical knowledge is screaming in pain at my description here but you'll have to deal with it!) So all the film had to be lengthened to be used. This meant feeding it into a computer that would extrapolate the missing frames to make everything work. The quality was then enhanced and colourised.
When the film itself is presented it starts in black and white and changes to colour soon after. That moment brought goosebumps. Footage like you've never seen before, AND on the big screen. It made an amazing impact.
The voice overs during the film were all cast to match the regional accents of the soldiers, which was an incredibly nice touch. As well as the voices all the sounds had to be recreated and honestly they fit so well you'd have assumed they were "live".
Here's where I get to my "however" moment.
It was interesting, the sound effects were brilliantly done, and bringing unseen footage to the big screen was a massive accomplishment, especially to do it in a sensitive way... however... I personally wasn't a fan of some of the film outside of the story it was telling.
As I mentioned, the production was only supposed to be 30 minutes long. I can understanding why they made it longer but as a "film" it did begin to drag. It perhaps would have benefited from being a short series as opposed to one long documentary.
Seeing it outside of this screening you would have also missed out on many of the fascinating facts that we discovered during the Q&A at the end. It's entirely possible that the sound effects would have gone completely unnoticed as they feel so realistic. Combining the Q&A style dialogue and the documentary would have been interesting and you would have been even more in awe of what they achieved.
This screening was presented in 3D. You by now will know I have mixed feelings about 3D. I don't think the effect in this instance really added anything to it. The impressive nature of the file footage was what the film needed to concentrate on.
On that point, and as previously mentioned, the archive footage had to be dubbed and they went to a lot of effort with casting and hiring lip readers to stay authentic, which was brilliant. But I also felt that the effort was diminished by the quality of the audio. Not that it was bad, but that is was in fact very good. The stories that were recounted over the footage was wonderfully done. My issue was with the lip-synced scripts. The audio track was a stark contrast to the footage. Restoration can't change the fact that the footage is old and still grainy. Having a modern, perfectly clear track over the top didn't make it feel real. I can't help but think that those sections would have been improved if the audio had been "aged" to match with what we were seeing.
Lastly I come to what I realise is in essence most of the documentary. The restoration. During the showing in close up footage the faces of the soldiers seemed to distort as they moved. I imagine that this is the computer generated frames working with the actual footage. It became increasingly difficult not to notice this happening and I found it rather off putting. The colourisation felt strange at times, perhaps because I expect war to appear more drab because of the way cinema usually portrays it. That wasn't something I found to be constant though, some blended in while watching and just a few frames stood out. There's no denying its initial impact though, that transition was possibly the most effective bit of the whole production.
What you should do
I know I've been critical of a lot of things there and I've only given it 3 stars but you should definitely see They Shall Not Grow Old. The story it tells is undeniably incredible and important. If I was only judging the documentary on its own I would have given this 5 stars.
I'm going to skip over most of the massive fiasco that was Cineworld's handling of the screening. The issue came from them under estimating how popular it would be. With people interested in history and people interested in the processes used that meant a lot of viewers and unsurprisingly they sold out the small screen and had to move it to a bigger screen. So many people turned up that there were even seats allocated in the first five rows which never normally happens.
The footage and narrative that were put together for this were excellent. Things that never occurred to me before were brought to the screen with a lightheartedness and humour that off-set the horrors of war. For example, it had never occurred to me how soldiers in the field dealt with the toilet situation. Holes in the ground are the obvious conclusion, but I had never seen the images of the giant hole with a log suspended over it where you'd all hang out (literally) to get some relief.
The technical side of films are not something I know a great deal about, but the basics were explained in the Q&A afterward. Old film runs at a different frame rate to new film. (Yes, I know anyone with the technical knowledge is screaming in pain at my description here but you'll have to deal with it!) So all the film had to be lengthened to be used. This meant feeding it into a computer that would extrapolate the missing frames to make everything work. The quality was then enhanced and colourised.
When the film itself is presented it starts in black and white and changes to colour soon after. That moment brought goosebumps. Footage like you've never seen before, AND on the big screen. It made an amazing impact.
The voice overs during the film were all cast to match the regional accents of the soldiers, which was an incredibly nice touch. As well as the voices all the sounds had to be recreated and honestly they fit so well you'd have assumed they were "live".
Here's where I get to my "however" moment.
It was interesting, the sound effects were brilliantly done, and bringing unseen footage to the big screen was a massive accomplishment, especially to do it in a sensitive way... however... I personally wasn't a fan of some of the film outside of the story it was telling.
As I mentioned, the production was only supposed to be 30 minutes long. I can understanding why they made it longer but as a "film" it did begin to drag. It perhaps would have benefited from being a short series as opposed to one long documentary.
Seeing it outside of this screening you would have also missed out on many of the fascinating facts that we discovered during the Q&A at the end. It's entirely possible that the sound effects would have gone completely unnoticed as they feel so realistic. Combining the Q&A style dialogue and the documentary would have been interesting and you would have been even more in awe of what they achieved.
This screening was presented in 3D. You by now will know I have mixed feelings about 3D. I don't think the effect in this instance really added anything to it. The impressive nature of the file footage was what the film needed to concentrate on.
On that point, and as previously mentioned, the archive footage had to be dubbed and they went to a lot of effort with casting and hiring lip readers to stay authentic, which was brilliant. But I also felt that the effort was diminished by the quality of the audio. Not that it was bad, but that is was in fact very good. The stories that were recounted over the footage was wonderfully done. My issue was with the lip-synced scripts. The audio track was a stark contrast to the footage. Restoration can't change the fact that the footage is old and still grainy. Having a modern, perfectly clear track over the top didn't make it feel real. I can't help but think that those sections would have been improved if the audio had been "aged" to match with what we were seeing.
Lastly I come to what I realise is in essence most of the documentary. The restoration. During the showing in close up footage the faces of the soldiers seemed to distort as they moved. I imagine that this is the computer generated frames working with the actual footage. It became increasingly difficult not to notice this happening and I found it rather off putting. The colourisation felt strange at times, perhaps because I expect war to appear more drab because of the way cinema usually portrays it. That wasn't something I found to be constant though, some blended in while watching and just a few frames stood out. There's no denying its initial impact though, that transition was possibly the most effective bit of the whole production.
What you should do
I know I've been critical of a lot of things there and I've only given it 3 stars but you should definitely see They Shall Not Grow Old. The story it tells is undeniably incredible and important. If I was only judging the documentary on its own I would have given this 5 stars.
James P. Sumner (65 KP) rated Rambo: Last Blood (2019) in Movies
Sep 19, 2019
Hopefully this truly is Last Blood.
In Sylvester Stallone's fifth and (hopefully) final outing as one-man army John Rambo, we find the eponymous hero enjoying the quiet life on the Texas ranch he returned to at the end of "Rambo (2008)".
The character is still as reflective and composed as ever, with hints and flashbacks to his ongoing struggle with PTSD following his experiences in Vietnam. He trains horses on the ranch and acts as surrogate father to his college-bound niece, played by the relatively-unknown and absolutely stunning Yvette Monreal. He also has an unfathomably complex network of tunnels dug beneath his property, which could never have been done by one man, even in the 11 years that have past since the last movie.
The first ten minutes set the scene and familiarizes the audience with characters old and new. Having watched all four previous films in preparation for this one, it's quite sad to see how much the essence of Rambo as a person has changed. The first three all followed the same theme - a reluctant warrior with a muted self-loathing of the terrible abilities he has been blessed with, begrudgingly fighting someone else's war because he can't stop himself from doing what he thinks is right. The fourth one took the series in a different yet understandable direction - he's getting older, he's retired from the world, and he's minding his own business when trouble happens to find him. Then, the old Rambo we saw in "Rambo: First Blood - Part II (1985)" comes out and lays waste to everyone. But in this latest film, you barely recognize the character compared to the previous entries. He doesn't look or feel like the Rambo we've known over the years, which means this film struggles to look and feel like a Rambo film.
The next five minutes establishes the upcoming plot of the movie (such as it is), which is transparent and predictable. It then morphs into "Taken (2008)" on steroids! It takes a nice diversion at first, showing Rambo take on an entire Mexican people-trafficking ring, only to get the living hell beaten out of him. What you might think would happen in real life, but you kind of expected Rambo to go all "Rambo" on them, so when he doesn't, it's almost a pleasant surprise.
However, normal business soon resumes. Another tussle with some of the Mexican bad guys sets up the final act, which is Rambo vs. Every Mexican Criminal Ever - clips of which you will have seen in the trailer.
This is where the film lets itself down, if I'm honest. You would expect the finale to be the big payoff, but it actually ruins what would otherwise have been a half-decent film. It would be silly of me to criticize a Rambo film for being unrealistic. That being said, there's pushing the boundaries of belief, and then there's just lazy writing!
The final act begins. Five trucks of bad guys show up. Around 20-25 armed men are shown approaching Rambo's location. It's no spoiler to say he probably kills about 50 in total. Not sure where all the disposable enemies came from, but he didn't seem to mind.
Then there's the five-minute montage of him booby-trapping his ranch prior to the bad guys showing up. Something he did without any actual evidence they would come for him - just an assumption that somewhere there's a group of people who probably want to try and kill him, so best to be prepared. The whole scene feels like what would happen if "Deadpool (2016)" and "Home Alone (1990)" had a baby. Don't get me wrong, it was mindless, cringe-inducing, blood-soaked fun, but a lot of it felt unnecessarily complicated.
And then there's the violence itself. I love an action movie that drowns in crimson as much as the next person, but a lot of the violence felt like it was there for the sake of it. Like the producers said, 'We've got the 18-certificate, so let's make use of it.' I'm sure there's a deep-rooted psychological argument to be made for it. Like it's intentionally over the top to serve as a metaphor for the horrors Rambo suffered in Vietnam or something. Personally, I don't think this film is capable of being that deep and meaningful.
I really, really wanted this film to be good. I enjoyed the others and I wanted to enjoy this one. And I did, to an extent, I guess. But the whole film felt pointless. I understand the thinking that the series needed a proper and fitting end to the character's arc. But, if I'm being honest, you could've said the last film did that. It actually provides a better ending to the character than this one. The way he returned from Burma and is last seen approaching the family ranch after 30+ years away... you could've ended it there and left it to the audience's imaginations as to how he lived out the rest of his life. But money talks, and unfortunately, it ruined an otherwise successful and enjoyable franchise that had simply ran its course. A prime example of not knowing when to quit, this sentiment is echoed by Stallone's aging appearance, which takes away what credibility this character had left.
A real shame, but sadly, this isn't a film that's worth watching, unless you're a true die-hard fan of the character, in which case you'll want to watch it just because, but you'll be left disappointed.
The character is still as reflective and composed as ever, with hints and flashbacks to his ongoing struggle with PTSD following his experiences in Vietnam. He trains horses on the ranch and acts as surrogate father to his college-bound niece, played by the relatively-unknown and absolutely stunning Yvette Monreal. He also has an unfathomably complex network of tunnels dug beneath his property, which could never have been done by one man, even in the 11 years that have past since the last movie.
The first ten minutes set the scene and familiarizes the audience with characters old and new. Having watched all four previous films in preparation for this one, it's quite sad to see how much the essence of Rambo as a person has changed. The first three all followed the same theme - a reluctant warrior with a muted self-loathing of the terrible abilities he has been blessed with, begrudgingly fighting someone else's war because he can't stop himself from doing what he thinks is right. The fourth one took the series in a different yet understandable direction - he's getting older, he's retired from the world, and he's minding his own business when trouble happens to find him. Then, the old Rambo we saw in "Rambo: First Blood - Part II (1985)" comes out and lays waste to everyone. But in this latest film, you barely recognize the character compared to the previous entries. He doesn't look or feel like the Rambo we've known over the years, which means this film struggles to look and feel like a Rambo film.
The next five minutes establishes the upcoming plot of the movie (such as it is), which is transparent and predictable. It then morphs into "Taken (2008)" on steroids! It takes a nice diversion at first, showing Rambo take on an entire Mexican people-trafficking ring, only to get the living hell beaten out of him. What you might think would happen in real life, but you kind of expected Rambo to go all "Rambo" on them, so when he doesn't, it's almost a pleasant surprise.
However, normal business soon resumes. Another tussle with some of the Mexican bad guys sets up the final act, which is Rambo vs. Every Mexican Criminal Ever - clips of which you will have seen in the trailer.
This is where the film lets itself down, if I'm honest. You would expect the finale to be the big payoff, but it actually ruins what would otherwise have been a half-decent film. It would be silly of me to criticize a Rambo film for being unrealistic. That being said, there's pushing the boundaries of belief, and then there's just lazy writing!
The final act begins. Five trucks of bad guys show up. Around 20-25 armed men are shown approaching Rambo's location. It's no spoiler to say he probably kills about 50 in total. Not sure where all the disposable enemies came from, but he didn't seem to mind.
Then there's the five-minute montage of him booby-trapping his ranch prior to the bad guys showing up. Something he did without any actual evidence they would come for him - just an assumption that somewhere there's a group of people who probably want to try and kill him, so best to be prepared. The whole scene feels like what would happen if "Deadpool (2016)" and "Home Alone (1990)" had a baby. Don't get me wrong, it was mindless, cringe-inducing, blood-soaked fun, but a lot of it felt unnecessarily complicated.
And then there's the violence itself. I love an action movie that drowns in crimson as much as the next person, but a lot of the violence felt like it was there for the sake of it. Like the producers said, 'We've got the 18-certificate, so let's make use of it.' I'm sure there's a deep-rooted psychological argument to be made for it. Like it's intentionally over the top to serve as a metaphor for the horrors Rambo suffered in Vietnam or something. Personally, I don't think this film is capable of being that deep and meaningful.
I really, really wanted this film to be good. I enjoyed the others and I wanted to enjoy this one. And I did, to an extent, I guess. But the whole film felt pointless. I understand the thinking that the series needed a proper and fitting end to the character's arc. But, if I'm being honest, you could've said the last film did that. It actually provides a better ending to the character than this one. The way he returned from Burma and is last seen approaching the family ranch after 30+ years away... you could've ended it there and left it to the audience's imaginations as to how he lived out the rest of his life. But money talks, and unfortunately, it ruined an otherwise successful and enjoyable franchise that had simply ran its course. A prime example of not knowing when to quit, this sentiment is echoed by Stallone's aging appearance, which takes away what credibility this character had left.
A real shame, but sadly, this isn't a film that's worth watching, unless you're a true die-hard fan of the character, in which case you'll want to watch it just because, but you'll be left disappointed.
Alice (12 KP) rated War Dogs: Ares Rising in Books
Jul 3, 2018
<i>I received a copy of this book from the publisher in exchange for an honest review</i>
War Dogs was so far out of my comfort zone I expected to not enjoy it. I’m pleased to say that I did enjoy this, not only was this a new style of writing for me, it was also a new author. At first I was a little sceptic of a book set on Mars (I haven’t read The Martian yet so the topic of being stuck on Mars is new!) this book was set in the perspective of Master Sergeant Michael Venn (Vinnie), a veteran Marine trained in off-world combat.
The book opens with Vinnie being back on Earth after a shit-storm of a Mars mission throws everything for a loop:
<blockquote>I’m trying to go home. As the poet said, if you don’t know where you are, you don’t know who you are. Home is where you go to get all that sorted out.</blockquote>
The chapters flick between Earth now and Mars then which is, in reality probably only about 2 weeks or so. Michael Venn has been on multiple tours of the Red Planet in his six years as a Skyrine and this is likely to be his last. There’s a good setting of Seattle in the beginning of the book where he’s just got out of the military base he touched down in a little while ago, it’s told from first person perspective and lots of memories are forth coming to the reader.
The basis of the Skyrine and their missions to Mars is from the Gurus – an alien race who made their presence known thirteen years ago when they touched down in the desert and spoke with some camel herders, it then progresses to the Gurus sneaking into the telecoms and satlinks, making a lot of money and then being “spotted” by some really clever computer folks. The Gurus then provide us humans with lots of technological advances for seemingly nothing, at least until they break the news that they have their own enemies – the Antagonists or Antags – and it’s now up the humans to go to war with the Antags.
After this little bit of background the story flicks to Mars with what has got to be one of my favourite lines in this book:
<blockquote>Physics is what kills you, but biology is what wants you dead.</blockquote>
Another favourite is:
<blockquote>…and share a silent fear that here, buckaroos, there are far too many cowboys and not nearly enough Indians.</blockquote>
The story then continues with Michael Venn’s tale of how their mission went tits up and describes various settings on Mars where they are thrown in the deep end and are at risk of dying. I didn’t quite understand why the book was called War Dogs until page 75 when it was explained to a point:
<blockquote>We’re all War Dogs, adopted by a very tall, strong ranch wife.</blockquote>
The descriptions of the characters and the settings in this book are wonderfully done and you actually feel like you’re there on Mars suffering along with Venn, Tak, Kazak and the rest of the Skyrines (a Skyrine is a Marine who is ‘sky-bound’ to Mars) while they wait out the possibility of death before Teal the ranch wife from the above quote comes to their rescue and then while they discover that their mission was compromised from the very beginning long before they actually launched.
Throughout the book there is a character called Alice who comes to Seattle on behalf of Joe (another Skyrine) who is there to help Michael come to terms with being back on Earth after the blow out of Mars. She’s a sort of psychotherapist I suppose who is there to listen to Michael’s story of what happened on Mars (which is basically how the book is written, the storytelling of what happened on Mars but through visions or flashbacks) and she eventually takes him to see Joe only they get caught by the military police. Michael ends up being taken “prisoner” as a fugitive.
This book was – though short – incredibly well written and I definitely want to read the next one which is lucky as I have that as well. This one book has made me want to read more of Greg Bear’s work and I’m on the hunt for the next series to read. As mentioned before the characters were brilliant although there is lots of unique jargon that both does and doesn’t make sense (SNKRAZ for one), the Muskie lingo (Teal’s people) is a little hard going to understand.
The chapter switches between past and present, with the past represented as memories or hallucinations/visions; ultimately War Dogs is a humorous but dramatic tale of Mars from the POV of a Marine that can’t swear. Michael Venn is a great main character with plenty of well presented secondary characters and a good ecclectic mix of plots.
I will leave you with a parting quote:
<blockquote>Ant farm stories are just like life. We have no idea why we’re here, what we’re doing alive, or even where we are, but here we are, doing our best to make do.</blockquote>
War Dogs was so far out of my comfort zone I expected to not enjoy it. I’m pleased to say that I did enjoy this, not only was this a new style of writing for me, it was also a new author. At first I was a little sceptic of a book set on Mars (I haven’t read The Martian yet so the topic of being stuck on Mars is new!) this book was set in the perspective of Master Sergeant Michael Venn (Vinnie), a veteran Marine trained in off-world combat.
The book opens with Vinnie being back on Earth after a shit-storm of a Mars mission throws everything for a loop:
<blockquote>I’m trying to go home. As the poet said, if you don’t know where you are, you don’t know who you are. Home is where you go to get all that sorted out.</blockquote>
The chapters flick between Earth now and Mars then which is, in reality probably only about 2 weeks or so. Michael Venn has been on multiple tours of the Red Planet in his six years as a Skyrine and this is likely to be his last. There’s a good setting of Seattle in the beginning of the book where he’s just got out of the military base he touched down in a little while ago, it’s told from first person perspective and lots of memories are forth coming to the reader.
The basis of the Skyrine and their missions to Mars is from the Gurus – an alien race who made their presence known thirteen years ago when they touched down in the desert and spoke with some camel herders, it then progresses to the Gurus sneaking into the telecoms and satlinks, making a lot of money and then being “spotted” by some really clever computer folks. The Gurus then provide us humans with lots of technological advances for seemingly nothing, at least until they break the news that they have their own enemies – the Antagonists or Antags – and it’s now up the humans to go to war with the Antags.
After this little bit of background the story flicks to Mars with what has got to be one of my favourite lines in this book:
<blockquote>Physics is what kills you, but biology is what wants you dead.</blockquote>
Another favourite is:
<blockquote>…and share a silent fear that here, buckaroos, there are far too many cowboys and not nearly enough Indians.</blockquote>
The story then continues with Michael Venn’s tale of how their mission went tits up and describes various settings on Mars where they are thrown in the deep end and are at risk of dying. I didn’t quite understand why the book was called War Dogs until page 75 when it was explained to a point:
<blockquote>We’re all War Dogs, adopted by a very tall, strong ranch wife.</blockquote>
The descriptions of the characters and the settings in this book are wonderfully done and you actually feel like you’re there on Mars suffering along with Venn, Tak, Kazak and the rest of the Skyrines (a Skyrine is a Marine who is ‘sky-bound’ to Mars) while they wait out the possibility of death before Teal the ranch wife from the above quote comes to their rescue and then while they discover that their mission was compromised from the very beginning long before they actually launched.
Throughout the book there is a character called Alice who comes to Seattle on behalf of Joe (another Skyrine) who is there to help Michael come to terms with being back on Earth after the blow out of Mars. She’s a sort of psychotherapist I suppose who is there to listen to Michael’s story of what happened on Mars (which is basically how the book is written, the storytelling of what happened on Mars but through visions or flashbacks) and she eventually takes him to see Joe only they get caught by the military police. Michael ends up being taken “prisoner” as a fugitive.
This book was – though short – incredibly well written and I definitely want to read the next one which is lucky as I have that as well. This one book has made me want to read more of Greg Bear’s work and I’m on the hunt for the next series to read. As mentioned before the characters were brilliant although there is lots of unique jargon that both does and doesn’t make sense (SNKRAZ for one), the Muskie lingo (Teal’s people) is a little hard going to understand.
The chapter switches between past and present, with the past represented as memories or hallucinations/visions; ultimately War Dogs is a humorous but dramatic tale of Mars from the POV of a Marine that can’t swear. Michael Venn is a great main character with plenty of well presented secondary characters and a good ecclectic mix of plots.
I will leave you with a parting quote:
<blockquote>Ant farm stories are just like life. We have no idea why we’re here, what we’re doing alive, or even where we are, but here we are, doing our best to make do.</blockquote>