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Ralph Breaks the Internet: Wreck-It Ralph 2 (2018)
Ralph Breaks the Internet: Wreck-It Ralph 2 (2018)
2018 | Adventure, Animation, Comedy
This is an entertaining film. I definitely came out of it with a smile on my face. At the same time though, as an adult, it surprisingly gave me several pauses for thought. It's about change and friendship, jealousy and insecurity... things as a grown-up that you perhaps push to the back of your mind so that you can carry on. I was in danger of thinking a bit too deep at one point, but luckily something funny happened to distract me (much like real life).

But enough of that deep sigh moment.

Ralph is still the bumbling bad guy and inadvertently causes the mayhem that sets off the main storyline in the film. That coupled with the new whiffy... wifey...? in the arcade means that they get to meet a whole new world on the internet.

It's a fun way to think about going online, everyone milling around like it's a shopping centre. And I'm sure that we've all been in Ralph's position too, shopping on the internet and forgotten to be prepared with our credit card to checkout. Of course I don't think we've ever thought to do what he does to fix the problem.

Vanellope makes a few new friends in the form of Shank and her crew from GTA style game, Slaughter Race. Just like the first movie all the different styles went well together. But my favourite bit about their first outing in Slaughter Race were the player avatars. Those slightly stunted turns and limb movements were perfect and took me back to my days of game play. I've also got to give the shark an honourable mention, his next staring role should be "The Meg: The Musical".

I can't do a review for this and not mention the Princesses. I'm not sure they're as good as I'd hoped they'd be. Pocahontas gets the biggest praise for her constantly fluttering hair but they were all just kind of... there, and there wasn't much else. They do at least teach V that she can channel her inner Princess by staring into some water, but gazing at her reflection doesn't quite have the desired effect.

When the story goes back to Ralph it's a little sad to see that he can't let it go and see how Vanellope has found a new home. They do at least give him some redemption and he realises that she's a girl worth fighting for and goes about fixing all of the drama that he's caused.

As well as the fun there's some truths about the internet in there too. First rule of the internet, don't read the comments, and the troll at the Q&A. Good luck explaining those things to your kids... "When people grow up, some of them become dickhead and upset other people because they have nothing better to do with their spare time."

Watching this I did at least find an answer to the age old question of why I occasionally lose my internet connection! Watching all those poor unfortunate souls losing theirs... well it'll probably make me less stressed to imagine that happening when the whiffy box says no next time.

Honestly, this waffle will end soon...

Ralph Breaks The Internet is like the kids version of Ready Player One. I spent so much of the movie looking around for all the little hidden tidbits. What websites can you spot? Which characters? Dial-up Express amused me, and it's certainly one for the adults to laugh at. I also took a pause at Stan Lee, I nearly had my own Princess moment in a puddle of tears.

Lastly we obviously have to mention the credit scenes. Two of them. I got super annoyed when the credits started to roll, as you may well do, but scene one really turned that around. You have to stay right until the end for the second one, it will reeeeeally annoy you, so enjoy that!

What you should do

You should watch it. The kids will love it because of all the characters and daft antics, and you'll love it because of those two things and all the hidden references.

Movie thing you wish you could take home

So many choices. I wouldn't mind having my own amusement arcade... oooooooh or Princess hair... ooooooooooh or animals that sew clothes... ooooooooh or... I could be here a while, why don't you click on a pop up ad and go heart some videos instead of waiting around.

[I'd like to apologise for more waffle than usual, but when I accidentally put one Disney song title in a sentence I couldn't pass up the chance to try for more!]
  
Set a Watch
Set a Watch
2019 | Adventure, Card Game, Fantasy
Purple Phoenix Games Solo Chronicles
I love a good fantasy-themed game. We’ve all, at some point in our lives, probably dreamed of being adventurers – traveling across the land, fighting monsters, and saving all of humanity. Sounds like it could maybe be fun to me. So whenever I see a game that emulates that theme, I am drawn to it. Such was definitely the case when I stumbled across Set a Watch as I was perusing Kickstarter one day, and the rest is history.

The kingdom is under attack. Hoards of creatures are amassing at locations around the realm in an attempt to resurrect ancient Unhallowed monsters. Their ultimate goal? To take control of the world. You and your fellow adventurers have been tasked with stopping this uprising. By traveling to these various locations, you will attempt to clear the area of evil-doers and maintain peace in the kingdom. Keep a vigilant watch, and your team will be successful. But if you wane for even a moment, all could be lost.

DISCLAIMER: This review uses the Deluxe version of Set a Watch that we backed on Kickstarter. Some components may differ from components found other versions. -T

Set A Watch is a cooperative game for 1-4 players in which players must secure nine locations around the realm to prevent the release of the deadly Unhallowed monsters. The party always consists of 4 adventurers, regardless of actual player count. In each round, one adventurer will stay back at camp, resting and taking strategic actions, while the other 3 adventurers take watch and fight off the creatures attempting to infiltrate the camp by using special abilities and powers to aid in battle. The game ends in victory if the adventurers have successfully secured all locations. If, at the end of a round, all adventurers on watch are exhausted, the camp is overrun and the game is lost.

So how does solo play differ from multiplayer games? It doesn’t! A solo game of Set A Watch plays identically to a multiplayer game – the solo player just controls all 4 adventurers at once instead of being split up among the players. Obviously, as a solo player, you have to make all of the decisions, which is sometimes nicer than playing with other people. You get to play whatever strategy YOU want to, without having to compromise with other players. On the flip side, that could be treacherous if your strategy is too bold/too meek or if you get in a tight spot and are at a loss for what to do next. Other than the aspect of solo decision-making, the gameplay remains unchanged. One adventurer still rests at camp while the other 3 stand watch and battle monsters.

Typically, I am not a fan of solo games in which you are forced to play multiple characters. That just feels like kind of a cop-out way to say ‘Yeah, we have a solo mode’ when in reality you’re still playing a multiplayer game, just by yourself. That being said, I actually don’t mind this aspect in Set A Watch. Why? Because there really are no ‘turns’ to track. One adventurer stays at camp and acts first, but the other 3 go to battle and act whenever/however they want. There is no real turn order. I make the characters act when and how I want them to, and that really opens the rounds up to a lot of freedom. I don’t have to sacrifice special powers/abilities because it wasn’t that character’s ‘turn’ – I can come up with some sweet combos, utilizing whichever characters I need to, to really do some damage. The lack of turns makes this a truly cooperative game, even when playing solo.

Overall, I love Set A Watch. It was, admittedly, a little intimidating at first, but once I got the hang of it, it plays great! The components are nice and sturdy, the box transforms into the game board, and the artwork is very nicely done. Set A Watch is a game I would definitely play either multiplayer or solo, and not as a last resort. The gameplay is engaging, the strategic options give you a different game every play, and the theme itself is just exciting to me. I am very happy with this Kickstarter purchase, and I look forward to any expansions/reimplementations that could be in the works!
  
Sorrim
Sorrim
2020 | Card Game, Fantasy, Fighting
Head to head competitive games are great, especially during the current lockdown situation. My wife and I could play 1v1 games all the time and be quite happy. That’s why we really enjoy abstract games so much. However, head to head fighting card games are something that my wife and I can kinda get heated over. How did Sorrim do for us? Keep reading.

Sorrim is a competitive 1v1 (or 2v2 or 3v3) card game for two players. A player wins once all of their opponent’s fighters have been knocked out. Fighters are all of differing magic (element) types and therefore can only be equipped with sigils (spells and attacks) of matching type. Whittling the opposing fighters’ health to zero will award triumphant players victory!

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and all copies will have components matching these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to order from The Game Crafter directly, your FLGS, or purchase through any retailers stocking it after it is released. -T

To setup the game, separate and shuffle the fighter deck and sigil deck. Deal each player a set of colored chips to keep track of values for each fighter. Fighter cards will be flipped and revealed at the beginning of the conflict. Roll the die to determine starting player and the game can begin! Note: this preview will be using the introductory 1v1 setup, though games can also be played on 2v2 and 3v3 modes with slightly different rules.

Each fighter will have their own stats to track as shown on their cards: Might, Altruism, Trickery, Health. Fighters will also possess special abilities printed on their cards to be used during the game.

Sigil cards will show either the word “Passive,” which will be active throughout the game or triggered by a special event, or they will show a group of numbers to indicate the required rolls needed to launch a successful attack.

On a player’s turn they will consult the fighter’s passive abilities to see if they will trigger. Next, the player will roll the die and compare with their cards to cast a sigil (spell). If the rolled result matches a sigil it may be cast. Opponents will check any passive abilities and adjust Health by amount of the fighter’s Might. Play continues in this fashion until one player’s fighters are all reduced to zero Health. That player loses and the winner must then mock the loser until the next game played.

Components. This game consists of some cards, a die, and some translucent chips. Each copy will be provided a link to the designer’s document to print off the rulebook and the stat sheets to track fighter stats as they change throughout the game. The cards are acceptable quality, the die is just an entry-level normal d6 (we were sent green with white ink), and the chips are TiddlyWink style. Everything is… fine. The art leaves some to be desired, especially in this era of gaming where art can elevate a good game to great, and a great game to amazing. This art does not help Sorrim. It’s not terrible, but it’s not wonderful either. Not my style.

All in all, the game is actually pretty decent. It is very quick-playing, especially the 1v1 mode, and after playing one game you kinda want to try some of the other fighter and sigil combinations. Any time a game makes you want to play more, that’s a great thing.

With Sorrim, my final thoughts are that it is a good game. I wouldn’t call it great, but there are several interesting mechanics and the variability/replayability built in is quite good. There are lots of two player battle card games, and Sorrim brings something a little different. The theme is enjoyable, and the gameplay is fast. There isn’t a ton of strategy involved as turns are dependent on rolling a number that matches your sigil cards, but it does deliver an easy-feeling, low-stress battle game for two. For some reason you just don’t feel annoyed when you lose, as can be the case with other PvP games. If you are looking for something in your collection that gives you this quick gameplay and is relatively rules-light, head over to The Game Crafter and give Sorrim a try.
  
The Children Act (2018)
The Children Act (2018)
2018 | Drama
8
8.0 (3 Ratings)
Movie Rating
“And the Oscar goes to”… (or should go to)… “Dame Emma Thompson”.
Given my last review was for “The Equalizer 2“, where Denzel was judge, jury and executioner, it’s a nice seque that this film follows the life of a senior judge in London’s Law Courts: trying to do the justice job, but in the right way!

Judge Maye (Thompson) is a childless wife to her loving husband Jack (Tucci), but is also a workaholic. This is driving the long-term couple to the point of infidelity: a fact the ever-focused Fiona – whose life, to her, probably feels to be in a perfect if selfish equilibrium – is oblivious to. With Fiona’s intense but comfortable world about to cave in around her, her increasing stress is not helped by the latest case she is working on: one where Adam ( Fionn Whitehead from “Dunkirk“), a Jehovah’s Witness boy and a minor, is refusing on religious grounds the blood transfusion he desperately needs to fight his leukaemia. Fiona’s decisions in the months ahead go much further than a simple judgement on the case.

Two acting giants – one born in London; one born in New York – tower over this Ian McEwan adaptation like leviathons. I bandy around the phrase “national treasure” a lot in these reviews but, if there was a league table of national treasures, Emma Thompson would qualify for the Champion’s League every season. Here she is simply breathtakingly powerful in the lead role of Judge Fiona Maye, exhibiting such extremes of emotion that you would like to think that an Oscar nomination would be assured. (However, before I run out and put a £10 bet on her to win, the film is such a small British film that unfortunately both a nomination and a win seem unlikely! THIS IS A CRIME! So I have added the tag #OscarBuzz to this post…. please share and lobby people, lobby! Perhaps at the very least we can hope for some BAFTA recognition).

Sometimes a masterly lead performance can make a co-star performance seem unbalanced, but no such danger here. Stanley Tucci makes a perfect acting foil for Thompson: if he were a wine he would be described as “exasperation, frustration, compassion with strong notes of respect”. And he carries it off with perfection.

This is an incredibly intelligent film, working on so many different levels and subject to so much interpretation. Fiona’s feelings for the troubled teenager feel more maternal than sexual, but when those feelings become returned and escalate the whole piece develops a queasily oedipal quality. Many films have focused on illicit attractions between teacher and pupil, but here lies a new variation, with Maye fighting against her best professional insticts to ‘do the right thing’. “I’m frightened of myself” she eventually wails to a colleague.

In his opening hospital scenes*, Adam seems completely other-wordly compared to a typical teen and this comes across as utterly false. That is, until you consider the oddness of his family background and Jehovah’s Witness upbringing. As such, the film just about gets away with it. Whitehead does a good job with a difficult role. (*It took my wife to point out – after the film, thank goodness – the similarities between this hospital scene and a famous guitar-playing scene in “Airplane” at which I dissolved into guffaws!).

If you’ve been in a court, you’ll know that there is something regal and magical about a judge in full regalia entering a packed courtroom. So it’s unusual to see the view from the other side of the door… a non-descript office corridor and a non-descript door. Helping the judge on this side of the door is her PA Nigel, played by the brilliant Jason Watkins: a TV regular (e.g. “Line of Duty”, “W1A”) but seen far less at the movies.

As a story of obsessive fixation, it borders on McEwan’s disturbing earlier work “Enduring Love”. And it has the potential to go in lots of interesting directions as a sort of bonkers platonic love triangle (“He wants to live with US?” splutters Tucci). Where the story does end up going was not particularly to my liking, and a melodramatic concert scene was – for me – a little overdone. However it does give rise to a scene (the ‘sopping wet’ scene) that shows Thompson at her most brilliant: if she DID get Oscar or BAFTA nominated then this will be her pre-announcement snippet.

It’s a great film for showcasing acting talent, but beware: it’s not got a “lot of laffs”. As such it’s very much a “Father Ted film” that takes a while to recover from.
  
Descent: Journeys in the Dark (Second Edition)
Descent: Journeys in the Dark (Second Edition)
2012 | Adventure, Exploration, Fantasy, Fighting, Miniatures
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.

With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.


So many cards...
Descent: An Overview In The Dark

Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.

The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.

Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.


Solo? How So? Redjak has the answer.

With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.

I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.

These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.


RAMV

The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.

After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.

You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.

It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.


RAOV

This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.

RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.

You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)

and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.

Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.

That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.

An Open Dungeon

As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.


For The Digital Generation

Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.

I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.

The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.

In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
  
Assassin's Creed (2016)
Assassin's Creed (2016)
2016 | Action
8
5.8 (33 Ratings)
Movie Rating
Action sequences (4 more)
Cast
Practical and CGI effects
Plot
Highest free fall performed by a stuntman in almost 35 years.
Apple of Eden (1 more)
Not as much Past sequences as I'd like
Nothing is True...
Okay, so I have been a huge fan of the Assassin's Creed franchise since the beginning and have enjoyed, at least to some extent for certain ones, all of the games that have been released thus far. I was so excited for this movie once I heard it was being made and spent the years waiting, worrying. Videogame Movies have had nothing but a bad rep throughout the many years and this was one I was hoping did not fail, or at least not be a failure for me.

To give an example of what I mean, the Prince of Persia film was one I actually really enjoyed but to the world it was a flop and people despise it and dread to talk about it. Yes it's not as great as it could have been but neverless I enjoy what they tried to do with it. This film is both similar and yet different for me, because I didn't enjoy what they tried to do, I enjoyed what they did.

Though many will disagree with me I would like to at least get my view of the film across so that other might understand how someone can enjoy the film. So here it goes;

First of all Michael Fassbender is brilliant as both Callum Lynch and Aguilar de Nerha. As Callum he brilliantly portrays the anger, confusion, intrigue and then of course the characters progression into his focus and his determination to fully understand what it means to be an Assassin, not just in the past but in the present. As Aguilar we watch as Fassbender portrays to us his ancestral character as a much more skilled individual. Someone you can tell has been through years of intense training, has been taught to focus his mind on the task at hand and to understand that nothing is more important than his mission. Even if that means that people, no matter how close they are to him, must not be mourned in death until the mission is complete.

Other cast members such as Jeremy Irons and Marion Cotillard, are brilliant in their roles as their characters each have their own goals, and both require Callum Lynch, so their interactions together are shown in very different ways, although both are sincere.

The action in this movie is brilliant and is almost very reminiscent of the games themselves (the later games in the series at least, since the combat becomes more evolved and fluent compared to the first game/s). The actions of the Assassins such as the air assassination, the free running, the leap of faith and others, are exactly what I wanted to see in this film. The best part about them is that they are practical effects. The cast are actually free running, they are actually fighting, and doing somersaults (with the help of stunt doubles of course) and my favourite, the leap of faith is actually performed using a crane and a crash mat, by British gymnast and free runner Damien Walters. He free falls from the crane lift at 125 feet in the air, and in 3 seconds, he lands on the crash mat. This is actually the highest free fall performed by a stuntman in almost 35 years.

The connections to the games are beautifully blended into this new and refreshing plot that we haven't seen before. Everything from the different Assassin Insignias, to the leap of faith, the weapons, Abstergo Industries, and of course the Piece of Eden, is everything the fans wanted and possibly more. They even included a version of the Bleeding Effect that we haven't seen the likes of before, which I adored.

Probably my only issue with this film is the Apple of Eden, simply because, unlike the game, it doesn't do anything, except glow. The look of it is beautiful, just like all the other props and clothing in this film. However, when the orb is activated, there's simply some lights thrust out of it but it doesn't do anything besides show some pretty lights. In the game it can control minds, even break them and kill, or make someone run away in fear. Besides that, I have no real important issues with the film. The plot is, to me at least, brilliant and whilst there are some minor nit picks here and there, I love this film enough to not let them bother me. I saw this film twice in the cinema and would have gone a third time if I had the chance. Sadly I was too busy.

If you're a fan of the game franchise I highly recommend you give this film a chance. If you don't like it, like most people, then that's fair enough, but as I say about most films such as this, and comic book movies, give them a chance...you never know, you just might like it.
  
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Bird (1704 KP) May 4, 2017

Brilliantly written review as always @Connor Sheffield 👍

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Connor Sheffield (293 KP) May 4, 2017

Thank you. Glad you enjoy my work :)

The Umbrella Academy
The Umbrella Academy
2018 | Action, Fantasy
I hadn’t even heard anything about The Umbrella Academy before, let alone read any of the Dark Horse comic series on which this Netflix show is adapted from. The premise, and the trailer for the show, didn’t initially appeal to me if I’m honest. But, it turns out that Netflix have only gone and done it again, turning out yet another binge worthy little gem of a show.


The setup for Umbrella Academy is that one day in 1989, 43 babies were born to mothers who were not pregnant when that day began. An eccentric billionaire, Sir Reginald Hargreeves, purchases seven of those babies and raises them, training them to become a powerful crime fighting team. Living with them at the Umbrella Academy is an android Nanny, who the children refer to as Mom, and a well spoken elderly chimpanzee butler called Dr Pogo (impressive work from Weta, the team behind the recent Planet of The Apes trilogy). Each child is known only by a number given to them by their ‘Father’, Sir Reginald – Number 1 through to Number 7 – ranked in order of their usefulness to him!

Fast forward to present day and the team have all but disbanded, with what’s left of them living out problem filled adult lives. Number 1 (now known as Luther) has been living on the moon for the past 4 years. He possesses super strength and has a very bulky appearance, wearing roll neck jumpers and a long coat. Number 2 (now Diego) is a vigilante and a bit of a knife expert. Number 3 (Allison) is now a famous actress, gifted with the ability to alter reality with her voice. Number 4 (Klaus) is a junkie who can communicate with the dead. Number 5 is able to perform small teleportations, or time jumps, but has been missing since they were all teenagers. Number 6 (Ben) was killed prior to the events in this show and Number 7 (Vanya) is believed not to have any special abilities, always being neglected and overlooked by the others while growing up. When news reaches them all that Sir Reginald has died, they all return to the academy.

The opening episode of The Umbrella Academy is packed full of thrills, mystery and a very exciting setup for the remainder of the season. We get a taste of the childrens abilities and teamwork, impressively taking out a bunch of bad guys. Then in present day, Number 5 suddenly appears from a portal in the sky. He claims to have spent decades living in a post-apocalyptic future, having jumped there all those years ago, but unable to return. He survived there until the age of 58, but on his return to present day he returned to his 13 year old appearance. We get a glimpse of the apocalyptic world that Number 5 arrived in and discover that whatever causes it is due to happen in just a few days from present day.

From there, the show suffers with what a lot of high concept shows tend to suffer from – second episode drag. That’s not to say that it’s boring, but we begin to delve into some of the Daddy issues that the various team members have, along with issues some of them have with each other and it’s a sharp contrast to the impressive opening episode. If I’m honest, by the end of episode 3 I was considering giving up, but I stuck with it. I really grew to like this dysfunctional family, and as the show dips back and forth between their teenage years and the present day, I really became invested in the show and its characters. They begin to band together to work through their issues and try and find a way of working out what causes the impending apocalypse, and how to stop it.

There are certainly consequences which play out throughout the season though. We discover that during his time in the future, Number 5 became involved in an organisation which works to correct events in time in order to ensure the destined timeline plays out as it should. Because of Number 5’s return to the present, he is now being hunted by a pair of black suited assassins called Hazel and Cha-Cha. Consequently, the body count in this show is pretty high, usually accompanied by a killer soundtrack!

I’m glad I stuck with it, because the whole thing soon became compulsive viewing, building to an incredibly entertaining and satisfying finale. With the apocalypse imminent, the whole team finally work together once more – a few twists and turns along the way, and a great cliffhanger setting things up for another season. I really loved everything about this show and the way that something so completely bonkers is presented so well, so believable and so intense.
  
Captain Marvel (2019)
Captain Marvel (2019)
2019 | Action, Adventure
Following the traumatic and devastating events of last years Avengers: Infinity War, Captain Marvel finally arrives on our screens with huge expectation, anticipation and excitement. As Nick Fury was reduced to dust in the final moments of Infinity War, along with half of all living things in the universe, we saw that he'd just managed to send out an SOS message. The recipient of that message was revealed to be Captain Marvel, so far absent from the cinematic universe but labelled outside of it as "Marvel's biggest female hero", and "quite possibly Marvel's mightiest Avenger". With mad Titan Thanos still on the loose, and half of all life to restore, there's clearly a great deal resting on her shoulders. Thankfully we'll get to see how that all plays out in just over a month when Endgame hits our cinemas, but in the meantime we need to get up to speed on the origins of Captain Marvel.

But this isn't your standard origin story. When we first join Captain Marvel, or Vers as she is currently known, she is already part of the Kree Starforce, fighting alongside her mentor Yon-Rogg (Jude Law) as they take on shape-shifting enemies, the Skrulls. She already has a considerable amount of power, although she has no memory of how exactly she came about it, or of any kind of life preceding it. Following an early morning bit of fight training, with Yon-Rogg urging her to try and control her emotions and her power, it's straight into the action as the Starforce team are sent out on an important field mission. Things don't quite go according to plan though, and when they're ambushed by a group of Skrulls, Vers is kidnapped by Skrull commander Talos (Ben Mendelsohn) and taken to their ship for interrogation.

The interrogation has a kind of Total Recall effect on Vers - unlocking memories of her life as a child, growing up with friends, military training and more. She manages to mount an escape, fleeing the ship and crash landing on planet C-53 (or as we know it, Earth), along with a bunch of Skrulls. She lands in the middle of a Blockbuster video store, with the Skrulls landing on a nearby beach and assuming the shape of some surfing humans in order to blend in with the locals. It's not long before the dramatic arrival has drawn the attention of a couple of SHIELD agents by the name of Fury and Coulson, both looking a lot younger than we're used to, due to the fact that we're in 1995. The de-aging effect, used sparingly but impressively in previous Marvel movies is simply incredible here, given that it is being relied upon for the entire movie in order to make the young Nick Fury believable. And it totally works too.

Up until this point in the movie, I felt that it was all just a little bit bland. We don't really get much time to get acquainted with our hero, or the alien world she inhabits, and the space-team-field-mission elements have all been done previously, and much better, in the Guardians of the Galaxy movies. Coincidentally, Ronan and Korath who star in those movies both appear early on in Captain Marvel, providing some nice backstory for them and a link to the rest of the cinematic universe. It's only when Vers arrives on Earth, and teams up with Nick Fury in order to stop the Skrull invasion, that the movie really finds its footing, becoming a great deal more interesting and enjoyable. Things really lighten up too, accompanied by a great 90s soundtrack and giving off a cool 90s buddy cop movie vibe. It's also great to see Nick Fury acting much less serious and having a lot more to do than in previous Marvel movies. As for Vers, we finally begin to learn a lot more about her too as she begins to piece together her forgotten history and learn more about her life on Earth as Carol Danvers.

The movie is made all the more fun by a couple of very good additional characters. Ben Mendelsohn is outstanding as Talos, providing just the right combination of menace and humour. Special mention also for Goose the cat, who joins Danvers and Fury on their journey. Although, if you're familiar with the comics (where he is known as Chewie), you'll know that there's more to him that meets the eye and he literally manages to steal every single scene he's in, providing some of the movies laugh out loud and surprising moments.

The final third of the movie is where things really kick in though with Carol Danvers unlocking her full potential, despite being repeatedly told throughout life that she's too emotional and too weak. Unleashing hell in an epic, breathtaking and extremely satisfying space battle. With just over a month to go until the release of Endgame, Thanos better be scared. He's not going to know what hit him!
  
Don't Stop Believin'
Don't Stop Believin'
Olivia Newton-John | 2019 | Biography, Health & Fitness, Music & Dance
6
6.0 (1 Ratings)
Book Rating
I was obsessed with Olivia Newton-John as a little girl. As a little girl, I knew all of her songs by heart, and I had watched all of her movies over and over. I do admit that as I grew up, my obsession faded. However, when I saw Olivia's autobiography, Don't Stop Believin', on the shelf at my local library, I decided to give it a read. While it was enjoyable, it just came across as kind of preachy.

Olivia Newton-John rose to fame in the United States as the character of Sandy in the movie Grease. She also had a bunch of hit songs and records afterwards. Olivia's autobiography does mention her rise to fame although I felt as if there wasn't enough time spent on her rise to fame. She does write about her time with Grease and other films as well as recording her songs throughout the book. I felt the movies and songs were written about well.

We get a taste of her life as a child in England and Australia, although I felt she didn't discuss her pre-fame life too much. I would have liked to read more about her childhood instead of just being rushed into when she started performing. I know Olivia Newton-John likes to keep her private life out of the limelight, but when writing an autobiography, it's important to give the reader a little more details than what Don't Stop Believin' gave us.

There was so much name dropping throughout this book! While I understand that famous people know other famous people, sometimes I felt as if Olivia was dropping names just for show instead of because it fit the story. You have a lot of famous friends. We get it!

Another thing that annoyed me about the book was how some parts seemed like an advertisement for her Olivia Newton-John Cancer Wellness and Research Centre as well as for her husband, John Easterling's, herb company. I know she's done so much for her cancer center, (which I give her mad props for), but she goes on and on about how great and lovely of a place it was especially after she was an inpatient there. Of course the staff would treat her better when her name is on the building! There's more than one chapter devoted to how great the place is. I'm sure it is lovely, but I felt like I didn't need to a chapter (and more) about how great it is. As for her husband's herb company, she went on and on towards the end of the book how his herbs really helped her out which is great, but again, does the reader really need the specifics and being told over and over again how helpful it was?

The major thing that annoyed me was how preachy Don't Stop Believin' was in a lot of chapters. In fact, it made me feel guilty sometimes that I rely on modern medicine. Olivia writes how she'd rather take the natural approach to fighting off viruses and diseases, and I get that because I don't like to take medicine needlessly either, but sometimes, it's the best thing. However, I just felt that Olivia was berating those who choose to go the medicinal route. I felt like she was implying that natural remedies work better than modern medicine. This can be dangerous especially if someone gets off their medicines they need to survive to try the natural approach. People should always discuss any changes of medication with their doctors.

To me, Don't Stop Believin' writes like someone who's always been privileged and sheltered throughout their life. A lot of it feels like Olivia Newton-John is out of touch with reality and like she's living in La-La Land. I just found it hard to relate to her throughout the book. Yes, she has gone through some hardships such as deaths in the family, her cancer diagnoses, and her ex-boyfriend disappearing, but for the most part, her autobiography is just too sunshine and rainbows for me to truly relate.

Don't Stop Believin' flows beautifully though, and the writing is done very well, so it has that going for it. I did find myself enjoying the book most of the time when Olivia wasn't been preachy or advertising something. There were some interesting tidbits about her life throughout the book.

Trigger warnings include some profanity use, death, cancer, drinking, and smoking.

Overall, Don't Stop Believin' isn't a bad book, quite the contrary. It's just a bit too hippie dippy for me to have truly enjoyed it to its fullest. I did find the book interesting though despite some flaws. I would recommend Don't Stop Believin' by Olivia Newton-John especially to those who have been diagnosed with cancer as this book does come with a bunch of positivity when it comes to dealing with cancer.
  
Samurai Spirit
Samurai Spirit
2014 | Animals, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

As a Samurai, you spend your life traveling across the land to help those in need. Most recently, you and a handful of other Samurai have been contracted by a small village to defend them against a clan of invading raiders. Only by working together, and by using your extensive training, will you succeed in keeping this village safe!

Samurai Spirit is a cooperative game of press-your-luck. Players take on the role of a Samurai, each with a unique power, and take turns drawing cards and fighting off the invaders or offering support to your fellow Samurai. Invaders can have recurring negative effects, so strategize wisely on how best to combat them and see how far you can push your luck each round. If you are able to survive through 3 rounds (waves) of invaders with at least one surviving farmstead and family, the Samurai are victorious and the village is saved! If any of the Samurai are killed, or the village has been completely destroyed by invaders, then the game is lost. As a solo game, Samurai Spirit plays essentially the same as in group play, with only 2 main differences – the solo player controls 2 Samurai instead of 1, and the support tokens from the unused Samurai are each available for use once during the game.

For such a neat theme, this game falls short for me. It seems simple enough, but there are areas of ambiguity in the rules that lead to some confusion. For starters, the text size is so small that I am not able to find any information at a quick glance! The text itself is not always clear either – like when, at the end of a round, the rules say to collect all cards used this round, does that include cards that have been discarded due to Samurai abilities? How about the cards of the Intruder stack that are presumably discarded after being revealed? The rulebook offers no clarification, and I honestly still don’t know the right answer.

The order/layout of the rules feels mismatched too – relevant information is not always grouped together, and I find myself flipping between several pages at a time trying to figure out one single thing. For example, in the ‘Fight’ action description, it says that if you reach your Kiai value exactly, you can activate your Kiai ability. You have to turn the page to a different section to see exactly what activating that ability means, and then you have to flip an additional 2 more pages to see what each individual Kiai ability is! Why not just put them all in one place? It would certainly be easier to understand if all relevant information was grouped together.

The prominent mechanic of Samurai Spirit is press-your-luck, and I would definitely say that this game is very luck-based. When setting up the game, the initial deck of cards is randomly selected and that can impact whether or not you are able to complete certain requirements each round – if there aren’t enough hat/farm/doll cards for each Samurai, you are guaranteed to incur a penalty at the end of every round. Actual gameplay is very luck-based too, and for me it feels like there are no good ways to strategize – your choices are all dependent on the luck of the draw. You can push your luck to draw more cards and use special abilities, but since you are suffering from recurring penalties each turn, it feels futile to keep going at a certain point.

For me, Samurai Spirit is repetitive and kind of boring – suffer penalty, draw card, and repeat until you eventually pass or the deck runs out. It’s like a too-complicated version of blackjack in which the deck is stacked against you. It’s such a bummer because the theme and artwork are neat, and the gameplay (in theory, at least) should be effective. But the actual execution is too reliant on luck to be successful.

I do quite a bit of solo gaming, but this game is never one that I willingly decide to play. I honestly only broke it out recently as a refresher for this review. Perhaps it is better at higher player counts, but since that is not where most of my gaming occurs, Samurai Spirit is a dud for me.

https://purplephoenixgames.wordpress.com/2019/02/06/solo-chronicles-samurai-spirit/