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Roar started off slowly, but before long I was completely enamoured by the story. I personally love stories where elemental powers are part of the lore. Roar had a similar, yet unique take on those special abilities.
There are people in the world, called Stormlings, who are able to use their affinities to battle storms. In this land, those abilities relate to the storms that plague the kingdoms and towns. A Stormling may have an affinity for sky fire and be able to battle lightning - or they may have an affinity for tornados. Many battle storms not only to protect their lands but in the attempt to gain more affinities. If strong enough, a Stormling could take the heart of the storm (which manifests as a rock or gem) and use it to channel their abilities.
Aurora is the future Queen of Pavan, but she has yet to show any hint of the power needed to protect her people. As a result, her mother sets up an arranged marriage with the second born son of a neighboring kingdom. Not all is as it appears and Rora sets out to discover the truth. She soon learns that Stormlings are not the only people with the ability to fight storms and realizes that she must learn from these storm hunters so that she can avoid the path her life is currently on.
Aurora begins the book as a strong female character despite the fact that she is forced into a more meek, agreeable role in order to secure the marriage, so it may not seem that way. Although she has not been able to access the magic her blood should give her, she has not rested on her laurels. Rora occasionally trains with the guards in swordsmanship, reads whatever books she can get her hands on, is quite skilled in a number of languages and can chart her course by the stars. While she is not the typical heroine we might expect to save the day, she does grow over the course of the novel and will continue to do so in the second book.
As the majority of the book does not take place in the palace, we do not see much from the Locke family but I am incredibly intrigued by their familial relationships and the Prince himself. He is a dark, strong and imposing figure who is out to claim the throne - but may be less ruthless than he seems. While we do not such much of him, I expect there will be a lot more character development in the second book and I'm looking forward to that.
Locke, the storm hunter, was probably my favourite main character - although I loved the storm hunter crew as a whole. They had such unique personalities, tales and roles in the group and who wouldn't join a group of storm hunters? That would be amazing. Anyway, Locke started to remind me after a while of that over-protective Fae male personality that we see so often in Sarah J Maas' books (which can become tiresome) but his storm hunting prowess won me over. The author wrote each storm, its feeling and the hunters fighting it so brilliantly that those were definitely my favourite scenes in the novel.
This book seemed to set up the world, the magic system and the main characters well but leave plenty of room for development. We don't even see the character who is likely to be the villain until about 75% of the book is over. I'm intrigued by the villain's story and abilities, and can't wait to see where it goes in the second book.
The world is what drew me in and kept me wanting more, despite the cliches, tropes, and mid-level character development. The romance itself was probably the most off-putting because it was so unbelievable to me. It's not necessarily the chemistry and interactions between the two, but rather the way the author writes the male's point of view. To me, it just didn't sound like a guy was thinking those thoughts. Both of her main male characters became almost immediately obsessed with Aurora, wanted to protect her at any cost, thought about her all of the time, etc. As I mentioned before, that overprotective Fae male mentality. While it may seem sweet that they want to be protective, it borders on being too much (and sometimes crosses the line), which is not a healthy relationship dynamic to romanticize. I don't want to give more specific examples and spoil anything. This is not to say that men cannot be emotional and effusive because they can, but for me, just the way that it was done didn't read authentically. Those were the times I felt most drawn out of the narrative.
This book ends with the type of cliffhanger that most books should end on. You are not utterly destroyed and heartbroken that the author has ended this book with such big questions and yet the next is not due out for another year - you are completely in love with the story and the final scenes just make you excited to continue reading.
For me, the book was a little slow to start but once Rora goes on the journey with the storm hunters I think the book picks up a lot. I've seen a few people put the book down because they couldn't get into it and I would just recommend trying to push through a little longer and see if that changes for you. This is an upper-YA novel that I would recommend to ya/teen readers who enjoy fantasy and character growth in their novels.
There are people in the world, called Stormlings, who are able to use their affinities to battle storms. In this land, those abilities relate to the storms that plague the kingdoms and towns. A Stormling may have an affinity for sky fire and be able to battle lightning - or they may have an affinity for tornados. Many battle storms not only to protect their lands but in the attempt to gain more affinities. If strong enough, a Stormling could take the heart of the storm (which manifests as a rock or gem) and use it to channel their abilities.
Aurora is the future Queen of Pavan, but she has yet to show any hint of the power needed to protect her people. As a result, her mother sets up an arranged marriage with the second born son of a neighboring kingdom. Not all is as it appears and Rora sets out to discover the truth. She soon learns that Stormlings are not the only people with the ability to fight storms and realizes that she must learn from these storm hunters so that she can avoid the path her life is currently on.
Aurora begins the book as a strong female character despite the fact that she is forced into a more meek, agreeable role in order to secure the marriage, so it may not seem that way. Although she has not been able to access the magic her blood should give her, she has not rested on her laurels. Rora occasionally trains with the guards in swordsmanship, reads whatever books she can get her hands on, is quite skilled in a number of languages and can chart her course by the stars. While she is not the typical heroine we might expect to save the day, she does grow over the course of the novel and will continue to do so in the second book.
As the majority of the book does not take place in the palace, we do not see much from the Locke family but I am incredibly intrigued by their familial relationships and the Prince himself. He is a dark, strong and imposing figure who is out to claim the throne - but may be less ruthless than he seems. While we do not such much of him, I expect there will be a lot more character development in the second book and I'm looking forward to that.
Locke, the storm hunter, was probably my favourite main character - although I loved the storm hunter crew as a whole. They had such unique personalities, tales and roles in the group and who wouldn't join a group of storm hunters? That would be amazing. Anyway, Locke started to remind me after a while of that over-protective Fae male personality that we see so often in Sarah J Maas' books (which can become tiresome) but his storm hunting prowess won me over. The author wrote each storm, its feeling and the hunters fighting it so brilliantly that those were definitely my favourite scenes in the novel.
This book seemed to set up the world, the magic system and the main characters well but leave plenty of room for development. We don't even see the character who is likely to be the villain until about 75% of the book is over. I'm intrigued by the villain's story and abilities, and can't wait to see where it goes in the second book.
The world is what drew me in and kept me wanting more, despite the cliches, tropes, and mid-level character development. The romance itself was probably the most off-putting because it was so unbelievable to me. It's not necessarily the chemistry and interactions between the two, but rather the way the author writes the male's point of view. To me, it just didn't sound like a guy was thinking those thoughts. Both of her main male characters became almost immediately obsessed with Aurora, wanted to protect her at any cost, thought about her all of the time, etc. As I mentioned before, that overprotective Fae male mentality. While it may seem sweet that they want to be protective, it borders on being too much (and sometimes crosses the line), which is not a healthy relationship dynamic to romanticize. I don't want to give more specific examples and spoil anything. This is not to say that men cannot be emotional and effusive because they can, but for me, just the way that it was done didn't read authentically. Those were the times I felt most drawn out of the narrative.
This book ends with the type of cliffhanger that most books should end on. You are not utterly destroyed and heartbroken that the author has ended this book with such big questions and yet the next is not due out for another year - you are completely in love with the story and the final scenes just make you excited to continue reading.
For me, the book was a little slow to start but once Rora goes on the journey with the storm hunters I think the book picks up a lot. I've seen a few people put the book down because they couldn't get into it and I would just recommend trying to push through a little longer and see if that changes for you. This is an upper-YA novel that I would recommend to ya/teen readers who enjoy fantasy and character growth in their novels.

Darren (1599 KP) rated Alita: Battle Angel (2019) in Movies
Jun 20, 2019
Story: Alita: Battle Angel starts in the 26th century, Dr Dyson Ido (Waltz) searching for scraps locates the remaining parts of a cyborg, who has come from the city sky, he rebuilds her naming her Alita (Salazar) and teaches her about the world. Alita wants to learn for herself which happens when she meets Hugo (Johnson) who shows him the city.
Vector (Ali) being controlled by the villainous Nova is always seeking the best fighters to send to the city above, which attracts him to Alita knowing her abilities will give him even more power. Alita must learn about her past to fight for her future to become the hero she was always meant to be.
Thoughts on Alita: Battle Angel
Characters – Alita is the name given to the battle angel, she is from an older technology, one nobody understands one from before the great Fall. She is programmed to be like a teenager learning about the world, eager to take chance, before she learns about her fighting abilities, which will see her fight to keep her freedom and for love. This is an amazingly strong character that shows just how much motivation can come from learning one’s power. Dr Dyson Ido repairs the cyborgs, he has a heart of gold willing to help many, but he has a haunted past which gives him a secret life that Alita wants to be part off. Vector runs the city, if you want to get to the sky city, you must go through him, he knows the desire to get there and plays everybody on the idea he can make it happen. Chiren is Dyson’s ex-wife, she wants to get back to the sky city and sides with Vector to make this happen. Hugo is the young man rebel that shows Alita the city, teaches her dreams and sport. He does go against what Alita believes he is, as he like many others is dreaming of getting to the sky city. Zapan is one of the hunter warriors, used as the police within the city, they are bounty hunters who will kill for credits, he is considered the deadliest of them all and clashes with Alita.
Performances – Rosa Salazar bursts onto the scene with this performance that even though the character does feel like it is CGI, manages to give emotion through every event she learns about. Christoph Waltz shines in the doctor role, he keeps everything calm which is what is required for his character. Mahershala Ali bring a calm demanding villain to the heart of this film which will show he isn’t the strongest, but the smartest. Jennifer Connelly has the largest amount to go through with her character, she gets the chance to show us that she is the real deal. Ed Skrein does seem to bring us his Ajax from Deadpool figure, which is fine, des what the film needs. Keean Johnson completes the main cast and work in his role well have strong chemistry with Salazar.
Story – The story here follows a former warrior being bought back to life to learn of a new world that she wants to fight to bring down, while trying to learn about her past. Now, this does have source material, so I can’t say who did it first, but this does feel like a story we have seen before, an unlikely hero coming to save the day after being mentored by an older figure that wished to do the same thing himself, must overcome the odds and gain a following. This is a tried and tested story formula and it works very well with this one too. My big issue with the story comes from the time passage, certain things that happen seem to feel like they could be weeks or months, but they play out like days, only they can’t have been days, this is the biggest disappointment in the storytelling process.
Action/Adventure/Romance/Sci-Fi – The action in this movie is amazing, we get fight scenes with each combatant seemingly having a different ability which opens the doors for all possibilities too. The adventure side of the film comes from following Alita as she learns about herself, the world and her place in it. When we get to the romance side of the film this could turn people off at times, but it does show how people would be willing to fight for their unconditional love for somebody. The sci-fi concepts in this film comes from the creations, both in world and the cyborgs involved, we see a future world completely different to our own too.
Settings – Onto the best parts of the film, the settings, the city created here is one of the best you will ever see in a sci-fi film, each individual part of the city seems to have details to make us truly believe we are there.
Special Effects – The special effects are just breath-taking, nothing seems out of place in this world filled with cyborgs. Everything in this film will make you want to love cinema even more than you already do.
Scene of the Movie – The world we enter is just breath-taking.
That Moment That Annoyed Me – The nurse character, mostly because I felt we should have seen her do more (not the actress’s fault).
Final Thoughts – This is easily going to be the best visual film you will see in 2019, it might have a by the book story, but you will be left wanting to see more and more of this character in her battles.
Overall: Experience this on the big screen.
https://moviesreview101.com/2019/02/06/alita-battle-angel-2019/
Vector (Ali) being controlled by the villainous Nova is always seeking the best fighters to send to the city above, which attracts him to Alita knowing her abilities will give him even more power. Alita must learn about her past to fight for her future to become the hero she was always meant to be.
Thoughts on Alita: Battle Angel
Characters – Alita is the name given to the battle angel, she is from an older technology, one nobody understands one from before the great Fall. She is programmed to be like a teenager learning about the world, eager to take chance, before she learns about her fighting abilities, which will see her fight to keep her freedom and for love. This is an amazingly strong character that shows just how much motivation can come from learning one’s power. Dr Dyson Ido repairs the cyborgs, he has a heart of gold willing to help many, but he has a haunted past which gives him a secret life that Alita wants to be part off. Vector runs the city, if you want to get to the sky city, you must go through him, he knows the desire to get there and plays everybody on the idea he can make it happen. Chiren is Dyson’s ex-wife, she wants to get back to the sky city and sides with Vector to make this happen. Hugo is the young man rebel that shows Alita the city, teaches her dreams and sport. He does go against what Alita believes he is, as he like many others is dreaming of getting to the sky city. Zapan is one of the hunter warriors, used as the police within the city, they are bounty hunters who will kill for credits, he is considered the deadliest of them all and clashes with Alita.
Performances – Rosa Salazar bursts onto the scene with this performance that even though the character does feel like it is CGI, manages to give emotion through every event she learns about. Christoph Waltz shines in the doctor role, he keeps everything calm which is what is required for his character. Mahershala Ali bring a calm demanding villain to the heart of this film which will show he isn’t the strongest, but the smartest. Jennifer Connelly has the largest amount to go through with her character, she gets the chance to show us that she is the real deal. Ed Skrein does seem to bring us his Ajax from Deadpool figure, which is fine, des what the film needs. Keean Johnson completes the main cast and work in his role well have strong chemistry with Salazar.
Story – The story here follows a former warrior being bought back to life to learn of a new world that she wants to fight to bring down, while trying to learn about her past. Now, this does have source material, so I can’t say who did it first, but this does feel like a story we have seen before, an unlikely hero coming to save the day after being mentored by an older figure that wished to do the same thing himself, must overcome the odds and gain a following. This is a tried and tested story formula and it works very well with this one too. My big issue with the story comes from the time passage, certain things that happen seem to feel like they could be weeks or months, but they play out like days, only they can’t have been days, this is the biggest disappointment in the storytelling process.
Action/Adventure/Romance/Sci-Fi – The action in this movie is amazing, we get fight scenes with each combatant seemingly having a different ability which opens the doors for all possibilities too. The adventure side of the film comes from following Alita as she learns about herself, the world and her place in it. When we get to the romance side of the film this could turn people off at times, but it does show how people would be willing to fight for their unconditional love for somebody. The sci-fi concepts in this film comes from the creations, both in world and the cyborgs involved, we see a future world completely different to our own too.
Settings – Onto the best parts of the film, the settings, the city created here is one of the best you will ever see in a sci-fi film, each individual part of the city seems to have details to make us truly believe we are there.
Special Effects – The special effects are just breath-taking, nothing seems out of place in this world filled with cyborgs. Everything in this film will make you want to love cinema even more than you already do.
Scene of the Movie – The world we enter is just breath-taking.
That Moment That Annoyed Me – The nurse character, mostly because I felt we should have seen her do more (not the actress’s fault).
Final Thoughts – This is easily going to be the best visual film you will see in 2019, it might have a by the book story, but you will be left wanting to see more and more of this character in her battles.
Overall: Experience this on the big screen.
https://moviesreview101.com/2019/02/06/alita-battle-angel-2019/
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Gareth von Kallenbach (980 KP) rated Star Trek (2009) in Movies
Aug 14, 2019
With declining attendance at conventions and a dwindling audience for recent films and the last Star Trek series, Enterprise, Paramount was desperate to find a way to breathe new life into their franchise. So they pinned their hopes on director J.J. Abrams. Even with a string of hit movies and television series under his belt, some believed that Abrams was facing an uphill battle in trying to resuscitate Star Trek, with its legions of rabid fans obsessively protective of the series’ 40-plus years of established history.
While many fans were thrilled with the choice of Abrams, some of the casting choices of its beloved characters were met with doubt and skepticism. Thankfully, the man behind such motion picture hits as “Cloverfield”, “Mission Impossible 3”, and television series LOST, Alias and Fringe, was more than up to the task and has crafted a visually spectacular action film that combines the best of Trek with groundbreaking effects and creative vitality.
Using a script by Robert Orci and Alex Kurtzman, the new film focuses on the early days of the crew, and how young James. T. Kirk (Chris Pine) went from being a joy-riding, bar-fighting hothead into captain of the Enterprise. Kirk is challenged by Captain Christopher Pike (Bruce Greenwood) to live up to the legacy of his father and make something of his life in Starfleet. Despite his cocky attitude, the young man is able to thrive at the academy despite his arrogant behavior and his womanizing ways.
At the same time, a threat has arisen in the form of a Romulan named Nero (Eric Bana), who seeks to cause massive death and destruction in his quest for vengeance. With danger looming, Kirk and his fellow classmates are pressed into action, and thanks to some skillful work from his friend Leonard Mc Coy (Karl Urban), Kirk finds himself onboard the new Federation flagship Enterprise.
En route to their destination, Kirk realizes they are heading into a trap and warns Captain Pike of his concerns. Naturally this does not sit well with some of the seasoned officers, especially Spock (Zachary Quinto), who sees the emotional Kirk as an unwanted reminder of his human half, which he tries to hide at all costs.
Eventually the Enterprise is confronted by Nero and in an impressive sequence of events Kirk and Sulu (John Cho), lead an orbital skydive mission to thwart Nero’s plot. Spock finds himself commanding the ship and he and Kirk, two polar opposites, disagree over a course of action. Citing insurbordination and dereliction, Spock expels Kirk from the ship onto a frigid and dangerous planet. What follows is an amazing and thrilling adventure that culminates in an impressive finale, that proves that Trek has got plenty of life left in it.
While I loved the film, I found that I had to detach myself from my love of classic Trek to fully enjoy it. The film covers changes in established cannon by setting events in an alternate timeline. Despite the different eras of the previous series and films, there was always a certain continuity to the ships, planets, and characters that always seemed to fit, which I found myself missing in this new incarnation.
In Abram’s version, the Enterprise engine room is awash in catwalks, pipes, and valves that seemed out of place on a ship set in the 23rd century. I also found myself asking why such strategically valuable planets such as Earth and Vulcan would not have massive defense fleets in orbit, and would task only a handful of ships for their defense. There was a suggestion, that the ships of the fleet were amassed elsewhere on another matter of importance, but that does not explain what would leave the planets relatively unguarded. Defense codes aside, I found it hard to believe that automated defenses would be all that was left behind, and that reinforcements were not available.
I also had an issue with what Nero was supposedly doing for 25 years and how he kept such a low profile while he plotted his revenge. The final issue I had was with product placement as I found it hard to believe that Nokia and its familiar ringtone and Budweiser would be around as Trek lore is based on the planet narrowly surviving a nuclear war in the past that nearly destroyed everything. While this may seem like minor criticism, from the perspective of a long time Star Trek fan, it contradicts much of what had been established.
Thankfully, Abrams and crew take the series in a new direction without totally losing sight of where it came from. There are many nods to the series and Abrams clearly respects the original material enough to let fans know that their beloved Trek is still there in the original timeline, with its history intact. By cleverly establishing a different timeline, Abrams has creative freedom to go in any direction he desires.
The cast is strong, with Chris Pine’s Kirk as cocky and entertaining as his predecessor. I loved Anton Yelchin as Chekov and his struggles with the English language, Simon Pegg’s quick quips as Scotty, and the sassy attitude Zoe Saldana’s injects into her Uhura. The amazing visuals and designs of the film are breathtaking and it was clear that the Industrial Light & Magic (ILM) crew pushed themselves to bring everything they had to the film. In the end, Star Trek is a remarkable film that, despite some issues, has a solid new lease on life. Abrams boldly, and triumphantly, goes where fans, old and new, will gladly follow.
While many fans were thrilled with the choice of Abrams, some of the casting choices of its beloved characters were met with doubt and skepticism. Thankfully, the man behind such motion picture hits as “Cloverfield”, “Mission Impossible 3”, and television series LOST, Alias and Fringe, was more than up to the task and has crafted a visually spectacular action film that combines the best of Trek with groundbreaking effects and creative vitality.
Using a script by Robert Orci and Alex Kurtzman, the new film focuses on the early days of the crew, and how young James. T. Kirk (Chris Pine) went from being a joy-riding, bar-fighting hothead into captain of the Enterprise. Kirk is challenged by Captain Christopher Pike (Bruce Greenwood) to live up to the legacy of his father and make something of his life in Starfleet. Despite his cocky attitude, the young man is able to thrive at the academy despite his arrogant behavior and his womanizing ways.
At the same time, a threat has arisen in the form of a Romulan named Nero (Eric Bana), who seeks to cause massive death and destruction in his quest for vengeance. With danger looming, Kirk and his fellow classmates are pressed into action, and thanks to some skillful work from his friend Leonard Mc Coy (Karl Urban), Kirk finds himself onboard the new Federation flagship Enterprise.
En route to their destination, Kirk realizes they are heading into a trap and warns Captain Pike of his concerns. Naturally this does not sit well with some of the seasoned officers, especially Spock (Zachary Quinto), who sees the emotional Kirk as an unwanted reminder of his human half, which he tries to hide at all costs.
Eventually the Enterprise is confronted by Nero and in an impressive sequence of events Kirk and Sulu (John Cho), lead an orbital skydive mission to thwart Nero’s plot. Spock finds himself commanding the ship and he and Kirk, two polar opposites, disagree over a course of action. Citing insurbordination and dereliction, Spock expels Kirk from the ship onto a frigid and dangerous planet. What follows is an amazing and thrilling adventure that culminates in an impressive finale, that proves that Trek has got plenty of life left in it.
While I loved the film, I found that I had to detach myself from my love of classic Trek to fully enjoy it. The film covers changes in established cannon by setting events in an alternate timeline. Despite the different eras of the previous series and films, there was always a certain continuity to the ships, planets, and characters that always seemed to fit, which I found myself missing in this new incarnation.
In Abram’s version, the Enterprise engine room is awash in catwalks, pipes, and valves that seemed out of place on a ship set in the 23rd century. I also found myself asking why such strategically valuable planets such as Earth and Vulcan would not have massive defense fleets in orbit, and would task only a handful of ships for their defense. There was a suggestion, that the ships of the fleet were amassed elsewhere on another matter of importance, but that does not explain what would leave the planets relatively unguarded. Defense codes aside, I found it hard to believe that automated defenses would be all that was left behind, and that reinforcements were not available.
I also had an issue with what Nero was supposedly doing for 25 years and how he kept such a low profile while he plotted his revenge. The final issue I had was with product placement as I found it hard to believe that Nokia and its familiar ringtone and Budweiser would be around as Trek lore is based on the planet narrowly surviving a nuclear war in the past that nearly destroyed everything. While this may seem like minor criticism, from the perspective of a long time Star Trek fan, it contradicts much of what had been established.
Thankfully, Abrams and crew take the series in a new direction without totally losing sight of where it came from. There are many nods to the series and Abrams clearly respects the original material enough to let fans know that their beloved Trek is still there in the original timeline, with its history intact. By cleverly establishing a different timeline, Abrams has creative freedom to go in any direction he desires.
The cast is strong, with Chris Pine’s Kirk as cocky and entertaining as his predecessor. I loved Anton Yelchin as Chekov and his struggles with the English language, Simon Pegg’s quick quips as Scotty, and the sassy attitude Zoe Saldana’s injects into her Uhura. The amazing visuals and designs of the film are breathtaking and it was clear that the Industrial Light & Magic (ILM) crew pushed themselves to bring everything they had to the film. In the end, Star Trek is a remarkable film that, despite some issues, has a solid new lease on life. Abrams boldly, and triumphantly, goes where fans, old and new, will gladly follow.

Gareth von Kallenbach (980 KP) rated Star Wars: Episode III – Revenge of the Sith (2005) in Movies
Aug 14, 2019
After three long years of waiting, countless internet rumors, and high expectations, the final big screen Star Wars film, Star Wars: Episode III Revenge of the Sith has arrived to the delight of millions of fans worldwide.
The lavish and dark film chronicles the fall of the Republic, the demise of the Jedi Knights, and the creation of Darth Vader amongst several plotlines that complete the Prequel Trilogy.
While many critics and fans had mixed reactions to the previous films in the Prequel Trilogy, the rumors of a much darker more mature Star Wars had even the most jaded curious to see just how dark creator George Lucas was willing to go.
The film opens with the familiar main theme by John Williams and the scrolling text that updates the viewers that the Clone Wars that started at the end of the last film are still raging, and that the Separatist movement under the leadership of Count Dooku (Christopher Lee), have kidnapped the Chancellor of the Republic (Ian Mc Diarmid), and a desperate battle over the capitol planet of Coruscant has ensued.
In a dazzling blend of colors, action, and motion, two fighters piloted by Obi Wan Kenobi (Ewan McGregor), and Anakin Skywalker (Hayden Christensen), weave in and around countless fighters and capitol ships engaged in deadly combat. To say that it is an overwhelming visual display would be an understatement, as it is simply jaw dropping to see the detail that the magicians at Industrial Light and Magic have crafted.
Obi Wan and Anakin are spearheading the rescue effort that eventually puts them not only against Dooku, but the new villain, the deadly cyborg General Grevious and this is all within the first 15 minutes of the film.
Upon returning the Chancellor to Coruscant, Anakin is greeted by his wife in secret, Padme, (Natalie Portman), who informs him that she is expecting their baby.
Overjoyed by the news, and to be home after many long months away fighting, Anakin as if in a true Shakespearean tragedy proclaims that he has never been happier in his life.
Anakin’s peace is soon disrupted as he begins to have visions of his wife dying in childbirth, since these are the same type of visions Anakin had shortly before the death of his mother years earlier, he becomes obsessed with protecting his wife.
As further political intrigue unfolds, Chancellor Palpatine appoints Anakin to be his representative on the Jedi Council in a move that does nor sit well with the Jedi Elite, especially Mace Windu (Samuel L. Jackson), who begrudgingly accepts the appointment but does not bestow the title of Master upon Anakin causing further friction for the emotional Anakin.
It seems that the Jedi do not trust Palpatine and are convinced he is up to something, and will not relinquish his emergency powers that were granted to him during the war.. Towards this end, The Jedi Council tasks Anakin to spy on his friend the Chancellor and report what he has learned to the council.
This in turn causes much conflict in Anakin as he is torn between his duty as a Jedi and his friendship with the Chancellor. Since Obi Wan has been dispatched to hunt down General Grevious, Anakin is without his usually confidant and mentor leaving Palpatine to influence Anakin and turn him toward fateful decisions that will eventually change the course of the galaxy.
While filled with plenty of political intrigue, and dazzling action sequences, what drives this film is the gripping, human drama of the characters. While the viewers know what is to become of Anakin, seeing the path he takes is what makes this film a true tragedy as he does what he does for noble reasons. In a true Faustian tale, the devil does not reveal himself nor his true intentions until it is already well past the point of no return.
Lucas is careful to show Anakin as a sympathetic and loving person, who has matured from the spoiled character that he was in the last film. While at times the dialogue of the film may seem to some to be very basic, the tragic turn of events in the film helps to underscore the central themes of love, friendship, and betrayal.
The supporting work in the film is solid, especially the emotionally packed work of Mc Gregor and the maniacal performance of Mc Diarmid. My only real regret is that Portman did not have a larger role or more for her character to do, that being said, the film works on all levels.
Visually the film is amazing as the exotic locales, action, and computer generated characters such as Yoda and Grevious are a marvel to behold. It is amazing how much technology has advanced since the last film, but once again, Lucas has set the bar very high for others to follow.
Lucas has taken in my opinion some very undeserved criticism for the Prequel Trilogy, and Sith should dispel those who said that his best work was behind him and that he should have turned the directing duties over to another as this film once again underscores that he is one of the most gifted visionaries ever, and has created the ultimate saga for the ages that is second to none, and one that has and will stand the test of time.
Sith is a riveting and emotional film, that holds nothing back, it is the darkest Star Wars yet and is easily the best of the Prequel trilogy and on par with any of the classic originals, and is a true masterpiece that will delight fans old and new.
The lavish and dark film chronicles the fall of the Republic, the demise of the Jedi Knights, and the creation of Darth Vader amongst several plotlines that complete the Prequel Trilogy.
While many critics and fans had mixed reactions to the previous films in the Prequel Trilogy, the rumors of a much darker more mature Star Wars had even the most jaded curious to see just how dark creator George Lucas was willing to go.
The film opens with the familiar main theme by John Williams and the scrolling text that updates the viewers that the Clone Wars that started at the end of the last film are still raging, and that the Separatist movement under the leadership of Count Dooku (Christopher Lee), have kidnapped the Chancellor of the Republic (Ian Mc Diarmid), and a desperate battle over the capitol planet of Coruscant has ensued.
In a dazzling blend of colors, action, and motion, two fighters piloted by Obi Wan Kenobi (Ewan McGregor), and Anakin Skywalker (Hayden Christensen), weave in and around countless fighters and capitol ships engaged in deadly combat. To say that it is an overwhelming visual display would be an understatement, as it is simply jaw dropping to see the detail that the magicians at Industrial Light and Magic have crafted.
Obi Wan and Anakin are spearheading the rescue effort that eventually puts them not only against Dooku, but the new villain, the deadly cyborg General Grevious and this is all within the first 15 minutes of the film.
Upon returning the Chancellor to Coruscant, Anakin is greeted by his wife in secret, Padme, (Natalie Portman), who informs him that she is expecting their baby.
Overjoyed by the news, and to be home after many long months away fighting, Anakin as if in a true Shakespearean tragedy proclaims that he has never been happier in his life.
Anakin’s peace is soon disrupted as he begins to have visions of his wife dying in childbirth, since these are the same type of visions Anakin had shortly before the death of his mother years earlier, he becomes obsessed with protecting his wife.
As further political intrigue unfolds, Chancellor Palpatine appoints Anakin to be his representative on the Jedi Council in a move that does nor sit well with the Jedi Elite, especially Mace Windu (Samuel L. Jackson), who begrudgingly accepts the appointment but does not bestow the title of Master upon Anakin causing further friction for the emotional Anakin.
It seems that the Jedi do not trust Palpatine and are convinced he is up to something, and will not relinquish his emergency powers that were granted to him during the war.. Towards this end, The Jedi Council tasks Anakin to spy on his friend the Chancellor and report what he has learned to the council.
This in turn causes much conflict in Anakin as he is torn between his duty as a Jedi and his friendship with the Chancellor. Since Obi Wan has been dispatched to hunt down General Grevious, Anakin is without his usually confidant and mentor leaving Palpatine to influence Anakin and turn him toward fateful decisions that will eventually change the course of the galaxy.
While filled with plenty of political intrigue, and dazzling action sequences, what drives this film is the gripping, human drama of the characters. While the viewers know what is to become of Anakin, seeing the path he takes is what makes this film a true tragedy as he does what he does for noble reasons. In a true Faustian tale, the devil does not reveal himself nor his true intentions until it is already well past the point of no return.
Lucas is careful to show Anakin as a sympathetic and loving person, who has matured from the spoiled character that he was in the last film. While at times the dialogue of the film may seem to some to be very basic, the tragic turn of events in the film helps to underscore the central themes of love, friendship, and betrayal.
The supporting work in the film is solid, especially the emotionally packed work of Mc Gregor and the maniacal performance of Mc Diarmid. My only real regret is that Portman did not have a larger role or more for her character to do, that being said, the film works on all levels.
Visually the film is amazing as the exotic locales, action, and computer generated characters such as Yoda and Grevious are a marvel to behold. It is amazing how much technology has advanced since the last film, but once again, Lucas has set the bar very high for others to follow.
Lucas has taken in my opinion some very undeserved criticism for the Prequel Trilogy, and Sith should dispel those who said that his best work was behind him and that he should have turned the directing duties over to another as this film once again underscores that he is one of the most gifted visionaries ever, and has created the ultimate saga for the ages that is second to none, and one that has and will stand the test of time.
Sith is a riveting and emotional film, that holds nothing back, it is the darkest Star Wars yet and is easily the best of the Prequel trilogy and on par with any of the classic originals, and is a true masterpiece that will delight fans old and new.
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Emma @ The Movies (1786 KP) rated John Wick: Chapter 3 - Parabellum (2019) in Movies
Jun 22, 2019 (Updated Sep 25, 2019)
We left off at the end of John Wick 2 with our lead's imminent excommunication. He's been given an hours grace, in a city that's filled with assassins his odds don't look good, but even for John Wick... bad odds are still pretty good.
I've been contemplating the story to this since I watched it. There doesn't feel like much of one. He's attempting to save his life, sure, but that's really the only thing. It feels very much like a set up for the sequel, which depending on what you read is either already planned or not planned at all.
I don't really think we go to see John Wick movies for the plot though, do we? So on that front it delivers spectacularly. The opening was immense, we come in knowing that it's all going to kick off pretty quickly after the last instalment so the anticipation is with you from the off, and it doesn't disappoint. Sheer kick-assery that we've come to expect from the franchise.
As the clock ticks over the hour and John Wick's own time is now running out he dashes through the streets (rather bold for someone with a $14 million bounty on his head) trying to make his way to people who might actually help him. Of course he's spotted by one of the thousands of assassins and villains that seem to litter the streets of New York. He ends up in a handily weaponised building and we see him take on a gang of knife proficient bad guys. The scene in this sequence, with the weapons cupboards, had everyone in the cinema chuckling.
Laughter was a surprising feature of the film, the same chuckling rippled through several scenes and broke up the violence. Some of that violence did also bring out the odd pained "ooh" as we recoiled from the screen in sympathetic pain for the character.
The complexities of the fight scenes are epic, but there was one moment in particular that stuck out as being scripted... yes, yes, I know it's all scripted! We see a very brief pause and the reaction's slow in a moment that was such a departure from everything around it that it was very noticeable to me. (On second viewing, while I still saw it, it wasn't as bad as I had seen it the first time.)
One other fight scene made me pause with a moment of being picky. John and Sofia are fighting every bad guy in Morocco. It was epic, it was fun... but everywhere I looked, "someone's going to fall off that and land on that". The set-up of the scenery was such a giveaway to upcoming action that it took some edge of the action.
The cast is filled to the brim with wonderful actors. Ian McShane, Laurence Fishburne, Lance Reddick and Anjelica Huston were brilliant. I was a little taken aback to see Jerome Flynn appear as Sofia's old boss, Berrada. I winced a little when I noticed that he was playing it with an accent, but I had to take it back because he was rather good with it. There was no one that I thought was "letting the side down", everyone brought their A-game.
There's only one character that did something that disappointed. Zero, played by Mark Dacascos, is a very disciplined man. He's a master with the knife, a master of death, and his action sequences are incredible. He also gets a very funny moment in The Continental before my moment of disappointment. They turn him into a fanboy, and while the contrast has the potential to be amusing it's actually better achieved with characters later in the film. Zero's change felt uncomfortable and out of place.
I shouldn't put all of that in one place, there's one other very short moment in the film that seems out of character/place, and that's at the very end of the film. It felt so odd that I would have ended it a scene earlier. I liked the reveal, but it would have left a bit more intrigue without it.
We can't talk about John Wick without talking about doggos, and these ones were exceptionally good. The two new additions are very talented and look like they get to have a lot of fun. But my heart belongs to Dog though. When he turns up in a taxi... 😢
Can we all face up to some facts at this point, please? John Wick... super assassin... well, he isn't really is he? He's just really resilient when taking a beating, and very persistent when it comes to shooting things! He'd waste a lot less ammo if he didn't put a minimum of three bullets into every body.
Parabellum was action packed and showed us some very imaginative pieces, but it didn't feel quite as well rounded as either of the other two. I'm still looking forward to what's to come, the pure action is amazing I love to see what they think of next. On the horizon we've got a fourth film, which is listed as Ballerina, and a TV series called The Continental. From this installment I could see some potential routes for the film, but it's the series I'm excited about. I would absolutely love it if each episode was in a different Continental.
What you should do
This movie is an "anyone" kind of thing. Old, young, couples, friends, lone cinema nerds... we were all there. If you love mindless violence and action then you should go and watch this, and look out for the best line of the whole film, "I get it."
If you don't like seeing bad things happen to good books, perhaps don't watch the first ten minutes or so.
Movie thing you wish you could take home
I've been contemplating the story to this since I watched it. There doesn't feel like much of one. He's attempting to save his life, sure, but that's really the only thing. It feels very much like a set up for the sequel, which depending on what you read is either already planned or not planned at all.
I don't really think we go to see John Wick movies for the plot though, do we? So on that front it delivers spectacularly. The opening was immense, we come in knowing that it's all going to kick off pretty quickly after the last instalment so the anticipation is with you from the off, and it doesn't disappoint. Sheer kick-assery that we've come to expect from the franchise.
As the clock ticks over the hour and John Wick's own time is now running out he dashes through the streets (rather bold for someone with a $14 million bounty on his head) trying to make his way to people who might actually help him. Of course he's spotted by one of the thousands of assassins and villains that seem to litter the streets of New York. He ends up in a handily weaponised building and we see him take on a gang of knife proficient bad guys. The scene in this sequence, with the weapons cupboards, had everyone in the cinema chuckling.
Laughter was a surprising feature of the film, the same chuckling rippled through several scenes and broke up the violence. Some of that violence did also bring out the odd pained "ooh" as we recoiled from the screen in sympathetic pain for the character.
The complexities of the fight scenes are epic, but there was one moment in particular that stuck out as being scripted... yes, yes, I know it's all scripted! We see a very brief pause and the reaction's slow in a moment that was such a departure from everything around it that it was very noticeable to me. (On second viewing, while I still saw it, it wasn't as bad as I had seen it the first time.)
One other fight scene made me pause with a moment of being picky. John and Sofia are fighting every bad guy in Morocco. It was epic, it was fun... but everywhere I looked, "someone's going to fall off that and land on that". The set-up of the scenery was such a giveaway to upcoming action that it took some edge of the action.
The cast is filled to the brim with wonderful actors. Ian McShane, Laurence Fishburne, Lance Reddick and Anjelica Huston were brilliant. I was a little taken aback to see Jerome Flynn appear as Sofia's old boss, Berrada. I winced a little when I noticed that he was playing it with an accent, but I had to take it back because he was rather good with it. There was no one that I thought was "letting the side down", everyone brought their A-game.
There's only one character that did something that disappointed. Zero, played by Mark Dacascos, is a very disciplined man. He's a master with the knife, a master of death, and his action sequences are incredible. He also gets a very funny moment in The Continental before my moment of disappointment. They turn him into a fanboy, and while the contrast has the potential to be amusing it's actually better achieved with characters later in the film. Zero's change felt uncomfortable and out of place.
I shouldn't put all of that in one place, there's one other very short moment in the film that seems out of character/place, and that's at the very end of the film. It felt so odd that I would have ended it a scene earlier. I liked the reveal, but it would have left a bit more intrigue without it.
We can't talk about John Wick without talking about doggos, and these ones were exceptionally good. The two new additions are very talented and look like they get to have a lot of fun. But my heart belongs to Dog though. When he turns up in a taxi... 😢
Can we all face up to some facts at this point, please? John Wick... super assassin... well, he isn't really is he? He's just really resilient when taking a beating, and very persistent when it comes to shooting things! He'd waste a lot less ammo if he didn't put a minimum of three bullets into every body.
Parabellum was action packed and showed us some very imaginative pieces, but it didn't feel quite as well rounded as either of the other two. I'm still looking forward to what's to come, the pure action is amazing I love to see what they think of next. On the horizon we've got a fourth film, which is listed as Ballerina, and a TV series called The Continental. From this installment I could see some potential routes for the film, but it's the series I'm excited about. I would absolutely love it if each episode was in a different Continental.
What you should do
This movie is an "anyone" kind of thing. Old, young, couples, friends, lone cinema nerds... we were all there. If you love mindless violence and action then you should go and watch this, and look out for the best line of the whole film, "I get it."
If you don't like seeing bad things happen to good books, perhaps don't watch the first ten minutes or so.
Movie thing you wish you could take home
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Purple Phoenix Games (2266 KP) rated Abyss in Tabletop Games
Aug 5, 2021
I am not a great swimmer. For several years of my life I would avoid water at all costs. I have since grown to love it, but would still freak out a bit if a crab came towards me. I’m kind of a baby like that. I do so love underwater scenes and the wildlife, so I was bound to enjoy Abyss. Throw in some of the most amazing artwork in all of gaming and you have a hit, right?
Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!
On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.
Plotting at Court is simply paying pearls to reveal more Lords at Court.
The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.
To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.
Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.
Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.
Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.
The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.
I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!
On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.
Plotting at Court is simply paying pearls to reveal more Lords at Court.
The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.
To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.
Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.
Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.
Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.
The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.
I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
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Purple Phoenix Games (2266 KP) rated Haven in Tabletop Games
May 1, 2021
Have you ever been a spirit of the forest fighting to keep it from falling into the hands of a greedy nearby city? No? What about the greedy nearby city – ever been one of those? No?? Then you are in luck because Haven is all about pitting the inhabitants of the Forest against the expansion of the nearby City in a fight for the rights to the mysterious Forest. Who will champion the battlefield and further their agendas? Read on to find out!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
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Hadley (567 KP) rated Chosen Ones in Books
Jul 21, 2021
Writing (3 more)
Inconsistencies
Constantly stopping the story
Stereo-typical character
What usually draws readers into a hero versus villain story is to see the hero's fight to victory. The struggle, the refusal to back down - - - we usually put ourselves into this character and root for them to win at any cost. But the Chosen Ones starts us off after our heroes are victorious in the battle against the villain. The heroes are trying to cope with every day life after achieving the most important thing they would ever accomplish, but memories of the war against the Dark One keep them from returning to that normal life.
Sloane is our main character - - - one of the five heroes that was picked by a prophecy years ago to take down the Dark One. One of the effects of battling the villain for her is she now endures PTSD-induced nightmares. We meet her in the midst of one of these nightmares, where she nearly stabs her boyfriend, Matt (also one of the five heroes), with a kitchen knife. And this isn't the first time this has happened: it happens enough that Sloane was put on medication to help with her PTSD, as well as going to therapy.
But with the ten year anniversary of the Dark One's defeat looming ahead, life seems to be getting even harder for the heroes. All the heroes want is to move on and forget the war had ever happened - - - but then something happens that causes them to relive the Dark One's fight all over again.
The heroes end up on a magic-using world called Genetrix where a man going by the name the Resurrectionist is causing the same destruction as the Dark One did on their world. Disoriented and curious, the heroes have no choice but to believe the two main magic users who brought them there, Aelia and Nero. The two seem to be the ones in charge of finding the chosen one to take down the Resurrectionist. But soon after the heroes agree to take down this world's Dark One, they begin to believe that Aelia and Nero are hiding information from them.
The heroes decide to focus on learning to use magic, so they can defend themselves on this world. With the help of siphons, the heroes are able to begin practicing magic for their fight with the Resurrectionist. . . but for Sloane, she is unable to get her siphon to work, instead, she contains an ability that came from a cursed object from their world, a cursed object that wants her back.
This book contains a lot of the problems that went on during 2020, possibly too many of them. Unlike most books released last year, Chosen Ones didn't do a well enough job of hiding reality in plain sight. Chosen Ones also made the mistake of cutting up the story with intermissions of newspaper articles and government reports. Divergent author Veronica Roth disrupted the flow of the story by doing such that it felt like the story continuously came to a stand still.
Chosen Ones also plays up the Young Adult genre tropes. The relationship between Sloane and Mox happens so quickly that it isn't believable to the reader, and the result is awkward to the point of embarrassing. Also, the friendship between the heroes is very flat, so much so that when conflict arises, I was left believing that no one cared if the other one died.
But it was the idea of the story that hooked me as a reader - - - movies, television shows, and other novels normally focus on the heroes during the great fight with the villain, allowing readers to live the war and pick the fighter they want to win. In this novel, the connection with the heroes is severely lacking, especially when the only character development happens to Sloane. Very reminiscent of Mira Grant's 'Feed,' I couldn't bring myself to like the main character. Sloane tries too hard to be a strong and independent woman, she comes off as a teenager trapped in an adult woman's body, even Ines, one of the other female heroes, is a more well-put together character than Sloane is. This is the trope that is killing lead female characters in the Young Adult genre, but I suppose it's better than having the stereo-typical ditzy female lead characters most adult novels have.
Although the synopsis caused me to buy this book, I was really disappointed with the path in which Roth took it down. The biggest issue was how much of 2020's problems were shoved into one book because it took away from what this story could have been. The heroes are blatantly fighting Donald Trump aka the Dark One, and this subject has been done to-death so much that I couldn't get fully immersed into the story. They also fight against people who can do magic, including people who are apparently Wiccans - - - but Roth labels them as 'evil. ' Having known actually Wiccans in my life, I know that they believe in harming none. Roth's stereo-typing of anyone who is not her heroes shows a shallowness that is becoming more prevalent, unfortunately, in female writers.
Chosen Ones could have been so much more than what it was because it just ends up being another empty story that takes on today's problems just to sell a book. With inconsistencies and bad writing throughout, I can't recommend this book to anyone, but if you love YA tropes, then you'll love this one.
Sloane is our main character - - - one of the five heroes that was picked by a prophecy years ago to take down the Dark One. One of the effects of battling the villain for her is she now endures PTSD-induced nightmares. We meet her in the midst of one of these nightmares, where she nearly stabs her boyfriend, Matt (also one of the five heroes), with a kitchen knife. And this isn't the first time this has happened: it happens enough that Sloane was put on medication to help with her PTSD, as well as going to therapy.
But with the ten year anniversary of the Dark One's defeat looming ahead, life seems to be getting even harder for the heroes. All the heroes want is to move on and forget the war had ever happened - - - but then something happens that causes them to relive the Dark One's fight all over again.
The heroes end up on a magic-using world called Genetrix where a man going by the name the Resurrectionist is causing the same destruction as the Dark One did on their world. Disoriented and curious, the heroes have no choice but to believe the two main magic users who brought them there, Aelia and Nero. The two seem to be the ones in charge of finding the chosen one to take down the Resurrectionist. But soon after the heroes agree to take down this world's Dark One, they begin to believe that Aelia and Nero are hiding information from them.
The heroes decide to focus on learning to use magic, so they can defend themselves on this world. With the help of siphons, the heroes are able to begin practicing magic for their fight with the Resurrectionist. . . but for Sloane, she is unable to get her siphon to work, instead, she contains an ability that came from a cursed object from their world, a cursed object that wants her back.
This book contains a lot of the problems that went on during 2020, possibly too many of them. Unlike most books released last year, Chosen Ones didn't do a well enough job of hiding reality in plain sight. Chosen Ones also made the mistake of cutting up the story with intermissions of newspaper articles and government reports. Divergent author Veronica Roth disrupted the flow of the story by doing such that it felt like the story continuously came to a stand still.
Chosen Ones also plays up the Young Adult genre tropes. The relationship between Sloane and Mox happens so quickly that it isn't believable to the reader, and the result is awkward to the point of embarrassing. Also, the friendship between the heroes is very flat, so much so that when conflict arises, I was left believing that no one cared if the other one died.
But it was the idea of the story that hooked me as a reader - - - movies, television shows, and other novels normally focus on the heroes during the great fight with the villain, allowing readers to live the war and pick the fighter they want to win. In this novel, the connection with the heroes is severely lacking, especially when the only character development happens to Sloane. Very reminiscent of Mira Grant's 'Feed,' I couldn't bring myself to like the main character. Sloane tries too hard to be a strong and independent woman, she comes off as a teenager trapped in an adult woman's body, even Ines, one of the other female heroes, is a more well-put together character than Sloane is. This is the trope that is killing lead female characters in the Young Adult genre, but I suppose it's better than having the stereo-typical ditzy female lead characters most adult novels have.
Although the synopsis caused me to buy this book, I was really disappointed with the path in which Roth took it down. The biggest issue was how much of 2020's problems were shoved into one book because it took away from what this story could have been. The heroes are blatantly fighting Donald Trump aka the Dark One, and this subject has been done to-death so much that I couldn't get fully immersed into the story. They also fight against people who can do magic, including people who are apparently Wiccans - - - but Roth labels them as 'evil. ' Having known actually Wiccans in my life, I know that they believe in harming none. Roth's stereo-typing of anyone who is not her heroes shows a shallowness that is becoming more prevalent, unfortunately, in female writers.
Chosen Ones could have been so much more than what it was because it just ends up being another empty story that takes on today's problems just to sell a book. With inconsistencies and bad writing throughout, I can't recommend this book to anyone, but if you love YA tropes, then you'll love this one.
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Purple Phoenix Games (2266 KP) rated Arcane Arena in Tabletop Games
Jan 23, 2021
The Tournament of Champions is coming! The Tournament of Champions is coming! The bravest fighters must prepare themselves to face-off in a three-round arena match to determine the ultimate warrior. There is no time to waste learning finishing moves here. Combatants will only have three rounds to prove they are superior in this all-out brawl!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
Arcane Arena is an arena-style fighting card game. In it players will take on the mantle of a warrior competing in this brutal last-man-standing battle royale. They will need to train and learn new techniques and then show their opponents all they have learned. The game takes place over three rounds of increasing actions and, truly, the last warrior standing will be crowned Champion!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, refer to the rules to deal each player their starting deck of Buy, Move, and Attack cards. Remove all Focus and Wound cards and make a stack for each on the side of the play area. Shuffle the remaining “Trainer” cards and create a market of six cards to be purchased. Set the arena board on the table and populate it with player tokens and Favor tokens (glass beads in this prototype). Each player shuffles their starting deck and draws four cards to create their starting hand. The tournament is now prepared for warriors.
Arcane Arena features three rounds of two phases each. The first round has players limited to three turns during the first training phase and 10 hit points for the second phase of the game.
The first phase of each round is the Training Phase. During this phase players are able to use their four cards “as a buy” for their purchasing power. The player lays a card, announces it is as a buy, tallies the currency to be spent, and then purchases a card from the collection of six cards in the offer or one Focus card from its stack. Once completed with their Training Phase, the player will restock the trainer pool of cards for purchase. It is then the next player’s turn to complete their Training Phase.
Once all players have had their Training Phase, the Combat Phase begins with the active player. The active player must play cards for either their Move, Effect, or Attack keywords. Each card will instruct the player the amount of Move they can use, which Effect can be used and how, and how many Attack points of damage they inflict on a target within range.
Play continues in this fashion with each player playing as many cards from their hand of four as they wish until only one player remains with hit points. If it is the third such round of Combat Phase (5 turns at the Training Phase and 20 HP during Combat) then the last player standing is the winner!
Components. Again, this is a prototype copy of the game, so some components will be different from the finished version. That said, this game has decent components planned and the art style is interesting, with hints of a more ancient style. The iconography on the cards is okay: I did find myself trying to figure out what the icon for “purchase” actually was, so it threw me off a couple times. Similarly, the effect bar on the card is very small and can easily be overlooked if the players are not constantly checking for that bar for information.
Gameplay for Arcane Arena is something with which I am struggling to describe. I have always been poor with arena-style games that have players moving around and attacking. It is so difficult for me to abandon my Barbarian-style of just blocking movement and wailing on a stationary enemy. Once movement is expected I am a fish out of water. That is not at all a knock on Arcane Arena, but on my style of play. However, if I belong to a group of gamers with similar style be warned: there’s a lot of opportunity for movement here and it may be uncomfortable at first.
I do like the theme of the game and its implementation. I can understand the premise and relate it to the gameplay. I like that it is split between two distinct phases and having cards with multiple usage is a positive for me. I also enjoy that every time a new phase begins all players combine their cards, shuffle, and draw a hand of four cards. This is new for me, as in typical deckbuilders the card just purchased usually goes directly into the discard pile only to be drawn on much later turns. Such is not with this one. A card just purchased may be drawn immediately in the next Combat Phase, depending on luck of the shuffle and draw.
So while I do not enjoy the moving around the arena aspect of the game, all else is good for me. If you are similar to me I would say give it a shot, but it may be difficult to be successful if, like me, you plan to be a stalwart rock instead of a nimble wisp. If Arcane Arena sounds like your cup of tea, do check it out when it comes available!
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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.