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Star Trek Beyond (2016)
Star Trek Beyond (2016)
2016 | Action, Drama, Sci-Fi
Space ... the Final frontier ...
The latest (at the time of reviewing) Star Trek film - from 5 years ago, so 2016 - this is the third film to be set in the so-called Kelvin Universe (after 'Star Trek' and 'Star Trek: Into Darkness'), still starring Chris Pine, Zachary Quinto, Karl Urban, Zoe Saldana, Simon Pegg, John Cho and (the late) Anton Yelchin as Kirk, Spock, 'Bones' McCoy, Lt Uhura, Scotty, Sulu and Chekov respectively.

This time around, Idris Elba plays the baddie role as a character who later proves to have a surprising link with The Federation, with the film also apparently including 50 new alien species as it was released in the year of the 50th anniversary of the TV series.

And therein lies part of the problem: that was hardly broadcast at all - indeed, I feel that they missed a major trick in not broadcasting that fact at all!

While the loose outline of the plot deals with ageing, and with a farewell given to Ambassador Spock, this is perfectly serviceable but not as good as the original film in the Kelvin trilogy (IMO).
  
Space Plague
Space Plague
2021 | Abstract Strategy, Science Fiction, Space
When is the word “plague” ever a good thing? We as a people have endured several plagues and none of them could be considered super great. However, what if the term plague was merely that of endearment? What if, in a fantasy sci-fi world, a plague was merely a settler of new worlds? Now you can play as a plague and be inspired by the game’s tagline: “We are many, yet we are one. We are the plague.”

Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.

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, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.

Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.

When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.


Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.

The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.

Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.

While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
  
King of the Castle
King of the Castle
2020 | Medieval
The King is dead! As the kingdom reels from this sudden turn of events, those eager for power see their opportunity to pounce. Amassing personal armies, the war for the throne begins! Storm the castle, collect potions, capture towers, and conquer your opponents to claim the throne for yourself. Which tactic will lead to success – brute strength or sly strategy? Only one way to find out!

Disclaimer: We were provided a prototype copy of this game for the purposes of this preview. The components pictured are not final. Also, I do not plan to detail the entire rulebook in this review, but rather discuss the main rules and overall flow of the game. Keep an eye out for the Kickstarter launching later this fall! -L

King of the Castle is a game of hand management, grid movement, and take that in which players are battling to be the first to capture and hold the throne. Played over a series of turns, players will move around the board, draw cards, and battle opponents to hinder their progress. To setup, each player is given a Character card at random, selects a Meeple in their chosen color, and places it on one of the various Start spaces on the game board. Shuffle all other cards and place them in a draw deck. Select a player to be the first player, and you are ready to begin!

On your turn, you will take a combination of 2 actions. Those combos are: Move 1 space and draw 1 card, Move 2 spaces, or Draw 2 cards. It is important to note that diagonal movement is not allowed! There are 2 types of cards that can be drawn: Potion cards (special powers/abilities) and Army cards (strength points for duels). Once you have performed your 2 actions, and played any Potion cards from your hand that you want, your turn ends. The game moves on to the next player. If you land on the same space as an opponent, you must duel each other. The dueling players will select as many Army cards from their hand as they wish to play, and will lay them down simultaneously. They may then play up to 3 Potion cards from their hand to influence the strength points of either player, as stated on the Potion cards. Whomever has the most strength points wins the duel, and gets to remain on that space. The loser must discard a card, and is knocked back to the nearest Exit space (depending on their current placement on the board).


In the center of the board are 2 Tower spaces. You must ‘capture’ a Tower in order to fulfill the win conditions. To capture a Tower, you must land on that space and occupy it for one full turn. Once you have captured a Tower, you may move to capture the Throne. The centermost space of the board is the Throne. To capture the Throne, you must first have captured a Tower, and you must enter the Throne space and occupy it for 3 complete and consecutive turns. When you are capturing a Tower or the Throne, you can still be attacked by opponents – so it is important to have a strong hand of cards to ward off enemies and continue your occupation of these valuable spaces. Once a player has occupied the Throne space for 3 consecutive turns, the game ends and that player is named King!
So with all of that said, how does King of the Castle play? Overall, I would say it’s a nice and simple little game. The concept itself is easy to comprehend – draw cards, duel opponents, capture a Tower, and ultimately, the Throne. There is a decent amount of strategy required for success. Not only are you racing to the center of the board, but you also need to amass a strong hand of cards with which you can hinder your opponents. Choosing when to use your Potion cards can affect not only your strategy, but those of your enemies as well. Is your strategy to skirt around your opponents and try to sneak by unnoticed? Or will you duel enemies at every opportunity, building up your Army and continually kicking the other players to the Exit spaces on the board? The idea of having to ‘capture’ certain spaces by occupying them for consecutive turns is an interesting one, and adds a unique twist to this game. You must be able to defend yourself in those spaces, or risk being kicked back to an Exit, requiring you to start that journey over again. It is a simple game to play, but not necessarily one that is easy to win, and I really like that.

Components. As I stated earlier, this is only a prototype version of the game, and I anticipate that there will be some changes for final production. That being said, the board in this prototype is nice and sturdy, the cards are easy to manipulate, and the Meeples are your standard wooden bits. So overall, these prototype components are off to a great start. The artwork and overall style of the game are a different story. The current artwork is pretty childish and unrefined. Again, this being only a prototype, I anticipate that the artwork will be overhauled and revised for final production. The artwork on the board is pretty basic as well, which is not necessarily a bad thing, it just doesn’t feel immersive or engaging for players. The spaces of the board are different colors to denote different areas of play, but nothing is labeled on the board, which can create some confusion at first as to the flow of movement around the board. The rules themselves need to be revised and edited for clarity. There is just a bit of ambiguity that leaves questions unanswered, but nothing that cannot be fixed.

All in all, the concept of King of the Castle is a solid one. It combines hand management, grid movement, and take that in a way that all 3 mechanics complement and work well with each other. The gameplay is lighthearted and relatively simple, which results in a fun and fast game. With some refining of the style and editing of the rules, I am sure that this game will truly shine. I look forward to following its progress, and am eager to see the Kickstarter campaign later this year. Keep your eyes on King of the Castle, because it’s shaping up to be a solid game.
  
Orbital Conflict
Orbital Conflict
2019 | Card Game, Science Fiction
Building your space station. Space combat. Space investors. If these ideas interest you and you are intrigued to know how they work in a board game setting, read on. If you don’t care about head-to-head space stations obliterating each other and jockeying for position as the best bet in the cosmos, discontinue reading.

Orbital Conflict is a player versus player (PvP) card game in which the winner is the player showing the most VPs on their cards at game end. It is a game where placement of cards and orientation of cards is paramount in creating a space station that can dole out damage, take a ton of damage, or hybridizes offense and defense using resources granted from off-station investors.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T

To setup the game (in this case a 1v1 head-to-head bout) shuffle all the cards with the white back together and deal each player a hand of five. Shuffle the smaller investor cards to form a draw pile. Give the starting player the Initiative card and you are ready to start!

The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.

Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.

The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.

Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
  
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Kyera (8 KP) rated Bitterblue in Books

Feb 1, 2018  
Bitterblue
Bitterblue
Kristin Cashore | 2013 | Young Adult (YA)
8
7.9 (9 Ratings)
Book Rating
Bitterblue is the third book in the Graceling Realm trilogy, and probably my favourite of the three. Graceling took place in a land of seven Kingdoms, then the second book, Fire, shifted the narrative's time and space. It took place many years before the events in Graceling and in a land quite unlike the one created in the first book. Bitterblue returns us to the world we began in, ten years later and in the final chapters weaves the story from Fire in more clearly.

It was nice seeing the characters from Graceling, like Katsa and Po making an appearance once more in this series. It's been a decade, so you're curious what has happened to everyone. I enjoyed the main characters in this book and enjoyed the scenes with both familiar and new faces.

The pace of this book wasn't frenetic or the plot action-packed, but it was engaging nonetheless. There's not much more that I can discuss without spoilers, other than the fact that I listened to this via audiobook. I quite enjoyed the narrator's performance and she also performed Fire, although she was not one of the narrators for Graceling.

Overall, I did enjoy this series but it is certainly not in my top ten fantasy series of all time.
  
Dead Man (1995)
Dead Man (1995)
1995 | Drama, Western
On the one hand you have this audacious, visionary, deeply memorable film experience unlike any other that - in some ways - does earn its masterpiece distinction. But on the other, you have a movie where every scene ranges from about 10 seconds too long to 3+ minutes too long. I completely understand the need for much of this lingering, uncomfortable dread caused by the silence and negative space here - and a lot of the time it really does work. But injecting that same trick into *every* single scene sort of subtracts its original potency. I still cop to loving Jarmusch's sardonic delirium even with this, but in my opinion he achieved more success with his leaner nihilism like 𝘉𝘳𝘰𝘬𝘦𝘯 𝘍𝘭𝘰𝘸𝘦𝘳𝘴 and (shitty ending aside) 𝘛𝘩𝘦 𝘋𝘦𝘢𝘥 𝘋𝘰𝘯'𝘵 𝘋𝘪𝘦. But in its own right this is still an excellent western with some of the most evocative music ever made for the genre courtesy of that righteous Neil Young score. The imagery, too, is just about to die for - the huge, unsafe rustic machinery of the opening factory and increasingly ubiquitous scenes of nature from then on are expressive, convincing, *and* gorgeous. Those final moments are unforgettably haunting. Plus it's still got that trademark Jim rousing dry humor aplenty. The "New World" is a lie.
  
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David McK (3188 KP) rated Superman Returns (2006) in Movies

Aug 26, 2019 (Updated Jul 16, 2023)  
Superman Returns (2006)
Superman Returns (2006)
2006 | Action, Drama, Sci-Fi
Edit: Brandon Routh finally got to return to the character in (TV) Arrow's 'Crisis on Infinite Earths', about 15 years later ...

The film that Bryan Singer left the X-Men franchise to make, this completely ignores anything after Superman II, setting itself up as a pseudo-sequel to that movie.

Starring a (pre-Arrowverse) Brandon Routh as a Superman/Clark Kent, this also recasts Margot Kidder's Lois Lane in that ape of Kate Bosworth, and Lex Luthor in the Shar of (the now-disgraced) Kevin Spacey. Unfortunately, there's seemingly a distinct lack of chemistry between Bosworth and Routh, perhaps covered up somewhat by a scenery-chewing Lex Luthor, who is back to his old criminal ways.

On the plus side, however, this Superman is a far more jovial and brighter version than the current Zak Snyder version, truly standing for 'Truth, Justice ... And all that other stuff', while the film still does contain some spectacle, such as Superman trying to stop a falling plane or even the final 'lifting-Kryptonian-infested landmass-into space' (although it then gets very heavily allegorical, with Superman even falling with his arms out in a cross shape).

I have to say, as well, that I was never a fan of its most controversial elements (no spoilers here) ...
  
The King of ZING
The King of ZING
2021 | Card Game
Board game design these days has taken quite an innovative turn – with the creation of new mechanics, combination of game styles, and unique themes being introduced. It seems that everywhere you look, there is something new! That doesn’t mean we have to give up on the classic mechanics and gameplay styles, though, and thats where The King of Zing comes into play.

The King of Zing is a card game of take-that and hand management in which players are trying to be the first to reach 100 points. Sounds simple enough, right? Well, throw some Specialty cards into the mix that allow opponents to manipulate your turn strategy, and even occasionally place their own tokens on your board, and you’ve got quite a strategic conundrum!

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 for a game of The King of Zing, first place the board in the center of the table. Shuffle the deck of cards, dealing 5 to each player, and give players the 25 tokens in their chosen color. (Note: This prototype did not include tokens, so I improvised and borrowed some from another game. The final tokens will not look like the ones pictured below!). Place the remaining cards on the Deck space of the board, creating a draw deck, and flip over the top card to the Discard space. Choose a starting player, and the game is ready to begin!


Throughout the game, you will be drawing or playing cards. At the start of your turn, you will either draw the top card of the Draw deck, or take the top card of the Discard pile into your hand. If the card you drew matches your chosen color, you may immediately play it to your Grave (personal discard pile) and place one of your tokens onto your player board on the corresponding number, thus ending your turn. Otherwise, once you draw a card, you can do the following: select a card from your hand to go in the communal Discard pile, play a Specialty card, place a card from your hand face-up or face-down onto any player’s open Hold space, or play the face-down card from your own Hold space. **Important note** If there is ever a face-up card in your Hold at the start of your turn, you must play it and your turn ends. (This could be a strategic way to encumber opponents!). Play continues in this fashion until a player has collected 4 tokens in a row on their player board. Points are then scored (based on the number of tokens you played), and then the game resets – a series of games is played until one player reaches 100 points and is declared the ultimate winner!
The first thing I want to touch on is the rulebook for The King of Zing. As far as rulebooks go, it is not my favorite. There are some areas of ambiguity that left me confused, and it definitely took several read-throughs and a couple of false-starts at playing to figure out exactly how the gameplay flows. Being a prototype copy of the game, I imagine that editing/rewriting of the rulebook is something that will happen before final production.

Next, the overall gameplay. The different elements are reminiscent of other classic games – getting 4 tokens in a row a la Connect 4, the use of Specialty cards (Reverse, Skip, etc.) a la UNO. In their respective games, these mechanics work well, but how do they work together in The King of Zing? For the most part, I would say they work relatively well together. The mechanics compliment each other and feel logical in play. Probably the most unique aspect of Zing for me is the Hold space for each player. The ability to play cards to Hold spaces, either your own or of an opponent, gives you the opportunity to either plan a strategy/turn in advance, or potentially hinder an opponent. Playing a card face-up to a Hold guarantees that it will be played on the next turn, so not only are you planning ahead, but also broadcasting your move to your opponents. Conversely, a card played face-down could be resolved in any future turn, and can be a battle of risk/reward when played by opponents. A card played to my Hold face-down could just be a useless card for me, causing me to waste a turn to resolve it. BUT, what if an opponent gives you a card you actually need face-down – you don’t know that it is useful, but are you willing to risk a wasted turn to find out? The Hold space adds a new twist to the game that elevates the gameplay.


Components. Zing consists of a board and a big stack of cards. The board is nice and sturdy, the play areas clearly marked. The cards are colorful and thick, and the art is mostly minimal. The Specialty cards have a short description of their use printed on the card, but a more in-depth explanation can be found in the rulebook. As I stated above, this copy did not have any player tokens, so I cannot comment on how those will look in final production. All in all, a decent production quality.
All in all, The King of Zing feels like a take on an old classic. The gameplay incorporates several tried-and-true mechanics, and the flow of the game is pretty straightforward. The rulebook even suggests some gameplay variations, so The King of Zing can be played with gamers as young as 4 years old. Ultimately, the rulebook needs an overhaul, but the skeleton of the game seems to hold up. If you’re looking for something that brings back some nostalgia for older games, try The King of Zing.
  
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Hazel (1853 KP) rated The Wanderers in Books

Dec 17, 2018  
The Wanderers
The Wanderers
Meg Howrey | 2017 | Science Fiction/Fantasy
4
6.0 (2 Ratings)
Book Rating
<i>I received this book for free through Goodreads First Reads.

“As they look to the stars, what are they missing back home?” </i>In a handful of year’s time, it can be presumed that dreams of humans on Mars will become closer to a reality. In Meg Howey’s <i>The Wanderers</i>, the time has come to select the potential candidates to participate in the first crewed mission to the Red Planet. Yet, as the astronauts prepare to walk among the stars, their families are left to consider a life without them.

The story is told through the perspectives of seven characters. Perhaps the most important are the three astronauts: Helen, Sergei and Yoshi, who are enclosed in a tiny mock-spacecraft, as they practice the hypothetical challenges and experiences they may encounter on a real trip to Mars. The remaining chapters are shared out amongst family members: Mireille, Helen’s adult daughter; Dmitri, Sergei’s fifteen-year old son; and Madoka, Yoshi’s wife – the final character being Luke, a psychiatrist tasked with observing the mental state of the astronauts throughout the experiment.

Interestingly, those being left behind are less concerned about their parent or spouse, choosing to focus on their own, everyday life, problems. Left to their own devices, they worry about their careers, their sexuality and the ways in which others perceive them. All, presumably as a result of the lack of contact with their significant family member, have become capable of surviving independently, however do not appear to realize how lonely they are.

The astronauts, on the other hand, are preoccupied with thoughts of space, concentrating so hard on the mission ahead of them that they fail to think of anything else. However, after months of only having each other for company, their thoughts begin to drift in the direction of home, their childhood, worries about their family, guilt – all notions that are fairly alien to the career driven characters.

Whilst it is interesting to witness the character developments, there is not a significant storyline. The book only encompasses the training period for the prospective space mission, and does not appear to have a substantial conclusion. Whether the astronauts eventually make it to Mars, and whether their consciences encourage them to behave differently towards their families, remains unknown.

<i>The Wanderers</i> has the essence of a work of fiction that English Literature students or professors would enjoy pulling apart, examining the language and literary techniques as they seek the understanding of the various emotions portrayed. Unfortunately, the majority will not have chosen to read this book for this precise purpose, expecting a science fiction novel full of excitement and interesting plot. Without either of these elements taking precedence, many are bound to be disappointed.

My rating for this book (two of five stars) is on the basis of the storyline, rather than the concept of family versus space. Yes, Howey writes well, is informed of the ins and outs of space programmes, and is knowledgeable enough to write an accurate representation of an astronaut’s experience, however as a form of entertainment, it is considerably lacking. Those expecting a narrative similar to other well-written science fiction novels will be sorely disappointed.
  
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Darren (1599 KP) rated Quatermass and the Pit (1967) in Movies

Oct 2, 2019 (Updated Oct 24, 2019)  
Quatermass and the Pit (1967)
Quatermass and the Pit (1967)
1967 | Horror, Sci-Fi
7
7.7 (7 Ratings)
Movie Rating
Characters – Dr Mathew Roney is one of the team that is set to investigate the discovery, he takes and scientific approach to everything working with the historian to put the pieces together. Professor Bernard Quatermass brings the historical point of view to the table, wanting to study the discovery and using previous historical discoveries to help figure out the truth. Colonel Breen brings the military point of view often looking to use the quick answer over the smart answer. Barbara Judd is a reporter that is trying to put together a story for the public who believe this is an unexploded bomb.

Performances – The performances from the whole cast is great throughout, we believe the scientific figures, the military ones and the reporter looking for a story. the four main stars of the film know how to make the most of their scenes where their character needs to be the larger focus.

Story – The story follows an object being discovered in London while digger to make the underground larger, we follow how the investigation to learn what this could be from different perspectives which shows how this would be handled in real life. We do have twists which comes from the discoveries going on, but for the most part this keeps things simple, with an air of mystery about what could be happening around the object.

Horror/Mystery/Sci-Fi – The horror surrounding this movie comes from what could come from the object, it could bring horrific consequences, this plays into the mystery as we are left with the mystery behind what could be behind it. The sci-fi side of the film comes from the explanation to what could be behind the object and the potential of space being involved.

Settings – The film is set in London and the underground, this is always a tight compact location which will add to suspense and horror in anything.

Special Effects – This film was released in the 1960s, the special effects for the time were great, while we might look down on them now, it showed us just what was capable for the time.


Scene of the Movie – The final act which we are built up to nicely.

That Moment That Annoyed Me – The fact they just look like grasshoppers and no one says this.

Final Thoughts – This is one of the best hammer horror mystery sci-fi horror films out there, it keeps you guessing before letting everything out in the final act instead of giving away too much too early.

 

Overall: Must watch Hammer Horror