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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 (3425 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
  
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Talisman: Kingdom Hearts
Talisman: Kingdom Hearts
2019 | Adventure, Exploration, Fantasy, Fighting, Video Game Theme
I do not play video games much anymore. There was a time that I would spend most of my waking hours on my computer trying to LFG in Jeuno or the Valkurm Dunes as a DRG/THF to get those dang 10-20s. I completely understand if you have no idea what I am talking about, but if you did, hello from Limber on Ramuh! The last two sentences refer to my 3 and a half years playing Final Fantasy XI online. It was a glorious game and I made really great friends playing it. This version of Final Fantasy released within months of the very first Kingdom Hearts game. If you are also unfamiliar with the Kingdom Hearts IP, it is a mashup of Final Fantasy and Disney characters. That’s right, medieval style hack ‘n slash with magic fighting fantastical beasts meets Mickey Mouse. I don’t know why, but it worked and it still does. Obviously, combining two universes that I happen to love will automatically endear a high level of affinity from me, but is this implementation of an older board game going to satisfy my need for nostalgia or will it simply be a strange skin over a bad game?

In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.

Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.

Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.


Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.

I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.

That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.

I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.