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Elementos
Elementos
2015 | Abstract Strategy
I am going to be honest. I am typically not a fan of abstract strategy games unless they have some kind of interesting theme on them: Azul (a Golden Feather Award winner), Patchwork, Reef, Onitama, Hive. These are all in my Top 100 of All Time, but they also have some sort of theme working for them to help me digest the immense calculating nature of most abstracts. So when I tell you that Elementos has also now breached my Top 100 with a very loose theme, I’m kinda shook myself.

So the winner of Elementos is the player that can get their wand (the wooden stick) to one of the three squares on the opponent’s side of the board (a la American football). This is accomplished by moving the element discs down the board and overtaking discs using the game’s elemental weakness wheel: fire burns trees, trees drink water, water douses fire. Movement can be made to any space obliquely, straight forward, or forward diagonally, unless the piece being moved is carrying the wand. Those wand-carrying pieces can only be moved straight forward.

Undoubtedly players will find themselves wanting to enter a space containing an opponent’s disc. Following the movement rules and elemental wheel described above, the attacking piece can overtake the opponent’s space and remove the opponent’s disc from the board. Easy, right? Let me explain the kicker here. The discs are double-sided and have different elements on the flip-side. So for an action (instead of moving) a player can simply flip any of their discs to the other side – perhaps to block movement, or setup a takeover on the next turn. As you only have one action to use on your turn you may not flip and move on the same turn. The other allowable action on a turn is to pass the wand to another friendly piece, observing movement rules for wand movement as well. The benefit with this is that the wand-carrying discs can neither attack nor BE attacked. Need to protect your tree from that fire ahead? Pass it the wand and be safe.

The rule sheet states that at any time you may peek at what element is on the flip-side of any piece at any time, but there is a variant described where you play the game without peeking, and we found that to be a more enjoyable way to play. You just never know if the other side of your tree is a fire or a water, and it sometimes results in turns where you effectively shoot yourself in the foot. Yes, it diminishes the tactics of the game, and if you would rather plan your moves well ahead of your turns like a Chess Grand Master, so be it. I kinda like the chaotic nature of not knowing what’s on the other side.

Components. So this is a clam shell wooden box that pulls double duty as the game board and storage for the other components. It is of good quality, and is reminiscent of the keepsake boxes one might find at Hobby Lobby or the like. The discs are painted and silk-screened plywood discs with a hole in the middle to accept the wand. The wand itself is a length of wooden dowel. All of these components are of good quality, but I wish a different finish was applied to the wood. The finish on the copy I was sent for review isn’t really conducive to sliding pieces on, so I suggest you pick up the pieces (any Average White Band fans here?) and place them where they need to go. Do as I say, not as I do.

Overall this is a really great game that I know will see lots of play in my house. My wife likes abstracts a lot and I predict she will enjoy this one as much as she adores Blokus (which she adores a TON). For the ease of teaching, play, and that itch to play just one more time, we at Purple Phoenix Games give this one a no-peek 9 / 12. If you are a fan of Chess, Checkers, or any of the other abstract strategy games I listed earlier, you should really check this one out. It’s a little different and a lot fun.
  
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.
  
TT
6
6.0 (1 Ratings)
Book Rating
<i>Many thanks to the author Chrys Cymri for providing me with a copy of this book in exchange for an honest review</i>

Original review can be found on my blog Raptureinbooks <a href="http://wp.me/p5y0lX-1Js">here</a href>

I was kindly offered this book by the author in exchange for an honest review and my initial impressions were "yeah this sounds like my kinda thing. Here there be dragons" ya know? Only to get more fully immersed in the book and find that I was a touch disappointed.

<i>The Temptation of Dragons</i> follows Reverend Penny White as she becomes the Vicar General of an alternate world called Lloegyr - please note that there is a heavy Welsh influence in this book coupled with an enormous religious influence - where dragons, unicorns, gryphons and more reside and coexist in relative peace.

The book starts with Penny White coming home slightly intoxicated and thinking she's going mad when she comes across a dying dragon. In true priestly form Penny gets out of her car and performs the last rites of absolution to what turns out to be a real dragon!

From that moment on Penny's life changes in so many ways - dragons exist, unicorns are real, snail sharks get drunk and gryphons are eating her garden birds. Penny is soon tasked to become the Vicar General to the citizens of Lloegyr and that includes all manner of supernatural beasties. Though expected as the main character is a priest, I didn't expect there to be such a heavy religious influence all throughout with literal verses from the Bible quoted on a regular.

Please understand that this is <b>not</b> anything against the book or against the writer and is merely my thoughts on what I considered an overly religious-toned story set in the wrong time period and the wrong world. I honestly found that the hardest part of reading this book but there were parts that I enjoyed for example: Penny White has what amounts to an obsession with sci-fi/fantasy and occult TV and movies, a lot of which were quite obscure for me (not really a TV and movie person *gasp*) I didn't get several of the references - particularly the Doctor Who ones.

Out of all of the characters my favourite had to be Moriarty - shortened to Morey for some reason - a 47-year-old gryphon with no filter. My favourite quote was from Penny about Morey:
<blockquote>"You've sent me a blue tit murdering creationist with sarcasm management issues."

"Correction. Today he's killing a starling."</blockquote>

The sarcasm and humour was rife throughout this book which was brilliant and gave it a nice light undertone to the ultimate seriousness of the book as a whole.

There was one character I didn't like and that was her brother James- I'm not 100% sure why but something about him rubbed me the wrong way. He's a free loading, insensitive toss pot and possibly a pod person.

However, despite my dislike of the heavy religious overtone and of James, I really, really liked <i>how</i> Chrys wrote the dragons and unicorns and all the other supernatural creatures and they had enough of a description without giving away too much important information; but also, on the flip side, there were away lot of unanswered questions such as how <i>exactly</i> does a unicorn use a telephone?

In all, it was a well written book with an interesting concept and some good characters and prose, dialogue was perfectly modern for Penny and a touch Olde World for a lot of the Lloegyr residents.
  
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Kristy H (1252 KP) rated Ill Will in Books

Jan 21, 2018  
Ill Will
Ill Will
Dan Chaon | 2017 | Fiction & Poetry
3
7.2 (5 Ratings)
Book Rating
Forced premise (2 more)
Storytelling & writing that drives you insane
Not interesting
You'll probably love it or hate it
Dustin Tillman is a psychologist in Ohio; he's married with two sons and rarely even thinks about the horrific incident of his childhood, when his adopted brother, Rusty, murdered Dustin's parents and his aunt and uncle. Dustin was just a child then, and his brother was arrested largely on the testimony of Dustin and his cousin Kate and the 1980s' fears over satanism. But now Dustin learns that Rusty is being released from prison; his appeal has been granted, and his verdict overturned based on DNA evidence. Meanwhile, Dustin is struggling with one of his patients, Aqil, a former police officer who believes there is a link among a group of drunken college boys who have died by drowning. As more and more things start going wrong in Dustin's life, he gets drawn into Aqil's paranoia-- and he threatens to bring down his family with him.

This book had an interesting premise: linking two sets of crimes in the past and present, but I felt like that premise was a little forced/falsified, and I never got into the book, or the characters. As a reader, you'll probably find the way it's written either brilliant or incredibly irritating, and I fell squarely into the irritating camp. There are very abrupt chapter switches between the present and the past that are quite annoying, making it difficult to tell exactly where you are in time. The changes in point of view aren't as bad, allowing you to hear from Dustin, his son, and others, but it still gets confusing quickly. (Sidebar: doesn't anyone just tell a linear story from one person's point of view anymore?)

Even more, the story is written quite like the characters think--which is fine in theory--for instance, this includes Dustin's tendency to just stop mid-sentence, something his family teases him about. After a bit you get somewhat used to the random sentences that end mid-thought, or the weird white spaces, but it's still strange. Other parts are the story are split into two or three parts on a page and told almost in parallel, causing you to flip back and forth to read each set. I never was quite sure of the point of that. Yes, people in the novel are going crazy and on drugs. I could get that concept and not have to flip back and forth constantly to read chunks of the story. It's one of those storytelling devices that, to me, could be amazing, but just winds up driving you slightly insane.

This novel is also very dark. Again, that's fine. I just finished The Roanoke Girls, which was incredibly dark, and loved it. But this one: I just didn't find it that interesting. I found myself finishing it more out of a vague curiosity and duty than anything else. I figured out one of the main plot points pretty on and wasn't engaged with any of the characters. Then, after all of this, the ending is awful and vague, and there's no resolution, and I found myself just throwing the whole thing down in disgust. Definitely not one of my favorites. I can see the potential for others, but it wasn't for me.

I received a copy of this novel from the publisher and Netgalley (thank you) in return for an unbiased review.
  
The Night Circus
The Night Circus
Erin Morgenstern | 2015 | Fiction & Poetry
8
8.1 (106 Ratings)
Book Rating
A truly entertaining magical piece of fantasy.

All of our readers enjoyed the beautiful descriptive writing of Erin. Some found the beginning a bit difficult to follow with the abrupt changes of time and scene, though others found the whole mystery of it all utterly engrossing.

Basically, there are two ancient magicians who set their two star pupils against each other to find out who is the best. The issues are that the pupils don't know the rules, or how the winner is declared. The competition arena, is the Night Circus.

There is a great deal that is left to the reader's imagination as not everything is completely explained, which only adds to the enigmas and magic entwined in everything. This is not an ordinary novel. We first get a full view of the almost playfulness of the magic and later the darker aspects of it are explored. How everyone involved in the circus whether directly or not is caught up in it and pays a price as well as benefits from it.

Walking through the circus is so beautifully written that it feels as if you are there, smelling the caramel popcorn and watching the white flames dancing. The joy of the circus permeates the pages, people who visit the circus leave it ever changed.

The love story between Marco and Celia is restrained, elegant and ultimately otherworldly in its strength and beauty. They 'write love letters' to each other through the different tents in the circus. The demonstrations of their affection to each other are so beautiful; so dazzling as to wish that everyone could find such love.

The competition though integral to the story becomes the hardest part to reconcile as the pages flip by and the costs mount up for the magic being used, the balancing that must be maintained. Some of these costs are very heavy, burdensome and even fatal. The darker side of the competition is shown in all it's sinister aspects and we are left waiting for the 'other shoe to drop' so to speak.

To show that this book is not for everyone, half of our readers adored this book and would absolutely recommend it as a must read, and the other half were not at all convinced, conceding only that the descriptive writing was excellent but the plot felt thin.
  
Green Room (2015)
Green Room (2015)
2015 | Horror, Thriller
After a fruitless tour, a punk group, The Ain’t Rights, find themselves out of money and stealing gas to get back home. When a recommendation from a fan looking for an interview leads them to play one more show out in the backwoods of Oregon to a crowd of white supremacists, they become witnesses to a murder and barricade themselves in the green room. With no clear escape, they enter into a deadly battle of wills with the owner of the club, and his band of skinheads, and quickly discover that they have no intention of letting them leave alive.

 

It’s to the point now where if the A24 logo is at the front of a flick, chances are I’m handing over my hard-earned cash. Enemy, Locke, A Most Violent Year, Ex Machina, Slow West – they’ve been distributing some of my favorite films from the last few years and are fast becoming a powerhouse for indie movies, not unlike Focus Features a little more than a decade ago. Unfortunately, this means I set my expectations a little too high on my way into Green Room, which was not hard to do when you combine A24’s track record with the emerging talent of writer/director Jeremy Saulnier. Blue Ruin, his second feature, was the surprise indie hit of 2013. Expertly crafted and deliberately paced, it harkened back to 70’s-style bleak and gritty filmmaking. Green Room also features some of the DNA that made Blue Ruin great, those quite moments of high-tension leading into heart-stopping explosions of extreme violence are present and accounted for, but a thinner plot and characters who are severely underdeveloped show that this story, to its detriment, was in much more of a rush to get where it was going than its predecessor was.

 

Green Room’s major selling point is of course, Patrick Stewart. Adding one part Cameron Alexander (Stacy Keach’s character from American History X) to one part Walter White/Heisenberg, his performance will undoubtedly go down as one of the greatest departures of our time. Having said that, and believe me when I say I’m loathe to fly in the face of what an exceptional casting choice this was, he is frustratingly underutilized. It does speak to what an unrivaled talent he is when he can build most of his menace from the other side of a locked door, but regardless of how solid the performance is, his presence is merely a set-piece. A role with this little screen time rivals Anthony Hopkins in The Silence of the Lambs (they both had what probably amounted to about 15 minutes of screen time, or less), but I’m certain Stewart’s won’t leave as lasting an impression. To be blunt, if you’re queuing up just for him, you may come away disappointed.

 

The flip side to this comes about through Imogen Poots as Amber, friend to the murder victim and unfortunate enough to get trapped backstage with the band. Much of the best dialogue, along with some incredible moments of jaw-dropping spontaneity, comes her way and it’s her deadpan delivery that steals the show. Though we are supposed to root for the band, it was her cynical “inside man” that drew me further into their nightmare situation and kept me hoping that she might be the one to survive and give the skinheads the brutal justice they deserved.

 

For now, I’m sticking to my guns and giving Green Room just half marks, but I look forward to a second viewing at home in a few months, where I’m certain my opinion of it will improve, due to my expectations being more aligned and the foreknowledge that this is simple and standard survival horror fare…that just happens to feature Picard as a neo-Nazi.
  
You Decide
You Decide
2020 | Dice Game
What game do you think of when I mention, “roll and move?” For me, it’s Candy Land. Perhaps most kids’ first foray into board games at all. To be honest, it’s not even a roll and move, it’s more a flip and move, but they are usually all the same anyway: roll/flip/spin something and then move your pawn. Sometimes there will be something on the spot to “do” and sometimes you just try to race to the finish. So when the publisher and I were chatting about You Decide and they mentioned it was a family-style roll and move game, I had my doubts, but I wanted to try it out. How does this first game from new publisher Davidson Games fare? Let’s find out and You Decide.

As mentioned in my intro, You Decide is a roll and move game for two players. More players can be added to the game with more copies of the game. In the game players are attempting to be the first to move all six of their pawns from the STARTing line to the FINISH line.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and therefore final components. Also, it is not my intention to detail every rule in the game, but give a feel for the flow of the game and how it plays. You are invited to download the rulebook, purchase the game from the publisher, or through any retailers stocking it soon. -T


To setup, lay out the board between the two players and each player will place their pawns on the six circles on the START area. Roll off to see who will start the game and you are ready to begin!
You Decide turns are simple: roll both dice and decide which pawn to move. Move it and pass the turn to the opponent. When a player rolls the 2d6 it creates two numbers. For this review we will just use the example of a 4 and a 6. With this roll the player will decide to move the pawn in the 4 spot a total of six spaces, or the pawn in the 6 spot a total of four spaces. Easy, right?

Though movement is easy to determine, deciding which to activate is the challenge, though not severe. Upon many spaces on the board are printed instructions for the player to obey when a pawn lands on it. These could include returning the pawn to the START space, or moving forward a number of spaces but also allowing the opponent to move forward, or simply staying put and moving an opponent’s pawn.


When a player lands their pawn at the FINISH area, that number is no longer able to be used in subsequent rolls, and once several dice are at the FINISH area, each die rolls becomes more and more dire as players are on a mad dash to finish first. Play continues in this fashion until a winner has reached the FINISH area with all their pawns.
Components. This is a board, 12 pawns, and 2d6. The board is fine, with legible print and art that is present but stays out of the way. The pawns are typical plastic pawns but in excellent colors: orange and black. The 2d6 are fine as well. Black plastic with white pips. For this type of game, the components are completely functional. Nothing super impressive nor too egregious.

The gameplay is exactly what you want for a family level game. It is extremely light, offers choices that are meaningful without burning little brains, and has just the right amount of take-that to wean newer gamers off the Candy Land Express.

For me, it fills an interesting niche in my collection that I really didn’t know I had: a simple game for my family that even my 4-year-old can play and do well with, as long as we read the choices to him. Now, You Decide is very light and could be considered a gateway filler, but also as an easygoing family stepping stone game to get little ones rolling dice and making choices. Candy Land does NOT allow you to do that. So if you have young ones about to embark on their board game journey, I suggest you grab a copy of You Decide instead of those beginner games at Wal-Mart or Target. That is, unless You Decide gets picked up and sold at those locations.
  
Qwixx
Qwixx
2012 | Dice Game
Roll-and-write games have made quite a resurgence lately, and I love it! When I was a younger man I used to enjoy Yahtzee and, though not a roll-and-write but kinda similar, Phase 10. But since my own transcendence into mature adulthood and gamerhood, simpler games just don’t cut it for me anymore. I really don’t consider myself an “elitist gamer,” but I just don’t draw enjoyment from some of the more pioneer games. So how did I get on with Qwixx? Let’s see.

The object of Qwixx is to be the player who earns the most amount of points at the end of the game. Simple. The game can end at any time in the future, so it is a furious scramble for points on each player’s turn.

To setup, hand each player a score sheet and a writing utensil (not included). Roll off to determine starting player. You are now ready to play Qwixx.

On the active player’s turn, they will roll all available dice. The player will add up the numbers rolled on the two white dice and announce to the table the sum. Using this summed number, all players (including the other non-active players) may cross off this result in any row upon their score sheet. Then the active player may add the result of ONE of the white dice to any of the other-colored dice results to use for their own score sheet. So the active player has the opportunity to cross off two numbers on their score sheet on their turn.

You see, to earn endgame points players are attempting to cross off as many numbers on their score sheets as possible. The caveat follows, however, that once a number has been crossed off within a row a player may NOT cross off any lower numbers than the highest number crossed off. Example: if I were to first cross off a 4 in the red row, I may never cross off 1, 2, or 3 of red in the future. Those options are now lost to me.

Caveat ludio! Players beware! At any time a player can “lock” a color row and remove that color die from the game. This can be done by crossing off the 12 box on the sheet. The prerequisite for this action is to have five boxes crossed off in that row. Also, should a player be unable to cross off a number on their turn, they must cross off one of the penalty boxes on their sheet for a loss of 5 points at endgame. The game ends when a player has crossed off all of their penalty boxes or players have locked the second colored row.

Components. This game is a few dice and a pad of score sheets. The dice are of normal d6 quality. The score sheets are fine, but if you really love this game, you might think about laminating some and keeping some small dry/erase markers in the box. The magnetic flip box is the coolest component of this game and you don’t really use it for anything other than storage!

So here are my thoughts on Qwixx. It is not the most exciting game. It is also not a bad game at all. It is a solid filler that can be played while carrying on a conversation (if you feel you can actually chat and math simultaneously). I don’t think I will suggest it be played too often, but if I am jonesin’ for a quick roll-and-write with a couple other people, or if I have a large game day scheduled, I will throw it in one of my bags. I am not alone on this assessment as you can see from our scores, and for these reasons Purple Phoenix Games gives Qwixx a midline 16 / 24. I think you can easily find this at Target or the like for a reasonable price, if this sounds interesting to you.
  
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Kristin (2 KP) rated Amazon Kindle in Apps

Mar 4, 2019  
Amazon Kindle
Amazon Kindle
Book
9
9.1 (292 Ratings)
App Rating
Ability to bookmark your page (4 more)
Customizable viewing
Book suggestions based on what's in your library
Easily navigate through your library by scrolling through titles, or search for what you're looking for.
Mobility of such a vast library
Awesome App For All of Your Digital Book Needs
Full disclosure: I LOVE BOOKS! Not the digital kind, but tangible books that I can hold in my hand. I cherish that "old book" smell as much as I do turning back the cover on a hardcover for the first time; with the knowledge that another's fingers have yet to turn its pages and become immersed in the story as I'm about to. I will always adore books.

Having said that? I can still fully appreciate the Kindle app for the convenience of reading on the go. Books are, of course, totally portable as well; However, let's say you're on vacation, or at the beach or park, and want to enjoy a book, or pick up where you left off with one that's at home for that matter. With the convenience of the kindle app you can open the app on your phone/tablet/laptop and download the book, or start a new one.

Suitcases have limited capacity, but the vastness of the internet allows you to access nearly any title with just a few clicks/taps. The customization options in Kindle make it even easier to read while on the go because you can adjust brightness, page color (black, white, sepia), text size, font, margins, etc. You don't have to worry about remembering your page number or having a bookmark handy either because the app allows you to bookmark your page. You can read any book anywhere- a novel, research for that history paper you've been procrastinating on, or the steamy new romance you've been waiting on - without having to worry about carrying them around. I don't know about you guys, but sometimes while on a lunch break I wished that I had brought a book with me (particularly if service is slow at a restaurant) so I'd open the Kindle app and find a book to read. My last positive point here is actually both good and bad... You don't have to worry about book lights or keeping the lamp on and annoying your partner if you're reading a book on your phone/tablet, but the flip side to that is there's less strain on your eyes when reading a hard copy book rather than digital.

There are only two downsides to the app and they're more due to my personal preference rather than anything with the app itself... with the prevalence of digital and audio books I've watched many beloved bookstores begin disappearing, or they have downsized to focus on selling digital. The second issue is that unlike with a physical book in hand you can't really tune everything else out (incoming calls and notifications) and lose yourself in whatever you're reading.
  
BlacKkKlansman (2018)
BlacKkKlansman (2018)
2018 | Biography, Comedy, Crime
The first real Oscar contender of 2018
The first shot of the 2018 Oscar race has been fired and it is Spike Lee's BLACKkKLANSMAN. If you are an "Oscar completest" I highly recommend you check this film out as you will be hearing it's name called (probably many times) when the Oscar nominations are revealed.

But...is it a good film?

For the most part, yes.

Based on the incredible true story of Colorado Springs undercover office, Ron Stallworth, an African-American, who was able to infiltrate the KKK via the phone. He then needs a surrogate to keep the subterfuge up in face to face meetings.

In playing Stallworth, relative newcomer John David Washington (son of Denzel) shows that he has inherited at least some of his famous father's acting chops. His portrayal of Washington shows a conflicted man, determined to do his job while juggling his feelings and responsibilities of being a black man in early 1970's America.

Laura Harrier (Liz in SPIDERMAN: HOMECOMING) matches Washington beat for beat as Black activist - and potential love interest - Patrice Dumas who has razor-sharp focus on changing the plight of African Americans and drives Stallworth to thinking about more than just his job.

Other strong performances comes from Topher Grace (as KKK Head David Duke), Robert John Burke as Chief Bridges and Corey Hawkins in an extended cameo as Kwame Ture (aka 1960's Black Activist Stokely Carmichael). I really liked the passion and furvor Hawkins brought to this part.

But...the standout performance in this film comes from Adam Driver as the "white face" of Ron Stallworth to the KKK. He portrays Flip Zimmerman who has been constantly denying his Jewish heritage to pass as a WASP in this world and when he comes face to face with race hatred, he must confront his own inner feelings towards his own past. This is another strong performance by Driver (who is much, much more than just Kylo Ren) and I expect to hear his name called when Oscar nominations are announced.

But...good acting aside...this is a Spike Lee "joint" in all the ways (good and bad) that Spike Lee directs his films. There is a cleanliness in the way he drives the narrative never losing focus on what the main theme of the proceedings needs to be. He paints interesting pictures on the screen and crafts a strong, message picture that should be seen by all.

But...he does have a tendency to overplay his hand, hitting the audience over the head over and over again with his themes to the point of me wanting to say to the screen "all right already, I get it!". This knocks the film down just a hair.

But...that is the price of admission for a very good Spike Lee film, one that I highly recommend you see.

Letter Grade: A-

8 (out of 10) stars and you can take that to the Bank(ofMarquis)