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Gareth von Kallenbach (980 KP) rated Two for the Money (2005) in Movies
Aug 14, 2019
The fall often brings the changing of the leaves and cooler weather, but for many men, fall is the start of Football season. For many, this time honored tradition that has given rise to terms such as “Football Widow”, “tailgating”, and “Super Bowl Party”, is a welcome diversion from the week, and something that is looked forward to all week.
There are also those who look forward to the games for other reasons, such as gambling. In a multi-billion dollar industry, gamblers spend hours looking over the injury reports, betting lines, and handicapping reports in an effort to gain any edge they can find.
In the new film Two for the Money, viewers are shown the highs, lows, and manipulations that can come from high stakes gambling. Brandon Lang (Matthew Mc Conaughey), a star Quarterback whose dreams of playing as a professional end due to a knee injury.
Reduced, to recording messages for a 900 service to make a living, Brandon is given the chance to record his projections for the coming weekend’s games. In no time, Brandon is racking up a very impressive win/loss record which draws the attention of Walter Abrams, (Al Pacino), who whisks Brandon to New York and wants to make him the cornerstone of his advising service.
In no time, Brandon is given a new look, a new stage name, and is center stage making the predictions. The wins start to pile up as does the money which causes bitterness amongst certain staff members who resent the lavish amounts of attention that Brandon is getting from Walter.
Brandon becomes caught up in the life of money, a fast car, and lavish living, and soon finds himself losing touch with his true self. It is at this point that things start to change in Brandon’s fortunes and he must find a way to get himself back on track, before his life spins horribly out of control.
The catchy premise of the film and strong cast starts out strong but looses its way as the film unfolds. Pacino is as effective as always, but his portrayal of Walter as a man obsessed with winning at all costs and his family is often sharply contrasted. In one scene we see him in a menacing light when things are going very well for him, yet when you think he should be going over the top in a time of crisis, he is restrained and unconcerned.
While the above is a good portrayal of the duality of the character, it does not make for high drama as he never does explode. The shoe never does drop, he shows menace, you wait for the moment, where he will turn on those around him, yet it never fully arises.
Rene Russo does a good job as the loyal wife who has mixed feelings about her life. She loves Walter and their daughter but hates gambling, and urges Brandon to walk away from it all. She is good in her scenes but she is not given enough to allow her to shine.
Mc Conaughey is good in his part as his character seems to be an interesting contrast in duality. He has no problem in asking people to bet thousands of dollars on his picks, yet his is unwilling to gamble. He likes the money and fame that comes with his position yet frets over not getting calls from his mother. The part starts strong but the character ultimately comes off bland and unsympathetic.
While not a bad film, Two for the Money ultimately is hindered by the pacing of the film which tends to drag, uneven characters, and a lack of tension. This becomes very clear and towards the last half of the film as much of the interest in the characters and their situations are lost.
There are also those who look forward to the games for other reasons, such as gambling. In a multi-billion dollar industry, gamblers spend hours looking over the injury reports, betting lines, and handicapping reports in an effort to gain any edge they can find.
In the new film Two for the Money, viewers are shown the highs, lows, and manipulations that can come from high stakes gambling. Brandon Lang (Matthew Mc Conaughey), a star Quarterback whose dreams of playing as a professional end due to a knee injury.
Reduced, to recording messages for a 900 service to make a living, Brandon is given the chance to record his projections for the coming weekend’s games. In no time, Brandon is racking up a very impressive win/loss record which draws the attention of Walter Abrams, (Al Pacino), who whisks Brandon to New York and wants to make him the cornerstone of his advising service.
In no time, Brandon is given a new look, a new stage name, and is center stage making the predictions. The wins start to pile up as does the money which causes bitterness amongst certain staff members who resent the lavish amounts of attention that Brandon is getting from Walter.
Brandon becomes caught up in the life of money, a fast car, and lavish living, and soon finds himself losing touch with his true self. It is at this point that things start to change in Brandon’s fortunes and he must find a way to get himself back on track, before his life spins horribly out of control.
The catchy premise of the film and strong cast starts out strong but looses its way as the film unfolds. Pacino is as effective as always, but his portrayal of Walter as a man obsessed with winning at all costs and his family is often sharply contrasted. In one scene we see him in a menacing light when things are going very well for him, yet when you think he should be going over the top in a time of crisis, he is restrained and unconcerned.
While the above is a good portrayal of the duality of the character, it does not make for high drama as he never does explode. The shoe never does drop, he shows menace, you wait for the moment, where he will turn on those around him, yet it never fully arises.
Rene Russo does a good job as the loyal wife who has mixed feelings about her life. She loves Walter and their daughter but hates gambling, and urges Brandon to walk away from it all. She is good in her scenes but she is not given enough to allow her to shine.
Mc Conaughey is good in his part as his character seems to be an interesting contrast in duality. He has no problem in asking people to bet thousands of dollars on his picks, yet his is unwilling to gamble. He likes the money and fame that comes with his position yet frets over not getting calls from his mother. The part starts strong but the character ultimately comes off bland and unsympathetic.
While not a bad film, Two for the Money ultimately is hindered by the pacing of the film which tends to drag, uneven characters, and a lack of tension. This becomes very clear and towards the last half of the film as much of the interest in the characters and their situations are lost.

Matthew Krueger (10051 KP) rated Eternal Darkness: Sanity's Requiem in Video Games
Oct 28, 2019 (Updated Oct 28, 2019)
Psychological Warfare
Contains spoilers, click to show
Eternal Darkness- why does no one talk about this game. It is amazing, its horrorfying, terroryfying, spooky, creepy, thrilling, chilling and so much more. Plus it came out only for the gamecube, which is huge because nintendo doesnt put out or release alot of horror games. This, luigi's mansion and Resident Evil 4 were the big horror games for the gamecube. Maybe more came out, but those 3 were the big ones. Lets talk about this game, shall we....
The narrative of the game's story switches between two phases. The main phase focuses on a series of chapters in which players take control of a new character each time. The other phase acts as an intermission. The game boasts twelve playable characters, split between four distinct locations, and from different periods of time.
The story features multiple paths that can be taken. This choice not only determines which of the game's three other antagonists are aligned to the plot, but it also has subtle effects on the gameplay in chapters and intermission periods. Some changes include slight differences in puzzles and items, but most changes revolve around enemy placement, which will determine how the player engages them. This can even have an effect on the relative difficulty of the game in certain situations. Red tinted enemies, for example, are tougher than their counterparts.
The other distinctive gameplay aspect comes from "Sanity Effects", the game's standout concept that Nintendo patented. Upon beginning the game's second chapter, players must keep watch on a Sanity meter – a green bar which decreases when the player is spotted by an enemy. As the bar becomes low, subtle changes to the environment and random unusual events begin to occur, which reflect the character's slackening grip on reality.
While minor effects include a skewed camera angle, heads of statues following the character, and unsettling noises, stronger effects include bleeding on walls and ceilings, entering a room that is unrealistic before finding that the character never left the previous room, the character suddenly dying, and fourth wall breaking effect such as "To Be Continued" promotions for a "sequel", and simulated errors and anomalies of the TV or GameCube. While the latter does not affect gameplay, they can be misconstrued by the player as being actual technical malfunctions.
Lets talk about the plot/story....
The story of Eternal Darkness takes place over four principal locations which the game skips back and forth between. They include an underground temple complex called the Forbidden City, in Persia; a Khmer temple in Angkor Thom, Cambodia; Oublié Cathedral in Amiens, France (not to be confused with Amiens Cathedral); and the Roivas Family Estate in Rhode Island, which also leads to an ancient underground city named Ehn'gha beneath the mansion. Each time a location is visited, it is done so in a different time period. Spanning from 26 BC to 2000 AD. Almost half of which take place in the 20th century. Each different era and character offers a different periodic and personal perspective on the location.
The chapters found in the game are not discovered in chronological order. Instead, to make the narrative more dramatic, each chapter jumps around the timeline of the plot. However, despite the overall story skipping back and forth through time, the chapters do follow chronological order within their respective locations. This is because each setting also has its own contained story.
This game is so good, its epic, im surprised that not of people know about this game and heard about this game.
I highly reccordmend playing this game.
Lastly shout out to @LeftSideCut for getting the hints/clues for this review.
The narrative of the game's story switches between two phases. The main phase focuses on a series of chapters in which players take control of a new character each time. The other phase acts as an intermission. The game boasts twelve playable characters, split between four distinct locations, and from different periods of time.
The story features multiple paths that can be taken. This choice not only determines which of the game's three other antagonists are aligned to the plot, but it also has subtle effects on the gameplay in chapters and intermission periods. Some changes include slight differences in puzzles and items, but most changes revolve around enemy placement, which will determine how the player engages them. This can even have an effect on the relative difficulty of the game in certain situations. Red tinted enemies, for example, are tougher than their counterparts.
The other distinctive gameplay aspect comes from "Sanity Effects", the game's standout concept that Nintendo patented. Upon beginning the game's second chapter, players must keep watch on a Sanity meter – a green bar which decreases when the player is spotted by an enemy. As the bar becomes low, subtle changes to the environment and random unusual events begin to occur, which reflect the character's slackening grip on reality.
While minor effects include a skewed camera angle, heads of statues following the character, and unsettling noises, stronger effects include bleeding on walls and ceilings, entering a room that is unrealistic before finding that the character never left the previous room, the character suddenly dying, and fourth wall breaking effect such as "To Be Continued" promotions for a "sequel", and simulated errors and anomalies of the TV or GameCube. While the latter does not affect gameplay, they can be misconstrued by the player as being actual technical malfunctions.
Lets talk about the plot/story....
The story of Eternal Darkness takes place over four principal locations which the game skips back and forth between. They include an underground temple complex called the Forbidden City, in Persia; a Khmer temple in Angkor Thom, Cambodia; Oublié Cathedral in Amiens, France (not to be confused with Amiens Cathedral); and the Roivas Family Estate in Rhode Island, which also leads to an ancient underground city named Ehn'gha beneath the mansion. Each time a location is visited, it is done so in a different time period. Spanning from 26 BC to 2000 AD. Almost half of which take place in the 20th century. Each different era and character offers a different periodic and personal perspective on the location.
The chapters found in the game are not discovered in chronological order. Instead, to make the narrative more dramatic, each chapter jumps around the timeline of the plot. However, despite the overall story skipping back and forth through time, the chapters do follow chronological order within their respective locations. This is because each setting also has its own contained story.
This game is so good, its epic, im surprised that not of people know about this game and heard about this game.
I highly reccordmend playing this game.
Lastly shout out to @LeftSideCut for getting the hints/clues for this review.

Purple Phoenix Games (2266 KP) rated Escape: The Curse of the Temple in Tabletop Games
Jul 16, 2019 (Updated Dec 10, 2019)
Being a treasure hunter definitely sounds like a ton of fun – you get to travel to and explore exotic locations, decipher some hidden clues, and ultimately uncover some cool (and probably expensive!) artifacts and treasures! No reward is without risk, however, and you must be willing to put your life on the line, literally, to hack it in the treasure-hunting world!
Your latest quest has brought you and your comrades to an ancient temple. While exploring, you come across a treasure cache – score!! Your team decides to take it…for research purposes of course…but unbeknownst to you, this temple and its treasure are cursed, and you have just literally brought that curse down upon yourselves. The temple begins to collapse, and you and your team must make it to the exit alive! But wait, which way did you come from? Seriously? Did nobody leave any breadcrumbs? Which path is the right way? Too late to ask questions, just go! Traverse your way through this maze of a temple and get out! Will you make it out? Will your comrades make it too? I guess you’ll just have to wait and see…
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Escape: The Curse of the Temple is a real-time cooperative game in which players must roll dice, uncover new tiles, and find their way to the exit before the temple collapses, trapping the explorers inside. Played in exactly 10 minutes, all actions are taken simultaneously – you are trying to escape after all! By rolling dice, players can uncover new rooms and find magic gems. Once the exit tile has been discovered, all players must make their way to it and out of the temple! Strategy is key – do you move as a group in the same direction (there is safety in numbers…) or do you split up in an attempt to find the exit more quickly? That’s up to you and your team to decide – but decide quickly, because time is running out!
One super neat thing about this game is the countdown timer/soundtrack. When I say the game takes 10 minutes to play, I mean that literally – there is a timer! The corresponding soundtrack really brings the theme to life and creates a unique atmosphere. The pressure of a time limit means that players are frantically rolling dice and moving throughout the temple, just as they would be frantically searching for the exit in the real world. For a pretty simple game of dice-rolling, I think the timer adds to the overall excitement of the game – without it, there is no element of urgency and the theme would not feel as authentic.
That being said, timers kind of stress me out in games. One thing that can alleviate some of the pressure created by the timer is being able to work as a group. Cooperation is important to success because everyone wins or loses together. I don’t have to race against the clock on my own, I just need to do my part to help the group succeed. Whether it’s uncovering new room tiles or pooling dice with another player to find magic gems, winning Escape is, overall, a group effort.
If you’ve never played a real-time game or one with a timer before, I would recommend Escape: The Curse of the Temple. It’s simple enough to be a good introduction to the mechanics, yet engaging and exciting enough to keep you coming back. Purple Phoenix Games gives it a heart-pounding 17 / 24.
Your latest quest has brought you and your comrades to an ancient temple. While exploring, you come across a treasure cache – score!! Your team decides to take it…for research purposes of course…but unbeknownst to you, this temple and its treasure are cursed, and you have just literally brought that curse down upon yourselves. The temple begins to collapse, and you and your team must make it to the exit alive! But wait, which way did you come from? Seriously? Did nobody leave any breadcrumbs? Which path is the right way? Too late to ask questions, just go! Traverse your way through this maze of a temple and get out! Will you make it out? Will your comrades make it too? I guess you’ll just have to wait and see…
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Escape: The Curse of the Temple is a real-time cooperative game in which players must roll dice, uncover new tiles, and find their way to the exit before the temple collapses, trapping the explorers inside. Played in exactly 10 minutes, all actions are taken simultaneously – you are trying to escape after all! By rolling dice, players can uncover new rooms and find magic gems. Once the exit tile has been discovered, all players must make their way to it and out of the temple! Strategy is key – do you move as a group in the same direction (there is safety in numbers…) or do you split up in an attempt to find the exit more quickly? That’s up to you and your team to decide – but decide quickly, because time is running out!
One super neat thing about this game is the countdown timer/soundtrack. When I say the game takes 10 minutes to play, I mean that literally – there is a timer! The corresponding soundtrack really brings the theme to life and creates a unique atmosphere. The pressure of a time limit means that players are frantically rolling dice and moving throughout the temple, just as they would be frantically searching for the exit in the real world. For a pretty simple game of dice-rolling, I think the timer adds to the overall excitement of the game – without it, there is no element of urgency and the theme would not feel as authentic.
That being said, timers kind of stress me out in games. One thing that can alleviate some of the pressure created by the timer is being able to work as a group. Cooperation is important to success because everyone wins or loses together. I don’t have to race against the clock on my own, I just need to do my part to help the group succeed. Whether it’s uncovering new room tiles or pooling dice with another player to find magic gems, winning Escape is, overall, a group effort.
If you’ve never played a real-time game or one with a timer before, I would recommend Escape: The Curse of the Temple. It’s simple enough to be a good introduction to the mechanics, yet engaging and exciting enough to keep you coming back. Purple Phoenix Games gives it a heart-pounding 17 / 24.

Purple Phoenix Games (2266 KP) rated The Oregon Trail Card Game in Tabletop Games
Nov 7, 2019
The Oregon Trail! A classic computer game from our youth that, despite being so hard to beat, kept us coming back for more! So when it was turned into a card game, I was SO EXCITED! Nothing like dying of Dysentery to bring back fond memories! Does this game live up to the hype of the OG game? Keep reading to find out!
The Oregon Trail Card Game is a cooperative game of hand management in which players are trying to make it all the way down the Oregon Trail! Players take turns playing Trail cards to advance on their journey, stopping at forts and towns along the way to collect supplies, and dealing with the Calamities of the open Trail – whether that’s fording across rivers or dealing with nasty rattlesnake bites. Do you and your party have what it takes to survive, or will the trail claim more lives in the end?
Ok so first things first – for nostalgia’s sake, this game is great. The artwork is a call-back to the original 8-bit design, the Calamities you may encounter are taken right from the computer game (there IS a “You have died of Dysentery” card), and the game is as hard to win as you remember. It definitely makes for a fun walk down memory lane.
Now, actually PLAYING the game is a different story. I think it’s a pretty bad attempt at a card game. For starters, the rulesheet (it’s more of a brochure than a book…) is extremely ambiguous. I had more questions about how to play after I read the rules than I did beforehand. The physical layout of the rules feels choppy, which makes it hard to logically follow, and the wording for some rules feels like it contradicts other rules. Overall, it just seems like the rulesheet was written in one go with no refining or editing – every single thought was thrown in and then not checked for accuracy or clarity.
Beyond the calamity that is the rulesheet, the game is hard to beat. The rules even say “More likely, the game ends when the last player dies.” Like even the creators know it’s impossible! I’ve never won a game because it is stacked against the players from the start. For starters, the game is so long. Without going too much into detail, by the end of the game 50 out of the 58 trail cards will be used – that’s almost ALL of them! And almost every card has a text action/consequence associated with it, which really reduces your likelihood of success. Some Calamity cards kill off players with no chance for remedy first, while some Trail cards are dictated by die rolls that can also either kill you or cause you to draw extra Calamity cards. I know the original game was tough, but since this card game is more based on the luck of the draw than your decisions, it feels futile to play. Luck-based games, when executed well, can be pretty fun. But unfortunately, it just doesn’t work for me in this game.
So do I like this game? Kind of? I like it for nostalgic purposes, but beyond that I really don’t. The rules make no sense and I feel like I interpret them differently every time – so who knows if I’ve actually ever played correctly. I have never won a game, the furthest I’ve ever gotten has been about halfway through to the end. Should you try The Oregon Trail Card Game? Probably not. You’re not really missing a lot besides reliving some childhood memories. Fun idea, but awful execution, in my opinion! Purple Phoenix Games (with guest score from a pal of Travis) gives The Oregon a Trail Card Game a choleric 12 / 24.
The Oregon Trail Card Game is a cooperative game of hand management in which players are trying to make it all the way down the Oregon Trail! Players take turns playing Trail cards to advance on their journey, stopping at forts and towns along the way to collect supplies, and dealing with the Calamities of the open Trail – whether that’s fording across rivers or dealing with nasty rattlesnake bites. Do you and your party have what it takes to survive, or will the trail claim more lives in the end?
Ok so first things first – for nostalgia’s sake, this game is great. The artwork is a call-back to the original 8-bit design, the Calamities you may encounter are taken right from the computer game (there IS a “You have died of Dysentery” card), and the game is as hard to win as you remember. It definitely makes for a fun walk down memory lane.
Now, actually PLAYING the game is a different story. I think it’s a pretty bad attempt at a card game. For starters, the rulesheet (it’s more of a brochure than a book…) is extremely ambiguous. I had more questions about how to play after I read the rules than I did beforehand. The physical layout of the rules feels choppy, which makes it hard to logically follow, and the wording for some rules feels like it contradicts other rules. Overall, it just seems like the rulesheet was written in one go with no refining or editing – every single thought was thrown in and then not checked for accuracy or clarity.
Beyond the calamity that is the rulesheet, the game is hard to beat. The rules even say “More likely, the game ends when the last player dies.” Like even the creators know it’s impossible! I’ve never won a game because it is stacked against the players from the start. For starters, the game is so long. Without going too much into detail, by the end of the game 50 out of the 58 trail cards will be used – that’s almost ALL of them! And almost every card has a text action/consequence associated with it, which really reduces your likelihood of success. Some Calamity cards kill off players with no chance for remedy first, while some Trail cards are dictated by die rolls that can also either kill you or cause you to draw extra Calamity cards. I know the original game was tough, but since this card game is more based on the luck of the draw than your decisions, it feels futile to play. Luck-based games, when executed well, can be pretty fun. But unfortunately, it just doesn’t work for me in this game.
So do I like this game? Kind of? I like it for nostalgic purposes, but beyond that I really don’t. The rules make no sense and I feel like I interpret them differently every time – so who knows if I’ve actually ever played correctly. I have never won a game, the furthest I’ve ever gotten has been about halfway through to the end. Should you try The Oregon Trail Card Game? Probably not. You’re not really missing a lot besides reliving some childhood memories. Fun idea, but awful execution, in my opinion! Purple Phoenix Games (with guest score from a pal of Travis) gives The Oregon a Trail Card Game a choleric 12 / 24.

Lee (2222 KP) rated Max Winslow and the House of Secrets (2019) in Movies
Oct 13, 2020
Max Winslow and the House of Secrets is a family film, very much in the vein of Charlie and the Chocolate Factory. Maxine Winslow (Sydne Mikelle), or Max for short, is our Charlie Bucket, coming from a single-parent family and living with a mother who is struggling with debt. Tech-savvy Max is also a skilled hacker, demonstrating this by taking control of her neighbours video doorbell and making it ring so that he comes running outside. Kind of like a modern-day Knock-Down Ginger.
Max heads into school, where we’re introduced to some more teens who are set to join her later on, including a social-media obsessed girl, a boy addicted to gaming and a boy who enjoys trolling people online. As they settle down at their desks, the face of eccentric billionaire Atticus Virtue (Chad Michael Murray) takes over all of the TV screens throughout the school. He tells them that five students are to be selected to spend the night in his high tech mansion, and undertake a series of games, with the winner becoming the new owner of the mansion. When the confirmation text messages start coming through to the student phones later that day, we already know most of those that receive the big green tick on their screens, so they head off to the mansion, ready to spend the night.
Atticus himself isn’t at the mansion to greet the group. Instead, an AI named Haven (voiced by Marina Sirtis) opens the door for them, orders a takeaway delivery and gives them their instructions for the night. Basically, whoever solves the most puzzles and earns the highest score wins the mansion!
The puzzles start off ridiculously hard, with a locked door requiring a six-digit code to open, and only three attempts allowed. Max spots three jars of candy in the room and automatically decides that the total pieces of candy in each jar can be combined into a six-digit number, obviously. And you’re not supposed to think about how she managed to get them in the right order, or why the plate of cookies on the table wasn’t included in the code…
From there, the points come a lot easier for the team, such as simply putting on a pair of sunglasses(!), before turning slightly sinister as the group separates and everyone heads off on their own. Haven begins to go a little bit rogue, although with her monotone delivery of thinly veiled threats, she never really comes across as scary as I think she is meant to be. The games become a way of showing each individual the error of their ways - narcissistic Sophia is trapped in a bathroom talking to her mirror reflection, which has now turned into a nastier version of herself, while others are trapped in VR scenarios designed to show them where they’ve gone wrong in life.
It’s at this point that the movie struggles. The VR recreations are mostly dull, while other scenes utilise some pretty dodgy VFX and there’s never any real feeling of peril or threat. The young cast, for the most part, give some pretty good performances. However, with a mediocre script, none of them is really given very much to work with. Consequently, some of them, particularly the character of Max, feel a little wasted, not fleshed out enough.
While entertaining at times, Max Winslow and the House of Secrets is too scary for young children and not dramatic or scary enough for adults to really enjoy. Hopefully, though, the teen audience that this is squarely aimed at will pick up on the strong moral messages at the heart of the movie and will manage to gain some enjoyment from it.
Max heads into school, where we’re introduced to some more teens who are set to join her later on, including a social-media obsessed girl, a boy addicted to gaming and a boy who enjoys trolling people online. As they settle down at their desks, the face of eccentric billionaire Atticus Virtue (Chad Michael Murray) takes over all of the TV screens throughout the school. He tells them that five students are to be selected to spend the night in his high tech mansion, and undertake a series of games, with the winner becoming the new owner of the mansion. When the confirmation text messages start coming through to the student phones later that day, we already know most of those that receive the big green tick on their screens, so they head off to the mansion, ready to spend the night.
Atticus himself isn’t at the mansion to greet the group. Instead, an AI named Haven (voiced by Marina Sirtis) opens the door for them, orders a takeaway delivery and gives them their instructions for the night. Basically, whoever solves the most puzzles and earns the highest score wins the mansion!
The puzzles start off ridiculously hard, with a locked door requiring a six-digit code to open, and only three attempts allowed. Max spots three jars of candy in the room and automatically decides that the total pieces of candy in each jar can be combined into a six-digit number, obviously. And you’re not supposed to think about how she managed to get them in the right order, or why the plate of cookies on the table wasn’t included in the code…
From there, the points come a lot easier for the team, such as simply putting on a pair of sunglasses(!), before turning slightly sinister as the group separates and everyone heads off on their own. Haven begins to go a little bit rogue, although with her monotone delivery of thinly veiled threats, she never really comes across as scary as I think she is meant to be. The games become a way of showing each individual the error of their ways - narcissistic Sophia is trapped in a bathroom talking to her mirror reflection, which has now turned into a nastier version of herself, while others are trapped in VR scenarios designed to show them where they’ve gone wrong in life.
It’s at this point that the movie struggles. The VR recreations are mostly dull, while other scenes utilise some pretty dodgy VFX and there’s never any real feeling of peril or threat. The young cast, for the most part, give some pretty good performances. However, with a mediocre script, none of them is really given very much to work with. Consequently, some of them, particularly the character of Max, feel a little wasted, not fleshed out enough.
While entertaining at times, Max Winslow and the House of Secrets is too scary for young children and not dramatic or scary enough for adults to really enjoy. Hopefully, though, the teen audience that this is squarely aimed at will pick up on the strong moral messages at the heart of the movie and will manage to gain some enjoyment from it.

Purple Phoenix Games (2266 KP) rated Party Bandimals in Tabletop Games
Oct 8, 2019
Band geeks. We all were bullied as kids. Walking to/from school with our super uncool instrument cases in our hands. All throughout our schooldays knowing that we were near the bottom of the popularity barrel. Then something happens. We become adults, join a band, sell merchandise, and all of a sudden it’s cool to be in a band and everyone wants to hang out. None of this has anything to do with the game I’m previewing right now, but this is a PSA – treat your band kids well so they can flourish and grow and become invincible bad-asses that seriously rock.
Party Bandimals is a card game where players are band managers looking to fill out their respective musical groups that feature anthropomorphic animals playing musical instruments. Each turn players are trying to boost their own bands with wicked rad band members while simultaneously subbing in the uncool members to their opponents’ bands.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
A game of Party Bandimals takes place over a series of rounds. The first player to amass a band whose total strength equals or exceeds 11 (net). Each animal card has a number printed in the upper left hand corner indicating its strength, be it positive or negative. Positive numbered cards are played to your band tableau and negative cards to an opponent’s band – thus lowering their total strength score.
To setup shuffle the cards and deal three to each player. Any player that has received any cards with the “Play when drawn” icon must discard those and draw up to three. You are now ready to play.
On your turn you draw up to four cards and then play a card from your hand. Any card drawn with the “Play when drawn” icon (see “Bob” above) will be played immediately. Otherwise, you may choose any card in your hand to be played. These could be band members or other events. Some cards are designed to be played as reaction cards to other opponents’ plays and can be played out of turn. That’s it! The rules and game play are very light, and games are very quick.
Components: This is a card game. Mine came in a tin, though I do not know if that is the plan for when the game goes retail or as result of a successful Kickstarter campaign. The cards are good quality, and the art on them is very cool. The names are sometimes hilarious and the art reflects that as well. Each character has a personality, and some are even inspired by the designer’s friends and family. I didn’t see any trumpet playing Travis cards, so maybe that’s in the works…
So here are my thoughts on Party Bandimals. It’s a really quick game with some interesting decisions and LOTS of take that. I mean, you’re trying to put a band together of the sickest entertainers out there, but so are your opponents. You are pawning off the bad musicians on your friends opponents and keeping all the good musicians. It really works well when you want a super quick filler with a great theme, fun art (I mean, look at lil Elanor up there on that harmonica solo), and grudges to be formed. If your group likes take that games, or at least don’t get all bent out of shape, then you should check out Party Bandimals. It’s quick, fun, and has a great theme. What more do you want, people???
Party Bandimals is a card game where players are band managers looking to fill out their respective musical groups that feature anthropomorphic animals playing musical instruments. Each turn players are trying to boost their own bands with wicked rad band members while simultaneously subbing in the uncool members to their opponents’ bands.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
A game of Party Bandimals takes place over a series of rounds. The first player to amass a band whose total strength equals or exceeds 11 (net). Each animal card has a number printed in the upper left hand corner indicating its strength, be it positive or negative. Positive numbered cards are played to your band tableau and negative cards to an opponent’s band – thus lowering their total strength score.
To setup shuffle the cards and deal three to each player. Any player that has received any cards with the “Play when drawn” icon must discard those and draw up to three. You are now ready to play.
On your turn you draw up to four cards and then play a card from your hand. Any card drawn with the “Play when drawn” icon (see “Bob” above) will be played immediately. Otherwise, you may choose any card in your hand to be played. These could be band members or other events. Some cards are designed to be played as reaction cards to other opponents’ plays and can be played out of turn. That’s it! The rules and game play are very light, and games are very quick.
Components: This is a card game. Mine came in a tin, though I do not know if that is the plan for when the game goes retail or as result of a successful Kickstarter campaign. The cards are good quality, and the art on them is very cool. The names are sometimes hilarious and the art reflects that as well. Each character has a personality, and some are even inspired by the designer’s friends and family. I didn’t see any trumpet playing Travis cards, so maybe that’s in the works…
So here are my thoughts on Party Bandimals. It’s a really quick game with some interesting decisions and LOTS of take that. I mean, you’re trying to put a band together of the sickest entertainers out there, but so are your opponents. You are pawning off the bad musicians on your friends opponents and keeping all the good musicians. It really works well when you want a super quick filler with a great theme, fun art (I mean, look at lil Elanor up there on that harmonica solo), and grudges to be formed. If your group likes take that games, or at least don’t get all bent out of shape, then you should check out Party Bandimals. It’s quick, fun, and has a great theme. What more do you want, people???

Gareth von Kallenbach (980 KP) rated the Playstation 5 version of Gotham Knights in Video Games
Nov 4, 2022
Gotham Knights Delivers Dark Action For DC Fans
Following the success of the Arkham series of games would be a daunting
task for any developer and when WB Games Montreal announced Gotham Knights
and that it would not benefit from the inclusion of Batman; fans of the
series were curious about what the new game would hold.
Taking place shortly after the death of Batman which is depicted in an
the amazing animated sequence that sets the tone for the game well; Nightwing,
The Red Hood, Robin, and Batgirl are tasked to pick up where Batman left
off and protect the city but also deal with a murder mystery and even
darker threat than they could have imagined facing the city.
Players will select a character and as they gain experience, new costumes,
abilities and moves will become available as well as the ability to Fast
Travel between locales on the map. This is essential as the city is a
sprawling and cluttered urban setting filled with dangers around every
corner.
Playing as Nightwing I was able to summon a cycle and speed to locales and
setting waypoints on the map allowed my path to be displayed which was
much better than driving in a general direction. I also had the option to
fire a Zipline and pull myself all over the city and up very tall
buildings which allowed me to get around when driving was not always the
ideal option.
The game is filled with side quests as well as appearances by classic
Batman Universe characters both good and bad and always added a nice
element to the game.
The combat in the game is nimble and at times brutal as there is no end
of gangs, enemies, and thugs to battle and using hit and run tactics to
dodge and attack often work well but require some patience as some
enemies take a good amount of damage before they fall and when your health
packs run low, players often have to adjust on the fly to survive.
There are also puzzles to solve along the way that help provide clues to
the ongoing threat and players will be able to return to the Belfry to get
a break, update the narrative, check the clues, and update their costume
and skills.
The game does provide an extensive amount of gameplay and even upon
completion there are side quests that can be undertaken as well as
patrols.
Multiplay is an option as players can form a team or drop in. The few
times I tried this I was paired with individuals who were busy doing their
own thing as having someone to watch my back during the more challenging
missions would have been ideal.
The game did have a few frustrations like having to align near objects at
times just right for them to allow me to manipulate them and the mission
pathfinding was a bit confusing early on as were some elements of the
crafting menu.
As I spent more time with the game and updates became available, I became
engrossed in the story which was constantly evolving and the darker tones
were very appealing to me. It was great to be able to explore the
highly-detailed city but at times the travel did seem a bit tedious
especially missions where I had to patrol and beat information out of
random street thugs in order to progress.
That being said, the game was entertaining and I am curious about playing
as some of the other characters as well as seeing what future missions
will be made available while it does not reach the level of Arkham
Asylum, Gotham Knights was for me a very enjoyable adventure despite some
flaws and one that I think DC fans will enjoy if they are patient and
willing to overlook some of the shortcomings of the game to focus on the
things it does well.
3.5 stars out of 5
task for any developer and when WB Games Montreal announced Gotham Knights
and that it would not benefit from the inclusion of Batman; fans of the
series were curious about what the new game would hold.
Taking place shortly after the death of Batman which is depicted in an
the amazing animated sequence that sets the tone for the game well; Nightwing,
The Red Hood, Robin, and Batgirl are tasked to pick up where Batman left
off and protect the city but also deal with a murder mystery and even
darker threat than they could have imagined facing the city.
Players will select a character and as they gain experience, new costumes,
abilities and moves will become available as well as the ability to Fast
Travel between locales on the map. This is essential as the city is a
sprawling and cluttered urban setting filled with dangers around every
corner.
Playing as Nightwing I was able to summon a cycle and speed to locales and
setting waypoints on the map allowed my path to be displayed which was
much better than driving in a general direction. I also had the option to
fire a Zipline and pull myself all over the city and up very tall
buildings which allowed me to get around when driving was not always the
ideal option.
The game is filled with side quests as well as appearances by classic
Batman Universe characters both good and bad and always added a nice
element to the game.
The combat in the game is nimble and at times brutal as there is no end
of gangs, enemies, and thugs to battle and using hit and run tactics to
dodge and attack often work well but require some patience as some
enemies take a good amount of damage before they fall and when your health
packs run low, players often have to adjust on the fly to survive.
There are also puzzles to solve along the way that help provide clues to
the ongoing threat and players will be able to return to the Belfry to get
a break, update the narrative, check the clues, and update their costume
and skills.
The game does provide an extensive amount of gameplay and even upon
completion there are side quests that can be undertaken as well as
patrols.
Multiplay is an option as players can form a team or drop in. The few
times I tried this I was paired with individuals who were busy doing their
own thing as having someone to watch my back during the more challenging
missions would have been ideal.
The game did have a few frustrations like having to align near objects at
times just right for them to allow me to manipulate them and the mission
pathfinding was a bit confusing early on as were some elements of the
crafting menu.
As I spent more time with the game and updates became available, I became
engrossed in the story which was constantly evolving and the darker tones
were very appealing to me. It was great to be able to explore the
highly-detailed city but at times the travel did seem a bit tedious
especially missions where I had to patrol and beat information out of
random street thugs in order to progress.
That being said, the game was entertaining and I am curious about playing
as some of the other characters as well as seeing what future missions
will be made available while it does not reach the level of Arkham
Asylum, Gotham Knights was for me a very enjoyable adventure despite some
flaws and one that I think DC fans will enjoy if they are patient and
willing to overlook some of the shortcomings of the game to focus on the
things it does well.
3.5 stars out of 5

Mothergamer (1568 KP) rated Okami HD in Video Games
Apr 3, 2019
Okami is one of my personal favorite games. When it came out on the PS2 I played it often. When I saw that Okami HD was available for PS4, I got it immediately. I was thrilled to play one of my favorite games again. This was also a game I chose to stream on my Twitch channel. The things I loved about Okami were still here in the HD remastered version. The art style was as beautiful as ever and the music was great. The story and the characters that I remembered brought a smile to my face. Playing as the white wolf god Amaterasu with her little Poncle pal Issun was so much fun. Exploring everywhere is half the fun because each area is so different from the next.
Amaterasu exploring.
The story is very much about helping nature as Amaterasu is a god and referred to as the mother of all. The goal is to find her celestial brush techniques and use them on your adventure as needed. For example a technique called Bloom, has you putting the celestial brush on a dead tree and when you do it, there is a beautiful cutscene that shows the tree blooming with cherry blossoms. When you do it with the guardian trees, an even prettier cutscene happens that rids the land of the curse and everything blooms and there are cute animals too.
Using the celestial brush to use the bloom technique.
Since Amaterasu is a god, she needs praise in order to level up her skills and health. There are several ways to do this. One way is by feeding the animals throughout the lands. You can buy food for the animals from the merchants in the towns. When you feed the animals the food they like you earn praise. The biggest one of course is healing all the guardian trees and healing the trees throughout the different areas. You can also do all the side quests and help the people you meet and you earn praise from helping them. When you have enough praise for various things such as increasing your ink pots or your health, you can upgrade them with all the praise you have earned.
There are also digging mini games where Amaterasu uses her digging abilities and celestial brush skills to help people find things. The digging mini game can be a little frustrating because it does not give you a lot of time and you have to look for blossoms with timer orbs and use bloom on them to add extra time. When you use your brush skills, the timer is still counting down so you have to be as fast as you can. If you run out of time, you have to start over again. This is why it can be a little frustrating, but the game is still fun.
The digging mini game in action. Be fast!
There are all kinds of demons to fight and you earn experience points, yen, and extra ink when you beat them. For the story there are several boss demons you need to fight. There are different strategies for each boss and you need to use your celestial brush skills in order to defeat them. This is where the art style of Okami really shines as no two bosses are alike and using the skills is a creative way to handle them. However, I did have a huge issue with the final boss fight. It was over the top and ridiculous. While I understand that it was meant to be a challenge, this fight had everything but the kitchen sink. There were at least five different things I had to avoid, dodge, or not get crushed under. This also caused frustration with my streaming because from the beginning Okami had been very stream friendly and everyone was enjoying it. When I got to the final boss however, it blocked the scenes. If it was just the cutscenes I could understand that, but it blocked the entire final boss fight and the closing credits. I get that they want to avoid spoilers too, but at this point if a person is watching the streaming and people have been watching since the beginning, there is no point in blocking the final scenes. I know I am fairly new to streaming and currently I am streaming from my PS4 until I get the equipment I need, but this was definitely incredibly infuriating. I did finish the game, but I felt I had to apologize to my viewers for this happening and I did. Luckily, they were all very supportive and understanding about the whole thing.
One of the boss battles in Okami.
In spite of that frustration I did enjoy the game. Okami is still a game that is dear to my heart because of the story, the art style, the characters, and wonderful music. It is fun to play and overall I did enjoy streaming it because I got to share a game I loved with everyone. It is a game that celebrates friendship, love, and doing your best to be kind and help others which is something I talk about often. A game that is not only fun to play, but offers such a wonderful story with those ideals is a pretty fantastic thing. After the game is done, you can play a new game plus with all the items and upgrades you have earned. You can also get any side quests you missed. Okami was so much fun to play again and I'm happy that we got to go on that adventure together. Thanks for reading, everyone. See you at the next adventure!
Amaterasu exploring.
The story is very much about helping nature as Amaterasu is a god and referred to as the mother of all. The goal is to find her celestial brush techniques and use them on your adventure as needed. For example a technique called Bloom, has you putting the celestial brush on a dead tree and when you do it, there is a beautiful cutscene that shows the tree blooming with cherry blossoms. When you do it with the guardian trees, an even prettier cutscene happens that rids the land of the curse and everything blooms and there are cute animals too.
Using the celestial brush to use the bloom technique.
Since Amaterasu is a god, she needs praise in order to level up her skills and health. There are several ways to do this. One way is by feeding the animals throughout the lands. You can buy food for the animals from the merchants in the towns. When you feed the animals the food they like you earn praise. The biggest one of course is healing all the guardian trees and healing the trees throughout the different areas. You can also do all the side quests and help the people you meet and you earn praise from helping them. When you have enough praise for various things such as increasing your ink pots or your health, you can upgrade them with all the praise you have earned.
There are also digging mini games where Amaterasu uses her digging abilities and celestial brush skills to help people find things. The digging mini game can be a little frustrating because it does not give you a lot of time and you have to look for blossoms with timer orbs and use bloom on them to add extra time. When you use your brush skills, the timer is still counting down so you have to be as fast as you can. If you run out of time, you have to start over again. This is why it can be a little frustrating, but the game is still fun.
The digging mini game in action. Be fast!
There are all kinds of demons to fight and you earn experience points, yen, and extra ink when you beat them. For the story there are several boss demons you need to fight. There are different strategies for each boss and you need to use your celestial brush skills in order to defeat them. This is where the art style of Okami really shines as no two bosses are alike and using the skills is a creative way to handle them. However, I did have a huge issue with the final boss fight. It was over the top and ridiculous. While I understand that it was meant to be a challenge, this fight had everything but the kitchen sink. There were at least five different things I had to avoid, dodge, or not get crushed under. This also caused frustration with my streaming because from the beginning Okami had been very stream friendly and everyone was enjoying it. When I got to the final boss however, it blocked the scenes. If it was just the cutscenes I could understand that, but it blocked the entire final boss fight and the closing credits. I get that they want to avoid spoilers too, but at this point if a person is watching the streaming and people have been watching since the beginning, there is no point in blocking the final scenes. I know I am fairly new to streaming and currently I am streaming from my PS4 until I get the equipment I need, but this was definitely incredibly infuriating. I did finish the game, but I felt I had to apologize to my viewers for this happening and I did. Luckily, they were all very supportive and understanding about the whole thing.
One of the boss battles in Okami.
In spite of that frustration I did enjoy the game. Okami is still a game that is dear to my heart because of the story, the art style, the characters, and wonderful music. It is fun to play and overall I did enjoy streaming it because I got to share a game I loved with everyone. It is a game that celebrates friendship, love, and doing your best to be kind and help others which is something I talk about often. A game that is not only fun to play, but offers such a wonderful story with those ideals is a pretty fantastic thing. After the game is done, you can play a new game plus with all the items and upgrades you have earned. You can also get any side quests you missed. Okami was so much fun to play again and I'm happy that we got to go on that adventure together. Thanks for reading, everyone. See you at the next adventure!

Gareth von Kallenbach (980 KP) rated the PlayStation 3 version of Star Trek in Video Games
Jun 19, 2019
Director JJ Abrams him breathes life into a stagnating Star Trek franchise with his daring reimagining of the franchise as currently gearing up to release the much anticipated “Star Trek: Into Darkness”, later this summer. With franchise awareness and popularity at a level not seen in over a decade, Digital Extremes has released Star Trek: The Video Game to the delight of Trek fans everywhere. Not only is the game the first one said JJ Abrams universe, but it is also the first game to allow players to play as either Kirk or Spock in both solo or co-op play. The game features Chris Pine and Zachary Quinto as Kirk and Spock and also features other voices from the film. During our preview for the game at the 2012 E3 convention in Los Angeles, it was revealed to me that the filmmakers were consulted during the development of the game as it was designed to be a bridge between the first and the second of the JJ Abrams films.
Answering a distress signal, the Enterprise crew finds himself set the center of a crisis with galactic repercussions. An evil reptilian race known as the Gorn have stolen the device of immense power and also have unleashed attacks on a Federation station as well as the new Vulcan colony. Not only is the attacking race deadly but they also are employing a technology that allows them to infect and control Federation citizens and officers which doubles the threat posed to the Federation. When the Gorn escape with an extremely powerful device and Vulcan scientists in tow, Kirk and Spock are tasked with saving the day.
The gameplay is similar to that of the Mass Effect series in that it is done from a third person perspective. Players have the ability to use a Tricorder to scan enemies and objects, pathways, and electronic devices such as doors and security systems which often have to be hacked or manipulated to allow gameplay to progress. Players are allowed to primary weapons into grenade types and have to recharge at various centers throughout the game or swap a spent weapon for weapons they find laying about. This is at a nice new wrinkle to the game is not only are Federation and Gorn weapons available players, but having things ranging from sniper rifles to arc guns makes a nice mix from the standard Phaser weapons. There are also various grenades it can be used by the players.
One of the more frustrating aspects of a game for me for the numerous puzzle sequences where systems had to be hacked or otherwise manipulated. While some could be done by ordering Spock or Kirk depending on which player you were controlling to handle it themselves, some had to be done in conjunction with another player. While this was a nice touch to the game, during the final parts they were too frequent and for me undercut the drama and the urgency of the story.
There were also numerous jumping puzzles where players had to hang from ledges and you carefully timed jumps from one obstacle to another. This became frustrating on the PC version as the control system often was very temperamental and allowed access only at certain points of the map. During one co-op session, both live-action players were unable to complete a puzzle, and it required one of us dropping out of the game so that they could rejoin once the remaining player completed the obstacle course.
I appreciate the deviation from standard run and gun and how the developers were attempting to incorporate a true sense of co-op play by requiring the other player to be little more than backup firepower. However, it does get a bit frustrating when somebody is unable to complete a jump and you are forced to repeat a segment over and over until it is done correctly thanks to the games checkpoint save system.
I really enjoyed the detail levels of the game especially being able to explore the Enterprise and other environments in great detail. One segment required us to use limited range portable transporters to tag and transport one another to various spots on a damage space station. This this was lots of fun and in my opinion really captured the essence of Star Trek as did the brash and bold gameplay style of Kirk compared to the methodical and efficient gameplay style of Spock.
While there were some frustrating moments the game was very enjoyable and with over 10 hours of gameplay did offer a very rewarding experience for Star Trek fans. I do think that gamers who are more casual fans of the series may not be as forgiving with some of the issues I noted in the game but as franchise games go this was a very enjoyable effort.
Graphically the facial animation and lip-synch of the characters was a bit off and dated but elements of the ship and locales were extremely detailed and very enjoyable to look at and interact with. There are some fantastic lines in the game especially some of the clips by Scotty and Dr. McCoy which really showed the effort the game designers talk to capture the essence of the game and its characters and to do their best to put players inside a true Star Trek adventure.
While it is not a perfect game and does have some flaws from the technical and gameplay side of things, it is one of the better Star Trek games ever released and does offer a very enjoyable experience for Star Trek fans as long as they are willing to temper their expectations going in.
http://sknr.net/2013/04/29/star-trek-the-video-game/
Answering a distress signal, the Enterprise crew finds himself set the center of a crisis with galactic repercussions. An evil reptilian race known as the Gorn have stolen the device of immense power and also have unleashed attacks on a Federation station as well as the new Vulcan colony. Not only is the attacking race deadly but they also are employing a technology that allows them to infect and control Federation citizens and officers which doubles the threat posed to the Federation. When the Gorn escape with an extremely powerful device and Vulcan scientists in tow, Kirk and Spock are tasked with saving the day.
The gameplay is similar to that of the Mass Effect series in that it is done from a third person perspective. Players have the ability to use a Tricorder to scan enemies and objects, pathways, and electronic devices such as doors and security systems which often have to be hacked or manipulated to allow gameplay to progress. Players are allowed to primary weapons into grenade types and have to recharge at various centers throughout the game or swap a spent weapon for weapons they find laying about. This is at a nice new wrinkle to the game is not only are Federation and Gorn weapons available players, but having things ranging from sniper rifles to arc guns makes a nice mix from the standard Phaser weapons. There are also various grenades it can be used by the players.
One of the more frustrating aspects of a game for me for the numerous puzzle sequences where systems had to be hacked or otherwise manipulated. While some could be done by ordering Spock or Kirk depending on which player you were controlling to handle it themselves, some had to be done in conjunction with another player. While this was a nice touch to the game, during the final parts they were too frequent and for me undercut the drama and the urgency of the story.
There were also numerous jumping puzzles where players had to hang from ledges and you carefully timed jumps from one obstacle to another. This became frustrating on the PC version as the control system often was very temperamental and allowed access only at certain points of the map. During one co-op session, both live-action players were unable to complete a puzzle, and it required one of us dropping out of the game so that they could rejoin once the remaining player completed the obstacle course.
I appreciate the deviation from standard run and gun and how the developers were attempting to incorporate a true sense of co-op play by requiring the other player to be little more than backup firepower. However, it does get a bit frustrating when somebody is unable to complete a jump and you are forced to repeat a segment over and over until it is done correctly thanks to the games checkpoint save system.
I really enjoyed the detail levels of the game especially being able to explore the Enterprise and other environments in great detail. One segment required us to use limited range portable transporters to tag and transport one another to various spots on a damage space station. This this was lots of fun and in my opinion really captured the essence of Star Trek as did the brash and bold gameplay style of Kirk compared to the methodical and efficient gameplay style of Spock.
While there were some frustrating moments the game was very enjoyable and with over 10 hours of gameplay did offer a very rewarding experience for Star Trek fans. I do think that gamers who are more casual fans of the series may not be as forgiving with some of the issues I noted in the game but as franchise games go this was a very enjoyable effort.
Graphically the facial animation and lip-synch of the characters was a bit off and dated but elements of the ship and locales were extremely detailed and very enjoyable to look at and interact with. There are some fantastic lines in the game especially some of the clips by Scotty and Dr. McCoy which really showed the effort the game designers talk to capture the essence of the game and its characters and to do their best to put players inside a true Star Trek adventure.
While it is not a perfect game and does have some flaws from the technical and gameplay side of things, it is one of the better Star Trek games ever released and does offer a very enjoyable experience for Star Trek fans as long as they are willing to temper their expectations going in.
http://sknr.net/2013/04/29/star-trek-the-video-game/

Purple Phoenix Games (2266 KP) rated Cybermancy: Virtual Arena in Tabletop Games
Mar 31, 2020 (Updated Mar 31, 2020)
I know there are several games out there that pit literary characters against each other, or figures from actual history. But have you ever wanted to assemble a team with the likes of Joan of Arc, Mulan, Pancho Villa, and Vlad the Impaler vs undead opponents like Sid Viscous, Max Lemmon, DJ Jazzy Deth, and football star Tom Brainy? Well now you can. This is Cybermancy: Virtual Arena.
A game of Cybermancy: Virtual Arena (which I will refer to as simply Cybermancy from here on out) is a player-to-player dueling card game where one Cybermancer is attempting to lower the other Cybermancer’s health points (HP) to zero using summoned creatures from their hand. Will you be able to defeat your opponent before they can setup any defenses or enough firepower to punish your HP? Get out there, Cybermancer!
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 beginning April 1, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
There is quite a bit of setup to Cybermancy if you care to assemble your team yourself. The rulebook has a number of starter deck suggestions. Players will need to assemble a team of 30 creatures for their deck. From this, draw seven cards to begin. Each player will need to draw five cards each of CPU and RAM cards – these are the currency of the game and what is needed to summon creatures from hand. Each player will need a health tracker and a CPU/RAM tracker. The game is now setup and ready to play!
Cybermancy is a dueling game played over rounds, and each round will follow the same general structure, but may not exactly mimic each other during play. The phases are: Main, Discard, Draw, Refresh, and Advance Power Marker. Generally, the main action of the game takes place during the aptly-named Main phase. This is where players will spend the CPU/RAM cards they have drawn to summon and attack with their creatures. Not all creatures can be summoned and attack in the same round, and creatures can only be summoned if the player spends enough in cards while also respecting the maximum CPU/RAM limitations set in the CPU/RAM tracker. Example: during the first round, only creatures with a 1 CPU / 1 RAM strength can be summoned from hand because the CPU/RAM tracker begins the game at 1 / 1. The last phase of the round is Advance Power Marker (only one), so this is the way CPU/RAM maximum limits are increased.
After the Main phase, the power cards (CPU/RAM) used, and the destroyed creatures will be discarded. The next phase is Drawing one card from each deck (Creature Draw, CPU, RAM) to be added to the players’ pools. To Refresh during the next phase, all Buffered (kneeling) creatures will be stood up to be used next round. Advance the Power token of your choice and you are ready to play the next round.
Rounds continue in this fashion until one Cybermancer has reduced their opponent’s HP to zero and immediately proclaims victory!
Components. Again, this is a prototype copy of the game, so the components may not be 100% similar to what would be shipped as a result of a successful Kickstarter campaign. That said, the first thing I want to do is shout out to the art in this game. The card art is absolutely stellar and engaging. I find myself paying more attention to the art than I should while playing, and to me, that’s not a bad thing. The cards are good quality, the cardboard chits to track buffs and debuffs are okay, and the card layout is mostly good. I say mostly because as I read the summon costs for the creatures, I read them left to right on the top of the creature card, which is CPU then RAM. However, the CPU/RAM tracking card has RAM on top and CPU on bottom. I am already trying my best to strategize for victory, I wish I didn’t have to think about which power is which on that card. The health tracking cards are good, and similar to what you find in Star/Hero Realms and various others. So components are great, aside from my one qualm.
The game is good. You can strategize all you want, but ultimately your turns are limited by the power costs of the creatures and which creatures you have drawn. At the beginning of the game if you do not like what you have drawn for a starting hand a re-draw is possible for all decks. That ability is one and done though, and sometimes it would be helpful to have a flush of the hand and a redraw, or a way to otherwise rid yourself of cards you cannot use yet or just don’t like.
That said, I like Cybermancy quite a bit. I feel like I am playing a video game when I play this game. The art is amazing, the concept and theme are attractive. Being able to invoke the powers of d’Artagnan to combat zombified Kurt Cobain is just so satisfying. If you enjoy dueling card games, or games where you can employ beings of literary and actual history, then this game is certainly for you. Do check out the Kickstarter campaign that is starting April 1, 2020. I am really looking forward to seeing how far this one goes!
A game of Cybermancy: Virtual Arena (which I will refer to as simply Cybermancy from here on out) is a player-to-player dueling card game where one Cybermancer is attempting to lower the other Cybermancer’s health points (HP) to zero using summoned creatures from their hand. Will you be able to defeat your opponent before they can setup any defenses or enough firepower to punish your HP? Get out there, Cybermancer!
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 beginning April 1, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
There is quite a bit of setup to Cybermancy if you care to assemble your team yourself. The rulebook has a number of starter deck suggestions. Players will need to assemble a team of 30 creatures for their deck. From this, draw seven cards to begin. Each player will need to draw five cards each of CPU and RAM cards – these are the currency of the game and what is needed to summon creatures from hand. Each player will need a health tracker and a CPU/RAM tracker. The game is now setup and ready to play!
Cybermancy is a dueling game played over rounds, and each round will follow the same general structure, but may not exactly mimic each other during play. The phases are: Main, Discard, Draw, Refresh, and Advance Power Marker. Generally, the main action of the game takes place during the aptly-named Main phase. This is where players will spend the CPU/RAM cards they have drawn to summon and attack with their creatures. Not all creatures can be summoned and attack in the same round, and creatures can only be summoned if the player spends enough in cards while also respecting the maximum CPU/RAM limitations set in the CPU/RAM tracker. Example: during the first round, only creatures with a 1 CPU / 1 RAM strength can be summoned from hand because the CPU/RAM tracker begins the game at 1 / 1. The last phase of the round is Advance Power Marker (only one), so this is the way CPU/RAM maximum limits are increased.
After the Main phase, the power cards (CPU/RAM) used, and the destroyed creatures will be discarded. The next phase is Drawing one card from each deck (Creature Draw, CPU, RAM) to be added to the players’ pools. To Refresh during the next phase, all Buffered (kneeling) creatures will be stood up to be used next round. Advance the Power token of your choice and you are ready to play the next round.
Rounds continue in this fashion until one Cybermancer has reduced their opponent’s HP to zero and immediately proclaims victory!
Components. Again, this is a prototype copy of the game, so the components may not be 100% similar to what would be shipped as a result of a successful Kickstarter campaign. That said, the first thing I want to do is shout out to the art in this game. The card art is absolutely stellar and engaging. I find myself paying more attention to the art than I should while playing, and to me, that’s not a bad thing. The cards are good quality, the cardboard chits to track buffs and debuffs are okay, and the card layout is mostly good. I say mostly because as I read the summon costs for the creatures, I read them left to right on the top of the creature card, which is CPU then RAM. However, the CPU/RAM tracking card has RAM on top and CPU on bottom. I am already trying my best to strategize for victory, I wish I didn’t have to think about which power is which on that card. The health tracking cards are good, and similar to what you find in Star/Hero Realms and various others. So components are great, aside from my one qualm.
The game is good. You can strategize all you want, but ultimately your turns are limited by the power costs of the creatures and which creatures you have drawn. At the beginning of the game if you do not like what you have drawn for a starting hand a re-draw is possible for all decks. That ability is one and done though, and sometimes it would be helpful to have a flush of the hand and a redraw, or a way to otherwise rid yourself of cards you cannot use yet or just don’t like.
That said, I like Cybermancy quite a bit. I feel like I am playing a video game when I play this game. The art is amazing, the concept and theme are attractive. Being able to invoke the powers of d’Artagnan to combat zombified Kurt Cobain is just so satisfying. If you enjoy dueling card games, or games where you can employ beings of literary and actual history, then this game is certainly for you. Do check out the Kickstarter campaign that is starting April 1, 2020. I am really looking forward to seeing how far this one goes!