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Vamp on the Batwalk
Vamp on the Batwalk
2021 | Card Game
I think I could be a vampire. Not that I THINK I’m a vampire, but I think I could live(?) with being a vamp. Not the sparkly kind. Just the normal kind. Or maybe the “What We Do in the Shadows” kind. Yeah. At least initially I don’t think I would care much about being the most fashionable vampire in the group, but I could see why some of the elder vampires would need SOMETHING over which to compete and obsess. Maybe I could be one of the judges.

Vamp on the Batwalk has players take on the personalities of one of these fashionable elder vampires competing in the latest fashion show. The only problem is that vampires are unable to see themselves in mirrors, so they cannot really assure themselves that they look marvelous; the other vampires will have that privilege. Which vampire can win the most fashion shows this year with limited knowledge of how they look? Who would… stake… their reputation on mere fashion shows anyway?

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


To setup invert the bottom of the box and insert it into the back of the box top lid to create a runway. A “batwalk,” if you will. Each player will choose a vampire and place their standee on the batwalk Start space. They will also take the matching Reference Card. All Vamp Cards matching the vamps in play are collected, shuffled together, and five are dealt to each player. Whichever player is most fashionable goes first and the game may begin!
Vamp on the Batwalk is a trick-taking game where players know not which cards they hold. Instead, their hands are facing all other players in order to suss out which cards they may be holding. The first player will open the game by playing any card from their hand. The next player also will play any card they wish, and so on until all players have played a card.

Once each card is played the “lead” card may be switched depending on the rules of the game. Should all cards played be of the same suit the highest card played is the lead card and wins the trick. Similarly, if the first card played remains the highest card in that suit and no other cards played earn the lead card status, that highest card wins the trick.

However, when a card is played that is the same value (a three played on a three of a different suit) the newest card with the matching value “Steals the Show” and becomes the new lead card. Some cards feature a star for the value. These star cards will always take the lead unless a garlic card has been played to trump the star. Garlic cards typically are the lowest-ranking suit, but when played in the same hand as a star become the trump suit.


Luckily, the reference cards have handy reminders for these special rules. After all cards from the hand have been played, players check who is winning the fashion show based on points earned during the round. If this is the end of the third round the vamp with the most points wins! If not, the player to the left of the most recent first player then becomes the first player for the next round.
Components. This game features an ingenious scoreboard that is just so fun to use. Having the box double as the scoreboard runway was such a great decision and it works flawlessly. The cards are all large tarot-sized (I think, I’m no tarot-master) and feature some really great art. The player standees are fine, but only four or so can actually fit on a space on the runway without creating a mess. All in all I adore the components and art style here.

Now, several games also employ this mechanic of holding your hand of cards outward for opponents to see, but here the players never really are told which cards they hold. In Vamp on the Batwalk the card play is silly and mostly a guessing game, at least in my head. One can never truly know all the cards they hold because each round not all cards are used. This adds another layer of difficulty in trying to guess what you are holding. This may turn off certain gamers, but it’s a silly way to play the game and I love it.

At the end of the day, this is a game about vampires putting on a fashion show. I feel like once I decided not to take it so seriously I began enjoying it so much more. Sometimes it’s a surprise to win a trick with a 2 of garlic. A throwaway card usually can win if a star is played. Or thinking you have THE card to win the trick only to have someone else Steal the Show and beat you out. It’s just chaotic silliness and I’m smitten.

If you are at all anything like me and can put aside the need to win at all times and at all costs, you will enjoy this one. It is wacky, has an amazing theme and excellent components, and is just a fun game to relax with or to help recharge after a brain burning sesh. Purple Phoenix Games gives this one a blood-slurping 8 / 12. Even though I think the blue vamp is eerily similar to Travis McElroy, the almost-coolest-Travis, this one is a hit for me. Go grab it if you like fun games that don’t tax the brain a whole lot.
  
7 Wonders Duel
7 Wonders Duel
2015 | Ancient, Card Game, City Building, Civilization
The original 7 Wonders was my #1 game of all time for a long while. While it has since dropped off my Top 10, I still have so many fond memories of it. Now, I know I am not breaking any stories here by finally reviewing its 2-player successor, but this game is really streamlined and fabulous. Obviously it is wonderful as it has earned the Purple Phoenix Games Golden Feather Award! But why do we love it so much?

7 Wonders: Duel is a 2-player tableau and engine-building card game set in the 7 Wonders game universe where players collect cards to create an engine to gain VP using any number of winning strategies. The game takes place over three ages and the player with the most VP at the end of the game, becomes victorious via military supremacy, or wins via scientific supremacy.


To setup, place the game board between the players with the green Progress tokens, Military tokens, and red Conflict pawn upon it. Shuffle the Age I cards and lay them according to the rule book (this formation changes for each age. Age I is setup in the photo below). Each player receives seven gold and they draft their Wonders according to the process in the rules.
On a turn the active player will choose one uncovered face-up card to be used one of three different ways. The card can be added to the player’s tableau and “built” by spending resources required, if any. The card may be discarded in exchange for coins totaling 2 + the number of yellow cards built in the player’s city. Lastly, the card may be used to build a player’s Wonder card by inserting it below the Wonder and paying the cost, as in 7 Wonders proper. The next player will then take their turn.

If on a turn a player builds certain card types into their city, special actions are taken. This happens as a result of building Military or Science cards. When a player builds a Military (red shield icon) card they immediately move the Conflict token on the board one space toward their opponent’s Capital (the end of the board closest to the opponent). Should a player force the Conflict token to reach their opponent’s Capital, the attacking player immediately wins! The other special action that can be taken is with a pair of Science cards being built. For every pair of like-symbol Science cards built, the active player may choose to take one of the Progress tokens from the game board and add it to their collection. These tokens can be very powerful, and just as in 7 Wonders proper, Science is a viable yet difficult strategy. Should a player build any six unique Science icons on cards they will immediately win!


If a Military or Science supremacy victory is not achieved, the game continues to Age II, where setup of the cards is different, but play remains the same. Similarly, Age III is setup differently still and has the added bonus of three random Guild cards, which may add significant strategic icons or abilities. At the end of Age III the players count their VP from the various sources listed in the rule book and the ultimate champion is then crowned!
Components. This game comes in a very small box, so the components are also quite small. I believe myself to have medium-sized man-paws and I have not had any issues with size of components. They are all very high quality, as is to be expected from Repos Production, and are fantastically illustrated. The Conflict token is enticingly menacing, and it lures me into concentrating on a Military victory every time I play. I need to just ignore it, but it’s so beautiful! All in all, the components are great, and even though the cardstock is relatively thin, my copy has withstood many plays and has seen very little wear and tear.

So 7 Wonders: Duel exists for all those players who love 7 Wonders but do not wish to play it with the 2-player variant rules. While Duel is certainly a little sibling, it is also its own beast of a game and should be treated as such. There are several key changes in rules for Duel, such as the trading with the BANK for missing resources upon building versus paying a neighbor to borrow their resource production. Also, the obvious change of adding a board with an ever-dancing Conflict token is unique to this title. Wonders are treated differently and instead of receiving one Wonder with three layers, Duels gives each player four Wonders with just one layer.

Aside from the differences between the two games, I do believe that if you are a fan of one you will also like the other. I can see, though, gamers who dislike 7 Wonders enjoying the smaller 7 Wonders: Duel. There is just something about being able to focus on one other player and agonizing over every turn so that your opponent receives a useless card from the offer, or taking every Military or Science card possible so as to end the game as quickly as possible. My brother, Bryan, greatly dislikes 7 Wonders, but he does not mind playing Duel, or at least that is what he led me to believe…

Myself, though, I think I still prefer original 7 Wonders, and I believe it is because I can soar through a game of it in under 15 minutes while holding a conversation with the other players (as long as they have played before and are very comfortable with the rules). Duels creates a more intimate feeling and eats up more of my brainpower. Purple Phoenix Games has awarded 7 Wonders Duel the coveted Golden Feather Award, so we agree that this is a fabulous game. If you have been waffling over grabbing a copy of Duels, please do yourself a favor and just purchase it! I promise you will have a great time with it, and if you end up disagreeing with me, let me know. We can play whatever you like next time we meet.
  
It's a Wonderful World
It's a Wonderful World
2019 | Card Game, Civilization, Economic, Science Fiction
When choosing board games to either play or purchase, how much importance should one put on box cover art? It is important to ME, but I lump that all in with the components and art/art style of the whole package. Why do I bring this up in the intro today? Well, I have to admit that I had really not had any interest in checking out It’s a Wonderful World until now because I judged the game by its cover, and the cover art told my brain that this would be some type of wargame. I am not entirely sure how I connected the two, but I did, and it turned me off right away. But! I was able to get this played at a local board game lounge, and boy was I wrong.

It’s a Wonderful World is a card drafting, economic, civilization building game with variable player powers (with a dash of campaign mode sprinkled on top). In it, players are attempting to build their civilization faster and better than their competitors. However, for this review, I will be playing the vanilla non-scenario solo mode.

DISCLAIMER: I was able to play this and several other games at The Table in Cookeville, TN. If you are ever in the neighborhood, check them out, and tell Nathaniel that I say hello.


To setup, put together the main board and place the round marker on Round 1. Lay out all the resources on their specific places upon the board and shuffle the deck of cards. Deal out eight stacks of five cards each and place them as mini-decks somewhere on the table. Choose a starting civilization (or just randomly choose one). The solo game is ready to play!
Typically, It’s a Wonderful World is a card drafting game, a la 7 Wonders, where players choose one card from the deck passed to them and pass it along to the next player until all cards have been drafted. In the solo mode, however, the player chooses one of the face-down mini-decks as their starting hand. Upon viewing the cards, the player may choose to place any or all of them in their Construction Area, or discard the cards for their Recycle Bonus (typically a type of resource), and/or discard two card from the mini-deck to draw five cards from the top of the main deck. From these drawn cards, the player may choose one to keep and discard all others. The kept card may be placed into the Construction Area or discarded for its Recycle Bonus resource.

Cards placed in the Construction Area require resources to be earned and placed on them in order to complete its build process. Each round the player will receive resources based on which cards have been built and placed above their starting civ card. Some cards, once completely built, will also offer more VP at game end, or supply a VP modifier.


After the first mini-deck has been played completely, the player will choose a second mini-deck and run through the same process. After this second mini-deck has been completed the round ends and play moves to the next round. Play continues in this fashion until all four rounds have been played (so all eight mini-decks). At game end the player counts up all their VP and compares it to the table in the rulebook to arrive at their final tier. My first game resulted in the rulebook calling me a Rooky. So be prepared to be humiliated by a rulebook.

Components. Aside from being bamboozled by the aggressive artwork on the cover, this is not a wargame. In fact, I very much like the artwork and the styling of this game. The cards are all laid out very well, and the iconography makes sense. The resource cubes are translucent colored (except the grayish white is opaque) and are fine quality. Overall the components are great and the art style has grown on me quite a bit.

I can see why so many people compare this to 7 Wonders. Essentially, the multiplayer game is quite similar. Card drafts (of 7 cards, no less) lead to needing resources in order to build, lead to being able to produce more resources to fuel other cards, and bonus points are awarded for having a nice card profile. Now, this being a solo review, I have to say that I much prefer It’s a Wonderful World to its forefather 7 Wonders because it comes packaged with a solo mode already in the box. This isn’t the only reason I prefer it, though. I find it easier to pick up and easier to teach to beginning gamers. Also, there is no card chaining, which seems to be a difficult concept for newer gamers to grasp initially. It’s a Wonderful World has nothing like this, and cards just work. 7 Wonders has been such a hit with my family, and I know they will greatly appreciate a more streamlined game experience with this one.

So here’s my recommendation with this one. If you are a fan of 7 Wonders but find it to be difficult to get others into it, check out It’s a Wonderful World. I feel that it is superior in many ways, and the solo mode is just icing. The solo mode gives me a great play experience, even though I typically am not a fan of games challenging you to beat your own high score. I will live with it here because the game is just so enjoyable. While 7 Wonders was my favorite game of all time for quite a while, it has since dropped out of my Top 10, and I think will be replaced entirely by It’s a Wonderful World. If your tastes are similar to mine, then do yourself a big favor and grab a copy of this one right away. It has several expansions out there, and I believe you will fall in love with drafting again. Now, where did I put my Wind Turbines…
  
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Daniel Boyd (1066 KP) rated NieR: Automata in Video Games

Oct 2, 2017 (Updated Oct 25, 2017)  
NieR: Automata
NieR: Automata
2017 | Role-Playing
Well developed characters, with a good amount of depth. (3 more)
Character motivations are clear and logical.
A visual feast.
A stunningly effective score.
A Genre Bending Masterclass In Game Design
There have been a good number of excellent games this year and before I played Nier it was difficult to choose my favourite game of the year so far. It is now extremely obvious.
This is one of the best games I have ever had the pleasure of playing through and it has pushed the boundaries of what I thought action RPG's could do. I had heard a lot of amazing things about this game before picking it up and I was sceptical that it was going to meet my expectations. I am happy to report that not only did it meet my expectations, but it greatly exceeded them.


The characters in this game are so well crafted. You will form an immediate opinion on each of the characters when you are first introduced to them, but be prepared to have your opinion changed multiple times. Initially likeable characters will commit despicable acts and the character you thought was a cold machine, will do something genuinely heart-warming. Even though these characters are prone to committing acts that don't necessarily match their character type, character motivations are always understandable, which is a mark of great writing.


The visuals in this game are incredible, not only in the graphical sense. The way that certain shots are framed, the way that lighting is implemented in certain environments, the fluid animations, the vast, lush natural environment; all of it is utterly stunning. Combat looks incredible, cutscenes are well timed and effective, character design is fantastic, all of this adds to the impressive visual flair of the game overall.


The audio is also significant during your playthrough, the soundtrack is so effective and well implemented. The tone is complimented by a different piece of music in each area of the game to the point that the music alone could tell you what area of the game that you are in without having to look at the screen.


The only negative feeling I have towards the game after finally completing it, was the exhaustion I felt towards the game's ending. Without spoiling anything, this game ends multiple times, each of them emotionally draining and leading to another even more complex layer of the game's overall story, to the point that finishing the entire thing feels like an endurance test and I'm not even anywhere near earning the platinum trophy! I didn't know exactly what I was getting into when I started the game and that is how I would recommend most players go into this game because you will truly be blown away, but you should know how much of your life this game is going to demand from you. If you don't have between 60-100 hours to spend, (depending on what completion rate you are aiming for,) then this will probably be too vast of an experience for you. And after finally completing the game in it's entirety, I feel exhausted and I'm not in any hurry right now to go back to the game to tackle the remaining sidequests. I feel that I have earned some time away from the game, at least for a few weeks. Normally I relish an epically long adventure, but even this pushed my limits of what a lengthy saga should be. This is the only thing that keeps me from scoring the game a perfect 10.


There is no denying that this game is very close to being a masterpiece and for those that do regard the game to be a perfect 10, I can see your point. There aren't any flaws within the game itself, mine is more of a personal problem and is proof to me at least, that you can have too much of a good thing. However, this doesn't disregard what I said previously in any way, this game does so many unique things and it does all of them impressively well. This is definitely Platinum's best game and I am glad that this fantastic experience is receiving the high level of praise that it deserves.
  
F1 2017 Day One Edition
F1 2017 Day One Edition
2017 | Racing
More depth then last year (6 more)
AI is better
Tougher then last year
No German Grand Prix
It makes you think more
Feels like a proper F1 game
More to do besides campaign
Ai still isn’t perfect (3 more)
Biased stewarding
McLaren is constantly cursed
Never be Hamilton’s team mate
Still got it to be at the top
I went off F1 games when I played F1 2011 for the Wii, so after I took a chance on F1 2016, which I love for the gameplay the graphics the engine, the pit stops, the drivers AI (well some of the AI.) i just loved how Codemasters made an F1 game that was worth paying for, so I suppose this one is the same right? Wrong, this is way way better the 2016, The high scores it has got, are validated. I’ve never seen graphics this smooth or advanced, even my other half who has no interest in games whatsoever went “wow” when she saw them. The R&D part of F1 2017 is bigger by all means. Last year you had 5 departments with 5 upgrades, this year, you have 4 but you have at least 20 upgrades per department with separate goals for achievements, like do 20 pits stops your pit crew gets quicker or you race 60 races as first driver you get 15% points back from what you earn all race weekends. The most challenging part of this R&D is what do you upgrade first? (If you race a McLaren, I’d recommend reliability then speed.) not only that but do you save up your points and buy quality control and/or make everything cheaper (it’s a long road but it is worth it.) The biggest change this year is reliability, last year you could put fill your car up, put it in rich and that’s it. Not so this year, you have to manage your parts, and every engine has to last you at least 6 races, same with the parts, otherwise more then 4 engines or parts, grid penalties I’m afraid. There are More ways to get R&D points this year, track acclimatisation, Tyre management team objectives and Qualifying pace now they've added fuel saving and Race Strategy. They don’t take as long as they used to too. The teams you can pick have been put into 3 categories. (Your McLarens and Saubers make the bottom, Red Bull, Ferrari and Mercedes make the top and everyone else makes the middle.) each team has different objectives, (so Mercedes is to stay top of the pile, Williams is challenging for podiums, Saubers is to challenge for points you get the idea.)

If youre bored with a season theres more to it there's the traditional multiplayer, events, time trials New for this year, there is a championship mode. Using cars using older and newer cars and invitational events. Ranging from overtake challenge (overtake cars in say 3 minutes) to pursuit (AI in slower cars but you have to pass them) to time attack (cover say 3 laps in 5 minutes.) There's also multiple championships (ranging from a championship in classic cars to a double header tour to an international street series. Agent wise, you still get the option of changing teams every year and half way through a season. She’s presented a lot more in this year.

Bad news, well if you’re thinking of driving a McLaren, be afraid to be disappointed. I’ve heard more complaints about McLaren being as bad in the game then they are in real life, dare I say worse. The Ai still decide to take you off but it’s not as bad as 2016s AI. Your engineer is not as useless as last year but he still needs work on, agent is stil the same as last year so could have her doing more. Marshall’s still are biased and can’t tell the difference

It’s definitely an upgrade on last season but AI still isn’t perfect and there is so much more that could’ve been done. But as far as a game goes, this is more Mercedes then McLaren.
  
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Ross (3284 KP) rated The Occultist in Books

Feb 12, 2019 (Updated Feb 14, 2019)  
The Occultist
The Occultist
Oliver Mayes | 2019 | Science Fiction/Fantasy
9
9.0 (1 Ratings)
Book Rating
Far from original LitRPG but a whole lot of fun
** Thanks to Portal Books and the author for giving me the chance to read this in advance of its release **
The LitRPG genre (the best-known example being Ready Player One) is something of a narrow one. There are only a few levers to pull: the main character's real life scenario, the game mechanics, the main character's chosen "class" in-game and the conflicts therein.
The Occultist looks to mix this up a bit with the main character choosing a less traditional class, of occultist - that is, he learns the ability to summon a variety of demons and spells/abilities to use with them. This would mark The Occultist out from the crowd, if it weren't for Awaken Online already having done almost the exact same. In AO, Jason chooses a dark class and summons zombies, skeletons etc, and a large part of the early stages of this book really bear a very close resemblance to AO. We have the main character's problems at home, leading him to want to escape into the game, and to find a way to make money from his gaming hobby. The chosen in-game path is almost identical. There is an extremely strong, popular player that he wants to compete with.
From early on, I was thinking this book was a rip-off of AO. But the second half of the book is really where the book marks itself apart from AO. Whereas that book's action was focused on large scale strategy in battles, here we are scurrying around in the background picking players off one by one and there are some truly excellent action sequences, where the abilities and spells learned and the demons at Damien's disposal are used to some really creative effects. Damien looks to get some revenge on his nemesis and also to try and "level up" quickly (again, a key component of LitRPG books), and tries to pick off players as they battle other players, or take on perilous dungeons.
A lot of LitRPG books have had a very immersive gaming element, at times it was more like reading a more traditional fantasy book but where the main character was more clear what he was doing and what skills/abilities he was using. Here you are always aware the character is in a game: he "equips" clothes rather than getting dressed, there is no need for eating or sleeping, what can and can't be done, what you get from killing another character etc is so much more in line with games than in other books. This again marked it out from other books, and gave it a very different feel.
Another major selling point of The Occultist is that it doesn't mess around with time dilation (game time running at a much faster rate than real time). I don't see why so many of the other books in this genre feel the need to build this in, as it is then hard to keep it consistent, and doesn't really feel right or necessary at any time.
Also, Damien's real world troubles take more focus than in other books, as he struggles to find somewhere to live and is on the run.
While the book manages to stick to its own rules (what can and can't be done etc), there is one moment where the main character manages to do something he shouldn't be able to do (his spells have a cool down period before they can be used again and at least once this isn't observed), which was slightly frustrating given how hard the author had tried to plan out the action in line with the people involved and their skills and strengths.
My only real gripe with the book is the title of the game/series - Saga Online, which sounds less like an exciting new MMORPG, and more like the web portal for booking a pensioners' cruise!
In summary, not an original idea (but hard to have such a thing in this genre) but a superbly well told, exciting and fun read. I heartily recommend this to anyone who likes fantasy books, games like the Witcher or just anyone looking for some real fun escapism.
  
Red Sparrow (2018)
Red Sparrow (2018)
2018 | Mystery, Thriller
Never entertaining, frequently repugnant
Director Francis Lawrence and Hollywood sweetheart Jennifer Lawrence (they are no relation, I’ve checked) aren’t a new combination when it comes to film-making.

In fact, Francis Lawrence may have kick-started the world’s love affair with the young actress after he directed her in the best Hunger Games movie, Catching Fire.

They both went on to finish the saga with Mockingjay’s two instalments and the rest as they say, is box office magic.

Here though, they both take on a very different project, aimed at a very different group of movie fans. Red Sparrow is the first hard-hitting thriller of 2018. But is it any different from the plethora of films already out there in the genre?

Prima ballerina Dominika Egorova (Jennifer Lawrence) faces a bleak and uncertain future after she suffers an injury that ends her career. She soon turns to Sparrow School, a secret intelligence service that trains exceptional young people to use their minds and bodies as weapons. Egorova emerges as the most dangerous Sparrow after completing the sadistic training process. As she comes to terms with her new abilities, Dominika meets Joel Edgerton’s CIA agent Nate Nash (yes really) who tries to convince her that he is the only person she can trust.

The film starts off very promisingly as the audience are treated to a beautifully choreographed opening that follows Lawrence at the height of her dancing fame and Edgerton as he goes about an assignment. Both characters don’t intertwine at this point, and as the music builds to a crescendo we realise both their nights are about to go very wrong. It’s nicely filmed, if a little Black Swan–esque. Unfortunately, this impressive crescendo signals something else, the start of a downhill slope for Red Sparrow.

For a film marketed as a classy, adults-only thriller, Red Sparrow has very little in the way of class, despite the inclusion of Jennifer Lawrence. Her acting, as usual is sublime, minus her at times dreadful Russian accent and the rest of the cast do their best with Edgerton coming across well, but the rest of the film is just such a mess. Jeremy Irons feels incredibly miscast as a Russian General and the script by Justin Haythe is borderline incomprehensible.

The overuse of graphic violence and sex really does it no favours. There’s only so many times you can watch Lawrence be raped without wondering what the hell the film-makers thought they were doing and one (thankfully consensual) sex scene will have your eyes rolling in the back of your head: not out of pleasure, but out of absurdity.

It really begs the question: why did Lawrence pick such a bizarre choice of role in the first place?
Then there’s the action, or lack thereof. Where films like Atomic Blonde stylised the violence and the action to create a particular aesthetic, Red Sparrow just doesn’t. The limited amount of action that is presented to the audience is lazily filmed and worlds apart from director Francis Lawrence’s excellent work on the Hunger Games series.

Sure, the sets are lavish and the globetrotting that Lawrence gets to do is pleasant enough, but we’ve seen it all before and done much, much better. The production has a very staid quality that isn’t befitting of its director and its leading lady.

The final act twists that piece together everything that has come before is 30 minutes too late. At 140 minutes long, Red Sparrow is an absolute behemoth of a film but there is no reason whatsoever for it to be this long. Had it been thrilling and entertaining it could have gotten away with it – unfortunately it drags continuously from beginning to end.

Overall, Red Sparrow is a real dud that even the talents of Jennifer Lawrence can’t save. Not only is it never entertaining and frequently repugnant, it really begs the question: why did Lawrence pick such a bizarre choice of role in the first place? If it’s to escape her Katniss Everdeen persona she’s succeeded, but this could make movie studios think twice about casting her in projects in the future.

https://moviemetropolis.net/2018/03/07/red-sparrow-review-never-entertaining-frequently-repugnant/
  
Terraforming Mars
Terraforming Mars
2016 | Business / Industrial, Economic, Environmental, Science Fiction, Territory Building
Good game, with one major flaw. The victory points on the cards. See, I've played 4 games of this so far (and one solo) & each time, the victory came due to whoever had the most victory points with their cards. Nothing else mattered. No matter the strategy, no matter the milestones or awards. It was the cards. And here's the problem with that. Getting cards with victory points is luck. You either get them or you don't. First game I played, I didn't even pay attention. I was well ahead of one player, and a few behind the leader. Then, the player in last counted his victory points on the cards & zoomed ahead, winning by at least 10 points. Must have had near to 30 points in cards alone.

Second game, I played against my wife & went for the cards & easily won.

Third game, I played against 4 players & again went for the cards. I got a lot of them & won the game easily. My friend, who had won the first game, said, "I was trying to get the cards with victory points, but I hardly got any. I played every one I got & only got a few points."

Fourth game. Played with my brother, his wife & my wife. Everyone played well, & we were pretty much even along the TR line. I got 3 of the milestones, giving me 15 victory points at the end of the game, which made my brother exclaim that it wasn't fair because he was going to get them, but each time, I went before him in the generation & that those 15 points would win me the game. He grabbed 3 of the awards, but only scored 12 points, while I scored 2 more points & my wife scored 7 points. Scoring for greenery, I got another 7 points. I was well ahead & thought victory was mine. We then started to count the points on our cards. As I was counting, I glanced up to see my brother moving his score cube past mine...way past mine. I thought that he must be cheating & he assured me that he had all these points. I looked at his cards & he had indeed all the points he said. I counted my points. 4. 4 points. What happened to my friend last game, had happened to me. I played every card I got that gave victory points & got 4 points. Actually, I had one more card that would have given me 3 more points, but I needed to already have a card that had a bacteria tag on it. But again, with the luck of the draw, I never got one to play, the entire game.

Now, there's nothing wrong with luck in games. I mean, every dice game is all luck. Every card game, is mostly luck. There is some strategy to the game, but it's basically play what you can to improve. And most people can figure this out & keep the game even. But with this game, every winner has won by at least 10 points & each has won with the points on cards alone.

While this may break a game for some people, I still find the game fun to play. I like the theme & I like the components. Even though the cards are thin & the ME(money) cubes are already flaking, I still like them. The luck factor is good in a way, as it means that one person can't be ridiculously good at the game & win every time. But this is not for everyone. My friend is very competitive & only wants to win. He's the kind of guy that goes online to find strategies on how to win, uses them, wins every game & thus ruins the game for everyone but him.

My bottom line is I like the game. It is one of my current favorites. The solo game is very good too. It's fairly quick, compared to the multi-player game. Less than half the time of the full game. I do recommend it to players who don't care too much about winning every game. You're not going to. Get used to it. Even though this is a major flaw for some, I'm still giving it 7 out of 10 for fun.
  
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Hazel (1853 KP) rated Red Rising in Books

Dec 7, 2018  
Red Rising
Red Rising
Pierce Brown | 2014 | Dystopia, Fiction & Poetry, Young Adult (YA)
6
8.5 (35 Ratings)
Book Rating
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review</i>

<i>Red Rising</i> by debut author Pierce Brown is a very difficult book to review. It is clear that Brown is an excellent writer with amazing ideas, but at the same time it does not feel possible to rate the book any higher that two or three stars. This first book of three is somewhat alike <i>The Hunger Games Trilogy</i> by Suzanne Collins and has some very exciting themes. However at other times it provoked a range of emotions from disgust to almost verging on boredom.

Set thousands of years in the future, the world has become colour coded. Gold are the elite, the ruling colour, and at the bottom of the pile are the Reds. Darrow is a Red and lives below the surface of the planet Mars in the mines with the responsibility of helping to make the planet’s surface habitable for humans in the future. He soon discovers that the ruling societies have been lying to him all his life, and to the many generations before him. But there is an uprising brewing and Darrow has been chosen to play a vital role in it, even though that means pretending to be the enemy.

Although it was difficult to get into the novel it appeared to be clear what the plot would be about. Wrong! Once Darrow has been trained to behave like a Gold the storyline changes completely. It is almost as though it is a different book altogether. <i>Red Rising</i> suddenly becomes <i>Hunger Games-esque</i> and the situations with the Reds, while being referred to once or twice, was all but forgotten. Presumably those original themes will continue within the final books of the trilogy.

Living under the surface of Mars with no sunlight speeds up the aging process of the inhabitants. People in the thirties are considered old; therefore even though Darrow is a teenager in Earth years, he is portrayed as a man – an image that is difficult to shake off throughout the entire book. Once Darrow is living with the Golds and, supposedly, resembling his true age, it is still easy to forget that he is young. This may change the way the reader pictures the scenes compared with how the author intended them to be imagined. The characters are still only children but may be mistaken for adults due Darrow’s opening scenes.

It cannot be denied that Brown is a very knowledgeable writer. As well as writing in an exceptionally well-structured way, he incorporates a vast amount of high culture into his story. A lot of the novel is influenced by Greek and Roman mythology and he also quotes famous philosophers such as Cicero and Plato. So despite its science fiction genre it also has a slight educational nature.

Something interesting about <i>Red Rising</i> was the character development of Darrow. At the beginning he was rather naïve, believing everything he was told, following orders etc. But soon he becomes more confident, clever, Gold-like. However he then becomes like a wild beast, killing to survive, to win. Thankfully his cleverness takes control and he realizes that he needs to become a leader and not a tyrant. Towards the end he even becomes messiah-like. As Darrow progresses through these changes he becomes a more likable character.

I am not sure whether I want to read the next installment of <i>Red Rising</i>. For the beginning storyline to continue and become the main focus, the book would need to be completely different. This could be a good thing because, as mentioned, there were times when it was a little boring, however there’s the risk that it will not feel like a follow on from the first book. I do not want to put anyone off from reading it, but I will honestly say that it was not really what I was expecting.
  
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Gareth von Kallenbach (974 KP) rated the PlayStation 4 version of Prey in Video Games

Jun 19, 2019  
Prey
Prey
2017 | Action/Adventure
Bethesda and Arkane Studios have combined again on another highly successful and deeply compelling game. After the first two Dishonored games the bar was set exceptionally high and when it was announced that they would be rebooting and reimagining PREY, many gamers were curious to see what would come next.

Playing as Morgan Yu, gamers find themselves aboard the massive Talos I space station during an outbreak of a shape changing enemy known as Typhoids.

The typhoid can mimic any object from a coffee mug to a chair which adds to a high degree of peril facing players as they attempt to survive. Along the way players will be free to explore and take on multiple side quests but resources including precious ammunition are in short supply therefore players will have to gather, recycle, and craft needed materials in order to survive.

The lavish and complex details of the station are impressive but what really makes the game stand out is the multiple ways that players can play the game and complete various objectives. Players are also free to ignore various side quests and select multiple paths to an ending which allows for an incredible amount of replay value.

The enemies are numerous and thanks to a limited amount of ammunition, running and gunning will not work as there are times to fight, run, hide, and you should gray matter in order to survive. At times it can be frustratingly difficult but successfully completing the game does give you a sense of accomplishment which made me think of the first two Dead Space games in terms of their difficulty.

Players will also have the opportunity to enhance their weapons and their abilities ranging from strengthening firearms to being able to mimic the morphing abilities of the Typhoid.

One of my favorites was the Kinetic blast which enabled me to send a powerful shock wave into enemies. This is highly effective but limited due to the amount of kinetic shots and power that a player has at any given time.

Over the numerous hours that I played the game I found myself being drawn further and further into the story line. When multiple mission options arose I often had to face moral choices such as helping fellow survivors or leaving them to their fate so that I may live to complete a mission which ultimately would lead toward completion of the game.

PREY is about choices as the game is crafted to allow players to operate in a morally ambiguous area. You are not required to be the matinee hero nor are you required to be the mustache twirling villain; rather you are free to take advantage of situations as they arise.

One such example saw me take several items of food that had been collected by a group of survivors. I rationalize that with a big battle coming most of them would not survive and that it was up to me to prevail so that I may continue on with the numerous objectives I had before me. This may essentially lead to you having to turn and perhaps kill a fellow survivor which indeed was referenced down the road. The numerous and varied enemies complement the incredibly detailed and massive station which allows for players to take advantage of the zero gravity situations and navigate the outside of the station rather than go through the densely populated core of the station. Of course this only works if various airlocks are indeed open for you to access from the exterior of the station, but this is the type of freedom that players have.

While the difficulty of the game can be a bit frustrating players are able to adjust the difficulty settings and with the multiple gameplay options available to them, patience and persistence will pay off in the end.

The game is a real triumph and is already one of the more impressive titles of 2017. I look forward to seeing what is next for the franchise as PREY is an impressive achievement that will provide countless hours of gaming to even the most hard-core gamer.

http://sknr.net/2017/05/10/prey-3/