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Kim Pook (101 KP) rated Love you to death (2019) in Movies
Jun 2, 2022
Police arrive at a house in 2013, The door is unlocked so they enter to find a dead body on the bed. We are shown a montage of pictures of a sick teen girl called Esme and her mum, it seems they had been raising a lot of money because of her illness.
Rewind to a few months before the death, it's Esmes 16th birthday and then her routine appointment, but sadly she is showing no signs of improving. During a shopping trip they bump into Esmes estranged dad, and it's clear there is hostility between him and Esmes mum. We soon discover that Esme has had the illness since she was 4 years old and also has a learning disability which just adds to the sadness of her illness.
It soon becomes evident how controlling her mother is though, she refuses to let anyone take Esme anywhere, controls what she eats as well as which doctors are allowed to treat her. After Esme is attacked at a gaming convention, the mother purchases a gun for protection and it isn't long before she's using it against an intruder.
About half an hour into the movie, we are thrown back to 2005, and we see Esmes side of the story. Esmes mum has a conversation with a nurse who confirms that Esme was misdiagnosed and she was fine, I won't go into that too much incase you want to watch it, but basically Esmes mum continues to fake Esmes illness. You will have to watch the movie to see how she achieves this, by tricking everyone including medical staff.
I enjoyed the movie but I was so shocked to find out it was based on a true story, I immediately went on to watch the documentary to compare and I felt they did do the true story justice, they included Esmes mum always holding her hand and hitting her if she didn't do as she was expected to do. The way Esme (gypsy rose) meets her boyfriend was different in real life, I felt the movie made him out to be this sweet guy trying to save Esme but in real life he was very disturbed, but then again it was told through Esmes eyes, so it was probably to show what she saw at the time.
Rewind to a few months before the death, it's Esmes 16th birthday and then her routine appointment, but sadly she is showing no signs of improving. During a shopping trip they bump into Esmes estranged dad, and it's clear there is hostility between him and Esmes mum. We soon discover that Esme has had the illness since she was 4 years old and also has a learning disability which just adds to the sadness of her illness.
It soon becomes evident how controlling her mother is though, she refuses to let anyone take Esme anywhere, controls what she eats as well as which doctors are allowed to treat her. After Esme is attacked at a gaming convention, the mother purchases a gun for protection and it isn't long before she's using it against an intruder.
About half an hour into the movie, we are thrown back to 2005, and we see Esmes side of the story. Esmes mum has a conversation with a nurse who confirms that Esme was misdiagnosed and she was fine, I won't go into that too much incase you want to watch it, but basically Esmes mum continues to fake Esmes illness. You will have to watch the movie to see how she achieves this, by tricking everyone including medical staff.
I enjoyed the movie but I was so shocked to find out it was based on a true story, I immediately went on to watch the documentary to compare and I felt they did do the true story justice, they included Esmes mum always holding her hand and hitting her if she didn't do as she was expected to do. The way Esme (gypsy rose) meets her boyfriend was different in real life, I felt the movie made him out to be this sweet guy trying to save Esme but in real life he was very disturbed, but then again it was told through Esmes eyes, so it was probably to show what she saw at the time.
Purple Phoenix Games (2266 KP) rated Villages of Valeria in Tabletop Games
Jun 12, 2019
Oh, Valeria. How I do love thee! I have reviewed Valeria: Card Kingdoms (VCK) in the past and if you read that review you learned that it is my favorite game of all time (as of the date of this composition). I actually Kickstarted Villages of Valeria (VoV) before even playing VCK so this game was my introduction into the Valeriaverse. I feel obligated to publicly thank VoV for bringing me into one of my favorite gaming universes. But, how good IS this one?
In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?
DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T
VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.
VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!
When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.
Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.
Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!
Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.
So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!
https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?
DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T
VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.
VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!
When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.
Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.
Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!
Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.
So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!
https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
Peter Russell (61 KP) rated Legacy of Dragonholt in Tabletop Games
May 3, 2019
Its an rpg without a dm (1 more)
The biggest book based choose your adventure youve probably ever played
As with any choose your adventure choices can seem limiting (2 more)
The game is the only one of its kind and feels like it should be a series, but unfortunately discontinued
Its a one time playthrough
Largest choose your adventure ever
This game takes on roleplaying games for a single player rpg experience using "choose your adventure" style mechanics. At the beginning of the game a player makes a character, chooses a class and chooses skills. These character design choices do very much affect gameplay, providing different adventure paths/ options for characters of different races or having given skills in a situation. The box includes multiple adventures, each with a rough playtime of 30-60 minutes, though it can become longer with more players. Each booklet is designed to be played as a single gaming session, providing a convenient place to stop for the night or for a breather. The game also has a story tracking mechanic where bubbles are filled in based on choices made. These can affect interaction with npcs or track overarching campaign events that have shaped the world.
I played through this game once and it took me about 6 hours and feel tgere are not enough alternate choices to merit another playthrough. Even though the game says it can be played with 1 to 6 players I recommend one player because only a single choice can be made with each entry and multiple players may not agree on a single course of action. For this game you fo need some tablespace as there are lots of tracking sheets and books and possibly a map you will have out.
*Minor Spoiler Ahead
My overall view of this game is that I wish it was different in one of two ways.
1. It would be nice if there were expansions to this where a character could carry over to another campaign or an expansion that weaves in more npc drama. At the end there are only 4 possible endings and then the game just ends, I wanted more, but knew it would never be.
2. This game with all of its tracking was more akin to muds and I feel it would have been better suited (at least for single player) as an interactive book for a computer where the tracking is done behind the scenes. This would of provided more mystery and made the game feel more in the moment rather than breaking out of the story to reference tracking sheets to see if a choice was allowed.
I played through this game once and it took me about 6 hours and feel tgere are not enough alternate choices to merit another playthrough. Even though the game says it can be played with 1 to 6 players I recommend one player because only a single choice can be made with each entry and multiple players may not agree on a single course of action. For this game you fo need some tablespace as there are lots of tracking sheets and books and possibly a map you will have out.
*Minor Spoiler Ahead
My overall view of this game is that I wish it was different in one of two ways.
1. It would be nice if there were expansions to this where a character could carry over to another campaign or an expansion that weaves in more npc drama. At the end there are only 4 possible endings and then the game just ends, I wanted more, but knew it would never be.
2. This game with all of its tracking was more akin to muds and I feel it would have been better suited (at least for single player) as an interactive book for a computer where the tracking is done behind the scenes. This would of provided more mystery and made the game feel more in the moment rather than breaking out of the story to reference tracking sheets to see if a choice was allowed.
Purple Phoenix Games (2266 KP) rated Friday in Tabletop Games
Jun 12, 2019
Game nights with the group are some of my favorite nights, but pesky schedules and “personal lives” often get in the way. Not being able to play with the group hasn’t slowed my gaming roll though, and I am always on the lookout for good, solo-able games! So when I saw ‘Friday – A Solo Adventure’ at my local used game sale, I knew I had to grab it.
Picture this – you live on a tropical island. One day as you’re walking down by the ocean, you see something on the shore. As you approach, you realize it is a grown man! Turns out this castaway is Robinson Crusoe. You decide to help Crusoe learn the ways of the jungle, combat hazards, build up his strength, and eventually escape your island via a nearby pirate ship. The island is a rough place, though, so you must be diligent in your guidance! Otherwise your newest comrade may not survive…
A cute little card drafting game of survival on a deserted island – how hard can it be, right? I seriously underestimated how tough this game actually is – I have never won a game to date. The premise of the game is simple enough (draw cards, overcome hazards, and build your deck), but successful execution is the tricky part.
It all really comes down to the luck of the draw. Some cards are excellent for fighting hazards, while others can seriously negatively impact a fight. Success or failure depends on how well you shuffle and where the cards end up in your draw pile. That is to be expected though – if all the cards were helpful, the game would be so easy! The balance (or should I say imbalance?) of positive and negative cards is what makes the game so difficult. There are almost as many negative cards as there are positive, which makes every fight feel completely random to me. It is hard to strategize because each turn is almost a 50/50 shot as to whether your next card is positive or negative. The game is supposed to last 3 phases, but I am lucky to survive into phase 2.
Friday will stay in my collection, for the time being, while I continue trying to formulate a working strategy. Overall, though, it is not my go-to solo game. Purple Phoenix Games gives it a 8 / 12. (Josh and Bryan haven’t played it yet!)
https://purplephoenixgames.wordpress.com/2018/12/12/friday-a-solo-adventure-review/
Picture this – you live on a tropical island. One day as you’re walking down by the ocean, you see something on the shore. As you approach, you realize it is a grown man! Turns out this castaway is Robinson Crusoe. You decide to help Crusoe learn the ways of the jungle, combat hazards, build up his strength, and eventually escape your island via a nearby pirate ship. The island is a rough place, though, so you must be diligent in your guidance! Otherwise your newest comrade may not survive…
A cute little card drafting game of survival on a deserted island – how hard can it be, right? I seriously underestimated how tough this game actually is – I have never won a game to date. The premise of the game is simple enough (draw cards, overcome hazards, and build your deck), but successful execution is the tricky part.
It all really comes down to the luck of the draw. Some cards are excellent for fighting hazards, while others can seriously negatively impact a fight. Success or failure depends on how well you shuffle and where the cards end up in your draw pile. That is to be expected though – if all the cards were helpful, the game would be so easy! The balance (or should I say imbalance?) of positive and negative cards is what makes the game so difficult. There are almost as many negative cards as there are positive, which makes every fight feel completely random to me. It is hard to strategize because each turn is almost a 50/50 shot as to whether your next card is positive or negative. The game is supposed to last 3 phases, but I am lucky to survive into phase 2.
Friday will stay in my collection, for the time being, while I continue trying to formulate a working strategy. Overall, though, it is not my go-to solo game. Purple Phoenix Games gives it a 8 / 12. (Josh and Bryan haven’t played it yet!)
https://purplephoenixgames.wordpress.com/2018/12/12/friday-a-solo-adventure-review/
Gareth von Kallenbach (980 KP) rated Borderlands 2: VR in Video Games
Jun 19, 2019
2K games has taken the popular Borderlands franchise into the Virtual-Reality realm with the release of Borderlands 2: VR. The game allows fans with a PSVR system to experience the game form an entirely new perspective. Playing out much as the standard game does this VR experience allows players to either teleport to various spots or allows players to move around using the directional controller of the Dualshock 4.
Players will have to adjust to the new visuals as one of the early game tutorials does suggest taking a break if you should feel any dizziness or strain from the VR experience. It can be a little more pronounced than usual in this game due to the intense action of dodging numerous enemies during combat and moving over large areas of the map.
Players will also need to get used to going solo as there is not an option to have a group experience. The maps and missions lay out exactly as you would expect although it will take some players a little bit of adjustment to get used to the movement system. I was able to do fairly well first time out but did find looking behind me to the a challenge which forced me to adopt this style of backing off and keeping most of my visuals limited to left, right, up, and down.
Graphically the game looks exactly as you remembered it save for the VR environment which gives gamers a new level of immersion. There were times when characters and enemies appeared almost translucent depending on my distance and angle from them, but it was in no way a distraction as I dispatch enemies, upgraded weapons, and raided boxes.
The game also plays out pretty much as you remember so players who have completed the original game will have a good idea of what to expect.
While many of us are eager for the announcement of the next chapter in the series; Borderlands 2 VR is a welcome addition that allows players to experience the vast gaming environments in a virtual-reality setting. It would be interesting to see if 2K plans to adapt any of their other games for VR as I certainly would not mind seeing Borderlands: The Pre-Sequel or even EVOLVE in this environment.
For now this is a very enjoyable; albeit nostalgic look back which is certainly a must own for fans of the game and PSVR owners.
http://sknr.net/2018/12/26/borderlands-2-vr/
Players will have to adjust to the new visuals as one of the early game tutorials does suggest taking a break if you should feel any dizziness or strain from the VR experience. It can be a little more pronounced than usual in this game due to the intense action of dodging numerous enemies during combat and moving over large areas of the map.
Players will also need to get used to going solo as there is not an option to have a group experience. The maps and missions lay out exactly as you would expect although it will take some players a little bit of adjustment to get used to the movement system. I was able to do fairly well first time out but did find looking behind me to the a challenge which forced me to adopt this style of backing off and keeping most of my visuals limited to left, right, up, and down.
Graphically the game looks exactly as you remembered it save for the VR environment which gives gamers a new level of immersion. There were times when characters and enemies appeared almost translucent depending on my distance and angle from them, but it was in no way a distraction as I dispatch enemies, upgraded weapons, and raided boxes.
The game also plays out pretty much as you remember so players who have completed the original game will have a good idea of what to expect.
While many of us are eager for the announcement of the next chapter in the series; Borderlands 2 VR is a welcome addition that allows players to experience the vast gaming environments in a virtual-reality setting. It would be interesting to see if 2K plans to adapt any of their other games for VR as I certainly would not mind seeing Borderlands: The Pre-Sequel or even EVOLVE in this environment.
For now this is a very enjoyable; albeit nostalgic look back which is certainly a must own for fans of the game and PSVR owners.
http://sknr.net/2018/12/26/borderlands-2-vr/
Gareth von Kallenbach (980 KP) rated Game Night (2018) in Movies
Jun 19, 2019
Max (Jason Bateman), and his wife Annie (Rachel McAdams),are a loving
couple who met during a trivia night at a bar. Gaming has been a regular
part of their lives, and they are often involved with hosting game nights
for their friends.
Max and Annie seems have it all save for a family and
when it is determined that stress may be leading to the problem Max
attempts to resolve the issue. Max has issues with his older brother
Brooks (Kyle Chandler), who he sees as ultra-successful and rubbing his
success in his face.
The fact that Max has not seen his brother in a while
is not an issue, the fact that the brother who seems to beat him in
everything has returned is enough to set the mild-mannered Max on edge.
After an enjoyable game night, Brooks offers to host the next one and
although Max knows this is just Brooks looking for a way to show off his
house, he accepts the invitation.
Upon arrival,Brooks tells Max, Annie, and their friends that they will be
playing a mystery night where a group of actors will stage a kidnapping
and they must unravel clues to solve the mystery. The fact that Brooks is
offering a prized car that Max has long coveted is all the motivation he
needs to win the competition.
The game starts and a group of goons arrive and rough up Brooks and kidnap
him in front of the guests who all think this is part of the show. They
soon come to realize that Brooks may not be the person he claims to bend
that the kidnapping may indeed be real and not part of a scripted game.
What follows is a mix of comedy and dramatic mystery that while unfolding
slowly at times, is filled with some funny moments and great characters.
Bateman has his likable everyman persona down well in the film and the
supporting cast does a great job playing in the wacky adventure without
every getting to madcap.
The breakout star of the film is Jesse Plemons
who plays Max and Annie's creepy police neighbor who is deeply disturbed
following the breakup of his marriage and has taken things to a new level.
You will want to stay through the credits as there are some extra scenes
which round out the film nicely. "Game Night", is a pleasant enoughfilm
that cannot quite determine if it is a comedy or dramedy, but it does
enough good things to make it an enjoyable outing.
http://sknr.net/2018/02/22/game-night/
couple who met during a trivia night at a bar. Gaming has been a regular
part of their lives, and they are often involved with hosting game nights
for their friends.
Max and Annie seems have it all save for a family and
when it is determined that stress may be leading to the problem Max
attempts to resolve the issue. Max has issues with his older brother
Brooks (Kyle Chandler), who he sees as ultra-successful and rubbing his
success in his face.
The fact that Max has not seen his brother in a while
is not an issue, the fact that the brother who seems to beat him in
everything has returned is enough to set the mild-mannered Max on edge.
After an enjoyable game night, Brooks offers to host the next one and
although Max knows this is just Brooks looking for a way to show off his
house, he accepts the invitation.
Upon arrival,Brooks tells Max, Annie, and their friends that they will be
playing a mystery night where a group of actors will stage a kidnapping
and they must unravel clues to solve the mystery. The fact that Brooks is
offering a prized car that Max has long coveted is all the motivation he
needs to win the competition.
The game starts and a group of goons arrive and rough up Brooks and kidnap
him in front of the guests who all think this is part of the show. They
soon come to realize that Brooks may not be the person he claims to bend
that the kidnapping may indeed be real and not part of a scripted game.
What follows is a mix of comedy and dramatic mystery that while unfolding
slowly at times, is filled with some funny moments and great characters.
Bateman has his likable everyman persona down well in the film and the
supporting cast does a great job playing in the wacky adventure without
every getting to madcap.
The breakout star of the film is Jesse Plemons
who plays Max and Annie's creepy police neighbor who is deeply disturbed
following the breakup of his marriage and has taken things to a new level.
You will want to stay through the credits as there are some extra scenes
which round out the film nicely. "Game Night", is a pleasant enoughfilm
that cannot quite determine if it is a comedy or dramedy, but it does
enough good things to make it an enjoyable outing.
http://sknr.net/2018/02/22/game-night/
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