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The Lamb Lies Down On Broadway by Genesis
The Lamb Lies Down On Broadway by Genesis
1974 | Pop, Rock
(0 Ratings)
Album Favorite

"This album is a real folly. I don't want to defend Phil Collins for a second, and when I see footage of the Slipperman [a naked lumpy monster with inflatable genitalia who emerged onto the stage by crawling out of a giant penis - Ed] I just chuckle at the thought that it just didn't make any sense to Phil Collins and it really pissed him off. He didn't like seeing Peter Gabriel in this costume. Gabriel didn't give a fuck though, he just wanted to do this piece of theatre. Just round the corner from here is the Palace Theatre, and that's where I saw them do The Lamb Lies Down On Broadway, two nights running, when I was 15. We just used to sneak into all the gigs, me and my mates. We were desperate to get into this one because we'd seen them on the Whistle Test but we couldn't get in for love nor money. We were stood outside and the guy who ran Virgin Records on Lever Street was there. I used to go to that shop three or four times a week to buy all my albums, and at about five to eight he came to the door and he recognised me from the shop because I used to ask him for advice, and he beckoned me over and put a ticket in my hand. It was sixth row from the front, and I was just blown away by it. It was one of the greatest things I've ever seen. It was presented as theatre. There were a lot of props. There was a big mesh cage that Gabriel performed in, there were a load of strobes going off. How did they represent a wall of nothingness sweeping across Times Square? Just a bit of smoke I think."

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Dungeon Drop
Dungeon Drop
2020 | Adventure, Fantasy
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.

Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.

The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.


When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.

Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.


When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
  
Godzilla vs. Kong (2021)
Godzilla vs. Kong (2021)
2021 | Action, Adventure, Sci-Fi
Monsters! Yay! Small screen... booooooo!

Godzilla and Kong come head to head in a vicious battle as the humans embark on a mission to discover the ultimate power source.

I won't harp on this point too much because we're nearly at the point where I won't have to... hopefully... but this needs the big screen. You need that experience to get the full effect.

Monsters fight... do we need any story? I didn't. Which is just as well because I wouldn't be able to tell you what specifically happened apart from what I wrote in the synopsis.

You could have had this film without the humans, or as a human focus film with the monsters just lurking in the background of the whole thing. (Though I don't think anyone would care about the latter.) The monsters could easily have done a film without the humans, there's only actually one point where they're needed, and that was quite frankly dubious.

Let's talk about those humans, but where to start? The film needed to commit to either being a companion to the last film or being a new film in the franchise. So far all the others have been quite independent of each other in comparison. It may not be a popular opinion, but I would have opted for a new film... and that means no Millie Bobby Brown and no Kyle Chandler (who was quite frankly underused anyway).

My definite highlight was Brian Tyree Henry in his role as the conspiracy podcaster, and I really enjoyed that whole thread. But it definitely could have been switched up a bit and resulted in a much more believable discovery sequence in the plot. That was quite a big thing in the film, when giant monster events are more believable than human ones, you need to rethink what you're doing.

As much as I love Alexander Skarsgård, I cannot tell you much of anything about his role. He's usually always an enjoyable actor, but even that couldn't save this bland character. So much so, that when I listened to a podcast on this film and they mentioned him, I went "oh yeah, he was in it".

My main take away was that most characters had very little development, and I know I was there for the monsters, but the humans needed to not be throwaways for the amount of time they spent on screen.

I'm not going to go into the effects, they were great, and I loved them just as much as in King of the Monsters. The colours were amazing.

I'm very pleased I didn't spot spoilers for the film before seeing it. The reveals were well done and I enjoyed some of the moments that came from them, but it leads me to something I've been pondering...

This sequence of films feels wrong, Had Godzilla vs. Kong been before King of the Monsters then you'd have been presented with the perfect way to introduce more creatures, but the character dynamics would not have been right with that shuffle. There are so many possibilities, that going over them would take way too long.

For a title that highlights Godzilla before Kong, it's oddly weighted, Kong is a much bigger feature than G-zee is. He gets his own personality and a bit more heart, and it was nice to see him become a new person... ape... giant fuzzball. I can't help but be a little sad that one of his moments from the original wasn't duplicated in all its glory here.

Overall it's a fun creature feature and the action is epic as expected, with some twists thrown in if you managed to avoid the spoilers. While I really do love moments from Godzilla vs. Kong, I'm not sure it's better than KotM, but it's well worth the watch either way.

Originally posted on: https://emmaatthemovies.blogspot.com/2021/04/godzilla-vs-kong-movie-review.html
  
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Gareth von Kallenbach (980 KP) rated the PC version of Evolve in Video Games

Jun 19, 2019  
Evolve
Evolve
Shooter
Following up a game as popular and successful as Left 4 Dead is not an easy task. Then add into the mix having your studio closed by your new owners, reopened as a casual studio, having the publisher of your next big game go Bankrupt and then dealing with the huge expectations for your latest project; and you see the task facing Turtle Rock Studios.

Turtle Rock Studios and 2K have combined to give gamers EVOLVE, a game that takes the co-op gameplay aspects of Left 4 Dead and throws in some new wrinkles and features thanks in large part to the increased power of the next generation of gaming consoles and the versatility and power of gaming PCs.

The game is set on a distant planet named Shear where giant and deadly creatures are threatening the established colonies to the point where an evacuation is being planned. As such a team of expert hunters is assigned to locate and eliminate the creatures posing the threat and as such players play as one of four classes, Assault, Trapper, Medic, and Support. Each class has weapons and abilities specific to their role and as player’s progress; they will unlock other characters in the various classes each with their own weapons and abilities which gives players far more options than simply having to play the same class in a new characters but with the same weapons and abilities.

The game also allows players to play as the monster and they will gain size and abilities as they consume the abundant local wildlife and “evolve” into a larger and more dangerous threat. Naturally as players gain experience, they will gain new abilities and even more weapons to use against the hunters.

Players have the option to play with friends, bots, or be randomly matched and there are various gameplay modes such as hunting, rescuing survivors, and defending an installation. There is also an Evacuation mode which tasks players to survive and complete various missions in a connected campaign where what they do or do not do over the missions will change options that are available to them. For example, players who are able to defend a power station will have gun emplacements available to them in the next mission. Failure to save the power plant will result I a toxic cloud being released which will harm the others. Other failures in this mode can result in the local wildlife becoming even more dangerous and aggressive which is not something you want to deal with when tracking the monster.

Playing on the PC version of the game I was impressed by the smooth frame rate and the lush and detailed environment in which I played. It was very easy finding others to play with and the system did a good job of matching players according to their level for the most part.

Shear is a very lush and dangerous world filled with all sorts of animals and plants who have no problem taking a bit out of you and party.

It is vital to work as a team, as lone wolf players rarely survive long, and as such the key is getting good players around you. I have had the misfortune to be teamed with players who do not come to your aid, who wander off and do their own thing, and ignore your suggestions for strategies. This usually results in a frustrating defeat.

I have also worked with a random team that was very helping of one another and while we endured some losses in early missions we rebounded well to complete the last two missions of the Evacuation mode and see a successful conclusion.

The players are fairly easy to control and anyone who has played Titanfall or Call of Duty: Advanced warfare will have a leg up in using the jet packs to jump and glide in combat and when navigating up and across terrain and obstacles.

Playing as the monster can be rewarding and also a challenge as knowing when the best time to stop running and attack the hunters is a key and also if you should stop evolving at level 3 and try to destroy various objects to win or try to evolve to the max levels.

As with the players, the success or failure of a mission can depend on how well the person playing the monster is. A novice with little skill tends to make for an unsatisfactory hunt while a seasoned player with good abilities can often present a frustrating challenge as many times the monster can appear to be overpowering. I can remember a recent mission where my team unloaded on the creature on three different exchanges and had their armor and health depleted. Pressing on the attack a few minutes later, the creature was able to take down the entire team in a matter of seconds despite being able to handle us in the early and much longer exchanges.

The weapons are painstakingly slow on the big guy as dart guns, fusion cutters, and lightning guns work well on the local wildlife but tend to not do much unless part of a joined and sustained attack. I remember one battle where I was unloading on the creature over and over, swapping weapons when one needed to recharge and the other needed to reload. Despite scoring hit after hit the creature was not taking any devastating damage and continued to ignore me while taking out other members of the team before giving me his full attention.

This is where running away can be a good thing as when hunters fall and you are unable to revive them, they can return to the battle when a drop ship returns which is indicated by a countdown on the screen.

The characters are diverse and interesting and have some great lines but after playing the Big Alpha, Beta, and some early access, I found that I was ready for some new lines and characters by the time the final release came out.

Evolve is a game that will be different things to different people. Some will bemoan the lack of a traditional campaign while others will want more powerful weapons and balance.

If you’re happy playing a game that is at its core an online co-op game then Evolve is a game you will want to play. If you’re someone who needs a structured and lengthy campaign with multiple locales, then Evolve may not be to your liking.

Some gamers have complained about the amount of DLC that was available at launch stating that some of it should have been included in the final game. My take on DLC is pretty straight forward and you can see it here. That being said, taking Evolve for what it is rather that what it is not, it is a very beautiful and action filled game that will present plenty of fun and challenges along the way for gamers. What you ultimately do with the game is largely up to the players as they will find the gameplay style, customizations, and characters that work best for them.

I am curious what the future will bring for the series as I would not mind seeing new characters, weapons and scenarios but for now, what is available is highly enjoyable and challenging.

http://sknr.net/2015/02/24/evolve/