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AVP - Alien Vs. Predator (2004)
AVP - Alien Vs. Predator (2004)
2004 | Action, Horror, Mystery
For over a decade fans of the “Alien” and “Predator” films series have been tempted by various rumors regarding a proposed film that would match the two titans in an epic onscreen clash to determine who is the ultimate Sci-Fi bad guy.

Sadly none of the rumors panned out as one script after another was rejected ranging from issues over proposed budgets in excess of $200 million to lack of a human character dynamic. Fans continued to follow the series in the only ways that they could, comics, books, and games all the while hoping that someday a film would come.

Thankfully the wait is over as “Alien VS Predator” has come to fruition under the guidance of writer/director Paul Anderson who has an impressive science fiction track record with “Event Horizon” and “Resident Evil” amongst his credits. While some fans debated if Anderson was the right person for the project, few can dispute his passion for the series.

The film stars Lance Henriksen as Billionaire Charles Weyland, who discovers a large pyramid beneath the ice in Antarctica thanks to one of his satellites. Knowing that this could be the find of a lifetime, Weyland assembles a team of drillers, archeologists, climbers, and support personal and rushes to the harsh location to investigate the location before any other interested parties can discover his find and claim it for themselves.

Upon arriving at the location, the team discovers a massive pyramid that shows connections to all of the other pyramids on earth causing the team to believe that they have proof that the pyramids of earth were influenced by an outside culture whom the natives worshipped.

The presence of human remains in a sacrificial chamber only helps to strengthen this belief and the team continues to explore the pyramid to see what other grand treasures lay within. Upon arrival, the team has unknowingly awakened a captive alien queen from stasis and long dormant machines awaken and begin harvesting the eggs from the captive queen, Each egg is filled with a deadly face hugger that will not only kill the host it attaches itself to, but will produce an alien who is as deadly as it is relentless.

As if this was not bad enough for the team, a ship enters earth orbit and a landing craft of young predator males hurries to the pyramid. The predators are aware of the human’s presence and arrive ready for battle. It is learned that the predators use the aliens as a coming of age ritual as they are very deadly and seen as a worthy test of a young males worth.

Before long, the humans are caught in nightmare come to life as Weyland, his guide Lex (Sanaa Lathan), and the rest of the team are caught in the middle of a deadly battle between the aliens and predators with death and destruction all around them. The team has no idea what the creatures are, but they know that they are very deadly and their dwindling numbers only underscores this fact and their need to escape from the pyramid, which has become like a gigantic puzzle as it is constantly reconfiguring itself causing passages that were once wide open to become blocked.

To compound the peril of the situation, the team is 2000 ft below the ice and a storm is raging on the surface making the escape and elements as deadly as the bizarre creatures.

“AVP” combines the old-fashioned monster and haunted house movies of old to create a thrilling blend of action and Science fiction that is sure to delight fans. My biggest fault with the film was that it was not long enough as the 100 minute running time passed quickly and I was left wanting even more as good as the action sequences were I had hoped that there would be more of them. The film is also light on scares and tension as Anderson seems to have decided that the audience for this film would know about the title creatures already so time did not need to be spent on reintroductions.

The action sequences in the film are solid and they had the audience in my press screener cheering loudly and often as the two cinematic titans waged war. The pacing of the film is brisk and the lighting and visuals of the film are used well to create the atmosphere, I found the sequences were flashlights and laser sites probed the dark areas of the pyramid to be fascinating to watch as the eerie glow was appropriate to the mood of the film.

True the film does not have much in the way of complex plot, character development, or much for the cast to do other than be middlemen to the title creatures, but Anderson stays true to the source material and delivers a solid tale the largely protects the continuity of the “Alien” series and paves the way for future installments.

While some may find issue with the toned down nature of the films violence compared to others in the series, I found that I was still able to enjoy the film and I am sure a rematch between the title characters is something fans everywhere will be waiting for.
  
Goblin Teeth
Goblin Teeth
2020 | Card Game, Dice Game, Fantasy, Humor
You know a game is going to be great when you actually enjoy reading the rules. Please take a moment to consider what I just wrote. I *enjoyed* reading the rules to a game. To this game. Why? Well, the intro to the rules that introduces the setting of the game, is written in the voice of a goblin. For those of you who may uninitiated into fantasy lore, goblins are small, gross humanoids that are greedy and not at all known for their academic prowess. Ok, so the rules started out pretty entertaining. Did this set us up for an entertaining game or a boring slug… er, slog? I have high expectations from Jellybean Games now, so will this be a winner as well?

Goblin Teeth is a fantasy take-that, auction, set collection, dice and card game. Each player is a goblin attempting to impress the goblin boss enough to become the right hand gobbie by offering a collection of items that the boss enjoys.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup, create the offering mat by randomly drawing a red and blue offering card to be placed in their respective locations. Shuffle the Cheat cards and Item cards into separate decks. Each goblin player chooses a set of three matching dice they will use throughout the game. Give each goblin one Cheat card to begin their collection. From the Item cards, place as many Items face-up as the number of players and one more face-down at the end of the row near where the sacrifice altar will be placed. You now have your offer row for the first round and are ready to play.

Before the round begins, all players will roll all three of their dice simultaneously. These dice represent your bid amounts for the Item cards on display (including the face-down Item). Whomever is in possession of the first-player marker will take their turn first. This goblin may choose to play any number of Cheat cards in their hand, and then must place a die on an Item card or into the altar. These Item cards feature items to be collected and used to satisfy an Offering card – like skulls, goblin teeth, glow worms, and others. By placing a die on an Item card, a goblin is casting their bid. By placing a die into the sacrificing altar, the goblin is instead giving up a bid die in exchange for drawing a Cheat card (which can be very powerful). Once the die is placed, the next goblin in clockwise order can take their turn following the same order of operations. The goblin who wins the face-down Item card becomes the new first player and receives the first player token. A new round can now begin by laying out new Items and rolling all dice simultaneously.

The game continues in this fashion until one sneaky goblin has all the Items they need to satisfy one of the Offering cards (or the pre-printed space on the Offering mat). There are dice placement rules and Cheats-a-plenty that I did not describe at all, but per the disclaimer, you can back the game or purchase from your favorite board game retailer (naturally, your FLGS). All goblins then tear each other to shreds over jealousy and greed. Ok, I added that last bit myself, but it should go into the rules. Just sayin’.

Components. Again, this is a prototype version of the game and some components may (and probably will) change over the course of a successful Kickstarter campaign. That said, I will comment on what I can here. The physical components themselves are fine for a prototype game. The cards are big tarot cards that are fun to handle. I hope they keep that size. The first player token in this is a green translucent plastic meeple that I’m sure they will be upgrading during the campaign. Similarly, the dice will more than likely see an upgrade (I am totally projecting here, I have no information on any future plans for components). What needs very little upgrading is the art on the cards. The card backs for the Cheat and Item cards feature an excellent logo (I hope) for the game, and the art on the Item cards are clear and really really good. I hope the art style doesn’t change as the art is amazing here. The Cheat cards look good, are clear, and although they feature several different fonts, I was not at all ever turned off by the presentation.

So here are my thoughts. Goblin Teeth is an excellent game of outbidding your opponents, double-think, and Cheating your way to victory! I absolutely adore this game. Without those Cheat cards it would still be decent, but those Cheats are what make this game special. Being able to play as many Cheat cards as you want on your turn, with some of them being good and some bad, but being able to place them on yourself or your opponents is just gold. I cannot wait to see this game go to Kickstarter and just kill it. Seriously, it’s an amusing, frustrating, beautiful game that I cannot wait to own in its full glory. If you enjoy experiences that pit you against your opponents and you find yourself giggling at thwarting their plans, this is the game for you.
  
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Kirk Bage (1775 KP) rated Coco (2017) in Movies

Mar 3, 2020 (Updated Mar 3, 2020)  
Coco (2017)
Coco (2017)
2017 | Adventure, Animation
As part of my project to compile a coffee table book called 21st Century cinema: 200 Unmissable Films, I have found it interesting, but not surprising, that almost 10% of the list since the year 2000 are animated features. It is an art form that Pixar and Disney especially, but many smaller studios, are excelling in, because of technological advances, and the free range of realising an imaginative vision. The trouble often is that they aren’t my first port of call anymore now I don’t have a kid around to watch them with. So it takes me some time to catch up on the good ones these days.

Also, for every good one there are several really lame ones, designed to get families into cinemas and take their money without much concession to a good script. It only takes the bad experience of a couple of those to put you off the genre as an adult. It can be hard to remember that some are made only with 6 year olds in mind. Frozen, for example. They have their place, and the phenomenon of which ones kids are drawn to is a different study altogether. For the purposes of my list, I am looking for the ones that can entertain young and older audiences at the same time. And, to date, no one has done that better than Pixar.

The benchmark, for me, remains Monsters Inc, The Incredibles and the Toy Story series. The latter especially, have a great knack of pleasing all generations. The key is always the writing. Animation styles and techniques can impress the eye, but it is always the theme, the relationships and the words that make an animated film enduring. Music also plays a big part; as does the level of humour. Both incredibly intangible arts that you can’t just buy.

I watched Coco on a Sunday morning – the perfect time to watch an animated film, by law! Chances are you will be a little hungover (I was) and susceptible to the inevitable sentimentality you are about to experience. The first thing that struck me was the colours! Embracing a Latin American cultural canvas, I don’t think I have ever seen such a vivid rainbow attacking my senses. From the naked flames of the candles, to the warm tones of the sunlight and the almost neon glow on display around the dead and the world of the afterlife, it was a visual treat I can honestly say I have never experienced before.

Oh, yes, Coco is about dying, if you didn’t know! And to say more about the genius of their approach to it, would be classed as a spoiler! The action takes place on Diá de Muertos (the day of the dead), when family members can revisit their loved ones, as long as they have been remembered. Our hero, young Miguel, loves music. But his family have banned him from listening to, or playing, it because of the shame surrounding a long dead ancestor. The magic of the day leads him to the underworld of the dead, to find out the truth and save the day.

Of course, once there, he meets all sorts of strange characters, and is lead on a fateful journey with lots of unexpected twists. Again, we won’t go into who, or why for the sake of spoilers. Suffice to say, the ideas, emotion and sense of righteousness flow, stirred up in the mix of constant moments of humour, some that land, some that don’t quite, at a pace fitting, and demanded, by young audiences. The ultimate aim being to reveal the truth behind the family story and to allow the dead to be remembered for their real worth.

On the negatives first: it is all pitched at quite a young audience, in the same way one of Pixar’s less successful films, Cars, is. Which means a lot of the humour lacks the sophistication needed to make it a classic. Also, for a film about the love and joy of music, the songs are only OK, and not especially memorable, although the Oscar winning main theme “Remember Me” serves its purpose very well in the climax. There are also one or two dips in the pacing of scenes that break the spell; surely the cornerstone rule of animated films: don’t drop the ball! Something both Wall-E and Up do at points, spoiling the overall impression of something so glorious in their best moments.


The power of Grandmas
To be more positive, we have to acknowledge the very, very high bar that Pixar set themselves. From an animation point of view, if this film had been released in 2001, we’d be in raptures about it! It is beautiful to look at! And the attention to detail is extraordinary, allowing for many re-watches, just to see the things they have put in there to largely amuse themselves. As a vision of an idea brought to life it is a consummate success! It is, essentially, so likeable. And at its heart, once again, right on the money.

It isn’t called Miguel. It isn’t called The Day of the Dead. It is called Coco. And by the end, you realise why that is important. Death is sad. Dementia is also an awful, awful thing. The strength of Coco is taking these difficult subjects and shining a meaningful light on them, that not only comments intelligently on them, but breaks the heart with the truth of it all. It takes a while to get there with this one, but the pay-off is sublime, yet again! Remember me, a simple sentiment that goes a long, long way!

As a side note, there is a controversial, but massively effective medical technique being utilised in the real world, with alzheimers sufferers, that uses music to trigger memory. It’s application and results are astonishing, for their ability to bring people “back to life”. Which, naturally, moved me immensely. To think the best moment of Coco isn’t just wish fulfilment in a sentimental world, but a real thing that can be done!

Sentimentality aside, Coco is a good film, in every sense of the word. As a parent, I would revel in the opportunity to show this to a child, for the positive conversations it might invoke. The aspects of cinema magic needed to make it an experience worth having are all there. To fault it is only to be unnecessarily picky. Better to go on the journey and enjoy it for what it is. Which, increasingly, is my mantra for watching anything. Who would not hope that someone chooses to celebrate life, with the thought “Remember Me”?
  
Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T


To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
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Gareth von Kallenbach (965 KP) rated the PC version of Mortal Shell in Video Games

Oct 8, 2020  
Mortal Shell
Mortal Shell
2020 | Action, Role-Playing
Beautiful Scenery (1 more)
Hardening Skill can save you when you screw up
No real direction on where to start (0 more)
Back in 2009 Demon’s Soul, a PlayStation 3 exclusive, made its way into the hands of players around the world. The game was punishingly difficult, and was revered for its no handholding, brutally steep learning curve. A game that harkened back to the days of old, when video games were more about a player spending hour upon hour of mastering its nuances then relying on a never-ending supply of save games. This game, and the even more popular successor Dark Souls, gave way to its own genre defining style, the “souls-like” game. Since those genre defining years, several companies have tried to take inspiration from the originals and craft them into their own unique experiences. Whether that be futuristic takes such as Surge 2, or sticking to a familiar fantasy setting, with mixed results. Enter the latest in this genre, a game developed by the fine folks at Cold Symetry, released on Windows, Xbox and PlayStation.

Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.

The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.

In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.

Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.

During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.

One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.

Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell

While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.

If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available

What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up

What I liked less: No real direction on where to start