Blood Rage
Tabletop Game
"Life is Battle; Battle is Glory; Glory is ALL" In Blood Rage, each player controls their own...
Miniatures BoardGameGeekGreatness
Star Wars: Imperial Assault
Tabletop Game
Star Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five...
Boardgames StarwarsGames MiniatureGames
Charlie Cobra Reviews (1840 KP) rated Spider-Man: Into the Spider-Verse (2018) in Movies
Jul 3, 2020
Miles Morales, (Shameik Moore) is a normal regular teenager from Brooklyn, whose parents, police officer Jefferson Davis (Brian Tyree Henry) and nurse Rio Morales (Luna Lauren Velez); have enrolled him in a new school. He visits his estranged Uncle Aaron Davis (Mahershala Ali) to vent and deal with pressures of living up to his parents expectations and making friends at a new school. His Uncle Aaron takes him to blow off steam to an abandoned subway station where he can paint graffiti and Miles is unknowingly bitten by "the Spider-Man" spider. After discovering his new powers, he returns to the subway searching for the spider and uncovers a secret lab where Spider-Man is in battle with the Green Goblin and the Prowler. Wilson Fisk, a.k.a. the Kingpin, is using the lab to test a particle accelerator which Spider-Man says could destroy the city. During the battle Spider-Man finds Miles hiding and entrusts him with a USB drive, when things don't go as planned. And that's just the beginning.
This movie is a must see. If you haven't seen this movie you are definitely missing out. My only complaints would be some of the Spider-Man felt unnecessary; also the style of movie was very dynamic and hard to adjust to, particularly the opening/intro. Once you get past that it's totally fine. The writers created a clear and captivating plot that truly encompasses the struggle of the "Spider-Man" character; such as dealing with normal problems like school, girls, parents, and hero problems like adjusting to powers, bad guys, and saving the city. This movie was rated PG so was made for kids but has a message and themes where it can be enjoyed by all ages and doesn't feel like a kid movie. This movie has quite a few entertaining characters including some of the alternate version spider men like, Spider-Woman/Gwen Stacy (Hailee Steinfield), Peter Porker/Spider-Ham (John Mulaney), and Peter Parker/Spider-Man Noir (Nicolas Cage). Although light hearted and funny, this movie definitely touched on more serious issues like loss, death, betrayal, responsibility and finding one's self. Probably the best Spider-Man movie, undoubtedly the best since Sam Raimi's first Spider-Man. I give it a 9/10.
Darren (1599 KP) rated The Spiderwick Chronicles (2008) in Movies
Oct 2, 2019
Performances – Freddie Highmore takes twin roles here and handles them both very well showing how he can be the smarter kid and the adventurous one too. Mary Louise Parker in the parental role works well as we need her to bring the serious side to the story now. Sarah Bolger is strong too needing to be the strongest member of the children.
Story – The story takes three siblings into a battle with goblins with fantasy creatures being used to guide the way in this battle. This will bring the broken family back together, well back to the level they are going to need to get used too. The scale of the book doesn’t give the story enough credit because it feels like this book has created a massive world only for us to get a snippet into everything. this story doesn’t re-invent the wheel because we can see the formula unfold without needing to guess to much on just how thing go on. We do deal with a big family change which should be the focal point through the film too.
Adventure/Fantasy – The adventure side of the film takes the family into battle against the creatures of the forest which are invisible to most of the world, this plays into the fantasy side too because of the creatures we see at war.
Settings – The film takes the family to a new house that is in the middle of the forest, which shows us the finical change the family must take, as well as the adventures waiting in the forest for people to experience.
Special Effects – The effects in the film are strong for the most part because we get to see the different creation looking like they would fit in the normal world.
Scene of the Movie – Come with me.
That Moment That Annoyed Me – Not getting a full grasp of the scale of the fantasy world.
Final Thoughts – This is a fun fantasy adventure that brings the characters into a world which will unite them as they deal with the biggest change of the children’s life.
Overall: Simple and enjoyable.
MARVEL Spider-Man Unlimited
Games and Entertainment
App
*** OVER 200 CHARACTERS FROM THE SPIDER-VERSE TO PLAY! *** Collect and unite every Spider-Man and...
Daniel Boyd (1066 KP) rated The Amazing Spider-Man 2 in Video Games
Jul 21, 2017
I had just come off of finally getting around to playing Until Dawn at the start of January. A well made, well written, well acted, well executed teen horror story that had atmosphere and intrigue in spades. I then went on to play a game that I thought was mediocre by comparison, DMC Definitive Edition. When playing through the story I was so underwhelmed and disappointed in what they had turned this once great franchise into, an angsty, melodramatic, arcade slash ‘em up with as much depth as the shallow end of the kiddies swimming pool. I thought what a waste of cash and time. What a piece of garbage. Oh how naive I was, I had no idea how much worse it could get. After beating DMC and the attached story DLC that came with the Definitive Edition, I popped out the game and slid in The Amazing Spiderman 2. The first thing that I noticed was that the game graphically is at the same level if not worse than the first Amazing Spiderman game on PS3, but I thought hey, games with under par graphics can still be fun, UI’s and poly counts aren’t everything so I began working my way through the main story. Let’s start with the only positive that this game has going for it, the web slinging. Traversal feels and looks great in the game, zipping around NYC is a treat and when everything works correctly, you can pull off some truly spectacular acrobatics while shooting around in mid air. The shoulder buttons on the controller are matched to Spidey’s arms, left trigger for left swing, right trigger for right swing, and unlike the last game, in this one the web shooters have to be aimed at a building in order to perform a successful swing. The important phrase here, is ‘when it works.’ There were several times when I would be right next to a building and press the trigger to swing, only to hear Spidey say, ‘Hey, this just in, web slingers need something to stick to.’ No shit Spidey, that’s why I’m pressing the trigger on the side where the huge fucking skyscraper is. Also, there would be times when I had a decent amount of momentum going, swing left, right, left, right consecutively and as I pressed the left trigger again to attach to the building on my left, for some odd reason, Spidey would fire his right hand web shooter, attaching to a distant building on the right, turning me away from the direction I was swinging and totally ruining my momentum, this was particularly frustrating during boss fights and chase sequences or when swinging against the clock. Overall though traversal is fun, okay now that the positive is out of the way, let’s rip this thing apart. Animations are stiff, glitches are common and every cutscene in the game ends abruptly with an awkward animation that resembles the look of a news anchor when they run out of words to read off the teleprompter, but the camera is still rolling. Why they decided to add a dialogue system, I have no idea, it is so unnecessary and out of place and has absolutely no effect on the outcome of the game’s narrative, it’s simply there for the sake of having a dialogue option. The plot is fairly standard, but is bearable for the first two thirds of the game, however the point that the publishers told the development team to get a move on and meet the deadline to coincide with the release of the movie becomes instantly clear. The last 5 or so chapters in the game are so rushed it’s like going through a checklist. The first bossfight in the last third of the game is pretty mundane, but at least there is an attempt at a build up to it. However after that fight you are teleported to the top of a skyscraper to battle Electro in a boss fight with the least build up ever. So you do that and then you are corrected, this next boss fight with the Green Goblin is the least build up to a boss fight ever. You don’t see the transformation of either Electro or the Goblin and honestly, if I hadn’t seen the movie that goes with this game, I would not have had a clue about what was going on. Then it’s as if the game remembers that they made a half arsed attempt at introducing Carnage away back at the beginning of the story and so they throw in another out of the blue boss fight to end the game. Wow, this lack of story build up and context wouldn’t have been acceptable in a PS1 game, it certainly isn’t acceptable here. Also the game again (just like the first one,) tries to copy the Arkham games in terms of the stealth and combat systems and miserably fails.
In my opinion, games like this; lazy, half arsed cash grabs, just aren’t acceptable in today’s modern landscape of video games. I thought DMC was a slog, but after playing this piece of dogshit, DMC is game of the year material. So please, please stop. Until you have a dedicated team who genuinely want to make a good game for fans of a franchise, don’t bother. Signed by everyone.
Haley Mathiot (9 KP) rated Lips Touch: Three Times in Books
Apr 27, 2018
Genre: Young Adult, paranormal/fantasy, romance
ISBN: 9780545055857
Published: October 1st 2009 by Arthur A. Levine Books
Rating: 5
Three stories. Three kisses, all with horrible—or wonderful?—consequences. Goblins hunt girls who long for what they don't have. The most beautiful voice can't be heard, even by a lover, or all who hear it will die. A young girl has been thrown into something she never chose, for a reason she doesn't know, with memories that aren't her own. Welcome to paranormal love.
These stories were fantastic. There were three things that stuck out about them:
1. None of them had happyland syndrome (description of Happyland Syndrome here: http://haleymathiot.blogspot.com/2010/06/unique-phrases-call-for-definitions.html) endings where everything wraps up perfectly. In fact only one of them ends at the end of the story: the others solve the main conflict and wrap up nicely. Taylor didn't have to write all the way to the end because I knew what was going to happen and was satisfied exploring the rest in my mind.
2. They pulled me into the story with the first sentence. There was no "I'm going to give this a try and maybe it'll be worth reading." No, it was enchanting and enticing from the first word, and it was because of the creativity in the prose and the language.
3. Great writing. Beautiful intricate descriptions that stuck with me and gave me the feelings Taylor wanted me to have—whether they be enticing and sensual, or terrifying and upsetting.
Here are my thoughts on the individual short stories:
Goblin Fruit
Really?… Wow… why was that so good even though it had a horrible ending?… and was it really that horrible? Yes, it really was. I had to double check and make sure that it really was the end! I'd been wondering for a while 'can an author write a good book with a good ending that isn't happy?' answer, Yes. Laini Taylor can.
Spicy Little Curses Such As These
This story was horrid and sweet at the same time. I had a thought of how the story would end, but the ending turned out to be much different. It wasn't perfect, but it was perfect enough to leave me smiling and feeling satisfied for the characters.
The Hatchling
I could not visualize how this story would have a happy ending, and it certainly wasn't perfect—there is one character whom I still fear for her sanity. But I was so amazed an the unwinding of the mysteries and secrets of the plot and was more pleased than I thought I would be with the conclusion.
For wonderful writing, creativity, and fantastic characters, I give this one five stars and two thumbs up—get it, first chance you can.
Content/recommendation: Ages 15+ for some language, little sensuality. No explicit violence or language, no sex.
This review is copyright Haley Mathiot and Night Owl Reviews 2010. Original Review: http://haleymathiot.blogspot.com/2010/10/review-lips-touch-three-times.html
Star Wars: Rebellion
Tabletop Game
Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance...
Boardgames StarwarsGames MiniaturesGames
Terraforming Mars
Tabletop Game
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the...
Boardgame TerraformThis MeeplesChoice
Purple Phoenix Games (2266 KP) rated Questeros in Tabletop Games
Jan 21, 2021
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.