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BankofMarquis (1832 KP) rated Guardians of the Galaxy Vol. 3 (2023) in Movies
May 6, 2023
A Return to Form for the MCU
Welcome back, MCU, we missed you.
With GUARDIANS OF THE GALAXY, VOLUME 3, the MCU has returned to the top ranks of movie-making, creating a thrilling, character-driven action/adventure that is emotionally charged and satisfying.
Directed and Written by James Gunn (as he has done with the first 2 Guardians films), Guardians 3 ties off the trilogy of this ragtag group of heroes in an appropriate, fun way by focusing on something that recent MCU films failed to do - it focuses on the characters and their relationships and how the out-of-this-world adventure that they are on will, ultimately, grow and enrich these characters and relationships.
Chris Pratt (Star-Lord), Zoe Saldana (Gamora), Dave Bautista (Drax), Pom Klementieff (Mantis) and the voice of Vin Diesel (Groot) are all back and they all slip, comfortably, into their roles and relationships and it feels good to have them back together again.
Karen Gillan (Nebula) and, especially, Bradley Cooper (the voice of Rocket Racoon) shine above the rest as the script calls for their characters to grow in smart, fulfilling ways and both actors shine in these circumstances.
This film also has something that the previous few films - especially the latest Ant-Man film - were lacking…a terrific villain. Chukwudi Iwuji is terribly scary as THE HIGH EVOLUTIONARY who is so single-minded in his mission that living beings - and planets - are expendable. It is a terrific performance (and the 2nd straight strong one from Iwuji in a comic book vehicle, following his work in the HBO-MAX DCU TV Series Peacemaker). He is a talent to keep an eye on.
Of course, credit to all of this goes to James Gunn who, after some controversy, returned to helm the end of the Guardians trilogy (at least the Guardians of the Galaxy with THESE characters) and he hits the mark, finding the right blend of action and character that makes the audience care very much what happens to this group. It is a strong exit film from the MCU for Gunn and the DCU is very lucky/smart to hire him as their artistic director going forward.
A very rewarding end to the Guardians trilogy - and a return to form (at least for 1 film) for the MCU.
Letter Grade: A-
8 stars (out of 10) and you can take that to the Bank (ofMarquis)
With GUARDIANS OF THE GALAXY, VOLUME 3, the MCU has returned to the top ranks of movie-making, creating a thrilling, character-driven action/adventure that is emotionally charged and satisfying.
Directed and Written by James Gunn (as he has done with the first 2 Guardians films), Guardians 3 ties off the trilogy of this ragtag group of heroes in an appropriate, fun way by focusing on something that recent MCU films failed to do - it focuses on the characters and their relationships and how the out-of-this-world adventure that they are on will, ultimately, grow and enrich these characters and relationships.
Chris Pratt (Star-Lord), Zoe Saldana (Gamora), Dave Bautista (Drax), Pom Klementieff (Mantis) and the voice of Vin Diesel (Groot) are all back and they all slip, comfortably, into their roles and relationships and it feels good to have them back together again.
Karen Gillan (Nebula) and, especially, Bradley Cooper (the voice of Rocket Racoon) shine above the rest as the script calls for their characters to grow in smart, fulfilling ways and both actors shine in these circumstances.
This film also has something that the previous few films - especially the latest Ant-Man film - were lacking…a terrific villain. Chukwudi Iwuji is terribly scary as THE HIGH EVOLUTIONARY who is so single-minded in his mission that living beings - and planets - are expendable. It is a terrific performance (and the 2nd straight strong one from Iwuji in a comic book vehicle, following his work in the HBO-MAX DCU TV Series Peacemaker). He is a talent to keep an eye on.
Of course, credit to all of this goes to James Gunn who, after some controversy, returned to helm the end of the Guardians trilogy (at least the Guardians of the Galaxy with THESE characters) and he hits the mark, finding the right blend of action and character that makes the audience care very much what happens to this group. It is a strong exit film from the MCU for Gunn and the DCU is very lucky/smart to hire him as their artistic director going forward.
A very rewarding end to the Guardians trilogy - and a return to form (at least for 1 film) for the MCU.
Letter Grade: A-
8 stars (out of 10) and you can take that to the Bank (ofMarquis)
Purple Phoenix Games (2266 KP) rated VENOM Assault in Tabletop Games
Jan 25, 2021
What would you say if I told you I completely expected a game I received to fall completely flat for me but instead may actually unseat a revered similar game from my Top 10 list of games? That would be surprising, right? Well such is life, and such is this game. I do believe that VENOM Assault may knock off one of my favorite games: Legendary: A Marvel Deck-Building Game. That’s really saying something from me, so let me discuss a bit about why I state this.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
Gareth von Kallenbach (980 KP) rated Company of Heroes 2 in Video Games
Jun 19, 2019
Fans of the real-time strategy World War II epic Company of Heroes were delighted when a full sequel to the game was announced. There was a bit of trepidation when publisher THQ was forced to sell off much of their assets to rival companies due to bankruptcy issues. Thankfully for the fans of the game and developer Relic Sega stepped in and acquire the franchise as well is provided to developers additional time to polish the game beyond its initial scheduled release.
For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.
This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.
As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.
Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.
Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.
Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.
The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.
I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .
The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.
This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.
Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.
http://sknr.net/2013/07/29/company-of-heroes-2/
For those that are not familiar with the series, the game task players to take command and construct various military units in an effort to seize key installations and strategic points, destroy enemy troops, and accomplish various strategic tasks. This is easier said than done as the enemy AI is extremely tenacious and adaptable and like battlefield situations, commanders are often forced to improvise and think on the fly one the unexpected happens.
This timeout the game is set in Russia and is told mainly through flashbacks during an interrogation of the disgraced Russian commander. Battles such as Stalingrad and other key elements of operation Barbosa are re-created and the initial battles are focused mainly on slowing the German advance as well as eliminating key resources that might be captured by the enemy.
As the game goes on, the weather becomes an new challenge as the fears Russian winter that proved to be so detrimental to the German forces is an element that must be contended with at all times. Players will not be able to send units on foot to capture very strategic elements or mission objectives without having them freeze to death. The solution to this problem is to have engineering units take a break from constructing buildings in order to create campfires. Players that are left out in the cold too long have a limited amount of time to reach the safety of a campfire or vehicle before they will freeze to death. Needing to ensure that the path to an objective is either stocked with appropriate amounts of fires or save for a vehicle to use is a key element to the strategic points of the game.
Being able to call in airstrikes as well as do more elaborate flanking maneuvers is definitely a high point of the game which adds to the strategy. You want to be very careful about massing your units in one place because to do so would invite an aerial or artillery barrage upon them. As in the previous games, players can take sanctuary in buildings which provides them ample opportunity to snipe at opposing targets. This is not without its limitations though as well-placed assaults including attacks with flamethrowers can soon turn the advantage into a disadvantage as troops may find themselves in a building collapsing around them.
Unlike other games of this type which are heavy on resource gathering to provide necessary funds for additional units, the game towards players points for capturing, holding, and destroying various strategic objectives. The better one does then the more units that will be made available to them. I really enjoy the heavy machine guns, mortar teams, and the cannon fodder conscripts squads, but what really makes the game shine is the ability to call in airstrikes and your armored units. As mentioned earlier about the difficulties in combat in the snow conditions. The game takes weather into account even to the point of providing hit points to the ice. An enemy that is attempting to bring across units supported by armor could be in for real surprise by strategically placed mine or a well-placed shell. Once at the ice becomes weak, then players can use this to their drainage to quickly dispatch units who fall through damage ice with a little bit of urging from their weapons.
Graphically the game shines and I really enjoy being able to use the mouse wheel to zoom into units and get an up close and personal look at them in action. Seeing them diligently go about their tasks be at construction or loading shells into their weaponry is not only beautiful to behold but adds to the sense of immersion. The sites of the game as well as the audio are spot on as key historical elements have obviously been paid attention to in the creation of this game. For example players talk about not seeing sugar in ages or how there are not enough weapons to go around and are instructed to simply head to the enemy and salvage what they can on the battlefield. There is also the element of brutality were troops are told that should you retreat from the enemy you’ll be shot and killed by your own commanders and that objectives must be completed regardless of the cost.
The game offers significant challenge to players of all levels and as such a skill level setting is in place which will allow you to try to find a happy medium for your style of play. There are also ample online opportunities for the game as not only can you play with your friends, you can create custom matches or to randomly assign matches which can pick you and other flesh and blood players up against the computer controlled opponents.
I especially like the ability to directly stream my gameplay to twitch TV as this is an element that we’re definitely looking to take advantage of in the future especially since live streaming is a key element of the upcoming gaming consoles as well .
The path finding in the game is very solid and although there are times when units can become a bit bogged down it is extremely minor especially for games of this type. The success or failure of missions relies solely upon your abilities as a commander. Sure there are times when brute force and overwhelming strength will ensure victory, but resources are at a premium on the Eastern front and players as mentioned earlier, often have to scrounge for resources from fallen soldiers on the battlefield. More than once I thought I was making short work of an enemy with a two-pronged attack only to have an extremely effective counterattack forced me into retreat and regroup mode. I learned during these times that having one unit feint toward an enemy locale wall flanking with two or more other units often worked out well. The enemy would be drawn to the one unit allowing me to get my other units behind them engaging enemy objectives for multiple sides.
This strategy works really well until you come across a machine gun nest and heavy armor which again forces you to improvise on the fly. Mortar and grenade units can do a good job at taking out a machine gun nest it positioned properly but I always found bathing area inflamed to be highly effective.
Regardless of what strategy you employ, Company of Heroes 2 is an extremely impressive and enjoyable game that not only provides plenty of enjoyment and excitement but shows that the series keeps getting better with each new installment.
http://sknr.net/2013/07/29/company-of-heroes-2/
Gareth von Kallenbach (980 KP) rated Teenage Mutant Ninja Turtles (2014) in Movies
Aug 6, 2019
I’m kind of like everyone else out there. I grew up with the Ninja Turtles. I loved the cartoons, the comics and most of all the toys. I remember the pizza shooter. Boy, did I get into some trouble with that. When the movie came out in 1990, I begged and begged by father to take me to it until he finally did. I loved that movie! And while it may not for most, it still hold up for me today.
I wish that I could speak with as much enthusiasm about 2014’s Teenage Mutant Ninja Turtles. The truth is, as I sat there and watched I found myself shaking my head “no” more often than not over the course of the hour and a half. My worst fears for the movie came true, and I am ashamed of what this may do to the franchise. And be warned, there are most definitely spoilers ahead.
TMNT is about a “gang” called the Foot Clan, who are robbing chemical shipments, banks and all sorts of places in New York City. April O’Neil, a local news reporter, is looking to make a big break and thinks she may have found it as she happens upon a robbery in progress by the Foot Clan. But before she could any good pictures or footage, mysterious vigilantes show up and save the day. This leads her to investigate and find out that none other than our favorite heroes in the half shell are said vigilantes. We find out that the partner of Shredder, the head of the Foot Clan, was running experiments using a chemical compound not of this world. They were injecting, you guessed it, four turtles and a rat. Now the turtles must stop the Foot Clan from carrying out there ultimate plan, which leads us to a final showdown between our heroes and Shredder.
First off, bad move changing the origin story like that. A mutagen made from an alien compound? It totally lacks credibility especially as it is only slight referenced in one scene, and then never spoken of again. Plus, losing “the ooze” origin totally closes doors (though maybe not all the way) on other characters in the TMNT universe (i.e. BeBop and Rocksteady). It’s just really lame to see them veer away from what was tried and true.
The turtles themselves, their new look actually grew on me. I think that some of the accessories may have been a little overboard, but the basics were there. I especially liked that the bandanas weren’t identical. However, the look is where it ended for me. I do not think that they cast the voices right. It just didn’t sound like they are supposed to sound. We’ve had the iconic voices from animated series to the old series of movies that just stand out. I didn’t get that here.
Also, I just don’t get the deal with Megan Fox. I get that some guys find her attractive, but that doesn’t mean she can act. She was the absolute worst choice for April O’Neil. She just didn’t look the part. Maybe Michael Bay was trying to prove a point about the rumors going around for why she wasn’t in Transformers 3. Will Arnett, however, did an excellent job as Vern Fenwick, O’Neil’s camera man. He had some great comedic timing and relief from the action sequences.
If you ask me, they showed Shredder’s face way too early in the movie. And then they way overdid him, right off the get go. Shredder was a formidable foe because of his cunningness and martial arts expertise. But ladies and gentleman, they introduce Super Shredder almost immediately off the bat. Or, as I like to call him in this film, Swiss Army Shredder. He looked like a freaking Transformer, in the worst way. I swear I even heard the Transformer sound when he jumped and landed one time. They way, way over did it. I know, I’ve already said this. But it seems to be a theme of the night.
I walked out of the film wishing I had never agreed to do this. Unfortunately, though, someone’s got to take one for the team. And if it means that I can warn others, than I am glad to have done it. The movie was entirely bad; there were a couple of funny moments. It just saddens me to think that this will be some people’s first exposure to what was always such an awesome universe. I will most definitely not be picking this up on Blu-ray. I will, however, be watching 1990’ Teenage Mutant Ninja Turtles.
Now, I understand that some of you may see me as being a fan boy obsessing over nostalgia. But if you have read any of my reviews, you know that I always am kinder and look for the entertainment value of movies. This movie just made me sad. But if you don’t believe me, or doubt my opinion… go check it out. You’ll wish you hadn’t.
I wish that I could speak with as much enthusiasm about 2014’s Teenage Mutant Ninja Turtles. The truth is, as I sat there and watched I found myself shaking my head “no” more often than not over the course of the hour and a half. My worst fears for the movie came true, and I am ashamed of what this may do to the franchise. And be warned, there are most definitely spoilers ahead.
TMNT is about a “gang” called the Foot Clan, who are robbing chemical shipments, banks and all sorts of places in New York City. April O’Neil, a local news reporter, is looking to make a big break and thinks she may have found it as she happens upon a robbery in progress by the Foot Clan. But before she could any good pictures or footage, mysterious vigilantes show up and save the day. This leads her to investigate and find out that none other than our favorite heroes in the half shell are said vigilantes. We find out that the partner of Shredder, the head of the Foot Clan, was running experiments using a chemical compound not of this world. They were injecting, you guessed it, four turtles and a rat. Now the turtles must stop the Foot Clan from carrying out there ultimate plan, which leads us to a final showdown between our heroes and Shredder.
First off, bad move changing the origin story like that. A mutagen made from an alien compound? It totally lacks credibility especially as it is only slight referenced in one scene, and then never spoken of again. Plus, losing “the ooze” origin totally closes doors (though maybe not all the way) on other characters in the TMNT universe (i.e. BeBop and Rocksteady). It’s just really lame to see them veer away from what was tried and true.
The turtles themselves, their new look actually grew on me. I think that some of the accessories may have been a little overboard, but the basics were there. I especially liked that the bandanas weren’t identical. However, the look is where it ended for me. I do not think that they cast the voices right. It just didn’t sound like they are supposed to sound. We’ve had the iconic voices from animated series to the old series of movies that just stand out. I didn’t get that here.
Also, I just don’t get the deal with Megan Fox. I get that some guys find her attractive, but that doesn’t mean she can act. She was the absolute worst choice for April O’Neil. She just didn’t look the part. Maybe Michael Bay was trying to prove a point about the rumors going around for why she wasn’t in Transformers 3. Will Arnett, however, did an excellent job as Vern Fenwick, O’Neil’s camera man. He had some great comedic timing and relief from the action sequences.
If you ask me, they showed Shredder’s face way too early in the movie. And then they way overdid him, right off the get go. Shredder was a formidable foe because of his cunningness and martial arts expertise. But ladies and gentleman, they introduce Super Shredder almost immediately off the bat. Or, as I like to call him in this film, Swiss Army Shredder. He looked like a freaking Transformer, in the worst way. I swear I even heard the Transformer sound when he jumped and landed one time. They way, way over did it. I know, I’ve already said this. But it seems to be a theme of the night.
I walked out of the film wishing I had never agreed to do this. Unfortunately, though, someone’s got to take one for the team. And if it means that I can warn others, than I am glad to have done it. The movie was entirely bad; there were a couple of funny moments. It just saddens me to think that this will be some people’s first exposure to what was always such an awesome universe. I will most definitely not be picking this up on Blu-ray. I will, however, be watching 1990’ Teenage Mutant Ninja Turtles.
Now, I understand that some of you may see me as being a fan boy obsessing over nostalgia. But if you have read any of my reviews, you know that I always am kinder and look for the entertainment value of movies. This movie just made me sad. But if you don’t believe me, or doubt my opinion… go check it out. You’ll wish you hadn’t.
Bob Mann (459 KP) rated Rogue One: A Star Wars Story (2016) in Movies
Sep 29, 2021
Putting the “Wars” back into “Star Wars”.
Expectations have been sky-high for this first in the ‘add-in’ series of Star Wars films. But with director Gareth Edwards at the helm, whose past movie track-record includes just the low-budget “Monsters” and the less than memorable “Godzilla“, I was frankly concerned.
But the English guy (with the Welsh name) has seriously delivered!
“Rogue One” (I have omitted the inane and irritating suffix “: A Star Wars Story”) tells the story behind the story of the original Episode IV: “A New Hope”. Felicity Jones (“The Theory of Everything“) plays Jyn Erso, daughter to Imperial weapons expert Mads Mikkelsen (“Doctor Strange“, “Casino Royale”). An interrupted childhood leads the delinquent Jyn on a personal journey to become a leader in the fragmenting Rebel Alliance, as a small band of heroes battle to obtain the plans for the Empire’s planet-zapping Death Star. Will they succeed (this is hardly a question worth asking given the start of Episode IV!) and at what cost?
I’m throwing it out there…. this is the best Star Wars film since “The Empire Strikes Back”. The story (John Knoll and Gary Whitta) is almost Shakespearean in its scope, leading to a moving and memorable finale. As a standalone episode within the Star Wars canon – chronologically positioned as it between “Star Wars Episode III: Revenge of the Sith” and “Star Wars Episode IV: A New Hope” – the film marvellously knits the two together bringing in cameos from Episode III as well as (very surprising) cameos from Episode IV, now nearly 40 years old. The screenplay (by Chris “About a Boy” Weitz and Tony Gilroy, writer of the “Bourne” films) is whip-smart with great lines.
For Star Wars fans the film is also chock full of ‘Easter Eggs’ from the original Star Wars. All of these are great fun but – frankly – some don’t make a lot of sense: for example, a chance encounter with a character in the streets of Jedha City doesn’t gel with what happens an hour or two later.
After Rey in last December’s “Star Wars: The Force Awakens” we again see another kick-ass heroine and a further cinematic nod towards girl-power in the movies. But this is a nuanced heroine with more than a hint of darkness about her. Felicity Jones plays her perfectly, reflecting her transition from teenage rebel to rebel-leading teen.
In general, the darkness continues throughout the supporting cast with some of the heroes – notably the impressive Diego Luna (“The Terminal”) as Cassian Andor – managing to do some very anti-heroic things at points in the story. The rest of the cast, and especially Donnie Yen and Wen Jiang as dynamic martial arts duo Chirrut Îmwe and Baze Malbus, generate the warm fuzzies enough for you – as the audience – to really care for what happens to them. This even extends to the lump of metal in the frame – the droid K-2SO (voiced by Alan Tudyk) – who could be the film’s Jar Jar Binks but manages instead to steal the best comic lines in the film.
Elsewhere Forest Whitaker (“Arrival“) is underused as rebel guerilla Saw Gerrera; Mads Mikkelsen adds gravitas to a key strategic role; and Ben Mendelsohn makes for a memorable Imperial villain. The only slightly irritating character in an otherwise stellar ensemble cast is pilot Rodhi Rook (played by Riz Ahmed from “Jason Bourne“): more for the rather pointless way his character is written than for the Londoner’s portrayal per se.
An equal member of the cast is the sublime music of Michael Giacchino, having the unenviable task of following John Williams into the Star Wars franchise. But he does a great job. After the shock of the non-traditional opening (and an abrupt and rather out of place Title shot) the style settles down, with some of the swelling music in the closing reel adding tremendously to the emotion of the finale.
The film is not quite perfect though. The first half of the film could have moved on a bit quicker to get to the breathtaking finale. And even though CGI has moved on significantly from the stick men and women walking around on the deck in “Titanic” in 1997, the state of the art (no spoilers, but you’ll know what I mean if you’ve seen the film) still has room for some improvement. (Perhaps the first of these scenes could have been as subliminal as the last for better effect).
An outstanding effort, and one I definitely want to watch again. The Bluray version will also be a ‘must-buy’ when it emerges, since – with 4 to 5 weeks of re-shoots done in the summer, and many scenes in the trailer not appearing in the final cut – there must be an enormous number of deleted (original?) scenes that may tell a very different story from the one we saw this week.
Disney must be so, so pleased at their very expensive investment in Star Wars, and fears that the Mouse would trash the brand seem to be – thankfully – unfounded.
But the English guy (with the Welsh name) has seriously delivered!
“Rogue One” (I have omitted the inane and irritating suffix “: A Star Wars Story”) tells the story behind the story of the original Episode IV: “A New Hope”. Felicity Jones (“The Theory of Everything“) plays Jyn Erso, daughter to Imperial weapons expert Mads Mikkelsen (“Doctor Strange“, “Casino Royale”). An interrupted childhood leads the delinquent Jyn on a personal journey to become a leader in the fragmenting Rebel Alliance, as a small band of heroes battle to obtain the plans for the Empire’s planet-zapping Death Star. Will they succeed (this is hardly a question worth asking given the start of Episode IV!) and at what cost?
I’m throwing it out there…. this is the best Star Wars film since “The Empire Strikes Back”. The story (John Knoll and Gary Whitta) is almost Shakespearean in its scope, leading to a moving and memorable finale. As a standalone episode within the Star Wars canon – chronologically positioned as it between “Star Wars Episode III: Revenge of the Sith” and “Star Wars Episode IV: A New Hope” – the film marvellously knits the two together bringing in cameos from Episode III as well as (very surprising) cameos from Episode IV, now nearly 40 years old. The screenplay (by Chris “About a Boy” Weitz and Tony Gilroy, writer of the “Bourne” films) is whip-smart with great lines.
For Star Wars fans the film is also chock full of ‘Easter Eggs’ from the original Star Wars. All of these are great fun but – frankly – some don’t make a lot of sense: for example, a chance encounter with a character in the streets of Jedha City doesn’t gel with what happens an hour or two later.
After Rey in last December’s “Star Wars: The Force Awakens” we again see another kick-ass heroine and a further cinematic nod towards girl-power in the movies. But this is a nuanced heroine with more than a hint of darkness about her. Felicity Jones plays her perfectly, reflecting her transition from teenage rebel to rebel-leading teen.
In general, the darkness continues throughout the supporting cast with some of the heroes – notably the impressive Diego Luna (“The Terminal”) as Cassian Andor – managing to do some very anti-heroic things at points in the story. The rest of the cast, and especially Donnie Yen and Wen Jiang as dynamic martial arts duo Chirrut Îmwe and Baze Malbus, generate the warm fuzzies enough for you – as the audience – to really care for what happens to them. This even extends to the lump of metal in the frame – the droid K-2SO (voiced by Alan Tudyk) – who could be the film’s Jar Jar Binks but manages instead to steal the best comic lines in the film.
Elsewhere Forest Whitaker (“Arrival“) is underused as rebel guerilla Saw Gerrera; Mads Mikkelsen adds gravitas to a key strategic role; and Ben Mendelsohn makes for a memorable Imperial villain. The only slightly irritating character in an otherwise stellar ensemble cast is pilot Rodhi Rook (played by Riz Ahmed from “Jason Bourne“): more for the rather pointless way his character is written than for the Londoner’s portrayal per se.
An equal member of the cast is the sublime music of Michael Giacchino, having the unenviable task of following John Williams into the Star Wars franchise. But he does a great job. After the shock of the non-traditional opening (and an abrupt and rather out of place Title shot) the style settles down, with some of the swelling music in the closing reel adding tremendously to the emotion of the finale.
The film is not quite perfect though. The first half of the film could have moved on a bit quicker to get to the breathtaking finale. And even though CGI has moved on significantly from the stick men and women walking around on the deck in “Titanic” in 1997, the state of the art (no spoilers, but you’ll know what I mean if you’ve seen the film) still has room for some improvement. (Perhaps the first of these scenes could have been as subliminal as the last for better effect).
An outstanding effort, and one I definitely want to watch again. The Bluray version will also be a ‘must-buy’ when it emerges, since – with 4 to 5 weeks of re-shoots done in the summer, and many scenes in the trailer not appearing in the final cut – there must be an enormous number of deleted (original?) scenes that may tell a very different story from the one we saw this week.
Disney must be so, so pleased at their very expensive investment in Star Wars, and fears that the Mouse would trash the brand seem to be – thankfully – unfounded.
Acanthea Grimscythe (300 KP) rated Fungoid in Books
May 16, 2018
Actual rating: 4.5 Stars
Post-apocalyptic stories are, by far, among my favorites to read, perhaps because it's a hypothetical possibility that could still occur in our future. From zombies to biological warfare, many stories offer a new perspective on the end of the world and William Meikle's Fungoid is no different.
Fungoid takes place in Canada and encompasses a wide range of characters and their interactions with one another and other individuals after the apocalypse falls upon the world in the form of a fungal outbreak, only in this case, the fungal epidemic appears to have a mind of its own as it voraciously consumes humanity. Those who manage to survive are left to fend for themselves as they search for a way to overcome their fates when all odds are against them.
Sometimes, a wide range of characters works. Other times, it doesn't. In this case, it does, when says a lot for Meikle's talent as a writer: his characters are well-developed and each possess their own distinct personalities. None of these characters are perfect: they have their own flaws and faults, and, in the true nature of horror, they aren't all good. The portrayal of a villainous character's decline from normality to the ultimate evil is often skipped over in favor of shining the spotlight on the heroes of a story. Meikle's unfortunate villain is spared no detail, and as a reader I was glad to find myself not only bewildered and frustrated by this character, but also found myself feeling sadness and sympathy for them.
The story is extremely fast paced, leaving little room for breathing as you flip through the pages. Given that the book is actually fairly short, it serves as a perfect read for a rainy afternoon inside. There's no shortage of action which is a necessity in a world where many people simply do not have the time to divulge to reading a thick, slower paced book. Meikle's writing is filled with twists and turns, where his characters are given a plausible route of escape or survival, only to find themselves forced to overcome obstacles that threaten to end their very lives.
Fungoid is a definite, must-read for fans of the horror genre, especially if you're looking for a new way of approaching the end of the world.
I would like to thank DarkFuse, William Meikle, and NetGalley for providing me with an advanced reader's copy in exchange for an honest and unbiased review.
Post-apocalyptic stories are, by far, among my favorites to read, perhaps because it's a hypothetical possibility that could still occur in our future. From zombies to biological warfare, many stories offer a new perspective on the end of the world and William Meikle's Fungoid is no different.
Fungoid takes place in Canada and encompasses a wide range of characters and their interactions with one another and other individuals after the apocalypse falls upon the world in the form of a fungal outbreak, only in this case, the fungal epidemic appears to have a mind of its own as it voraciously consumes humanity. Those who manage to survive are left to fend for themselves as they search for a way to overcome their fates when all odds are against them.
Sometimes, a wide range of characters works. Other times, it doesn't. In this case, it does, when says a lot for Meikle's talent as a writer: his characters are well-developed and each possess their own distinct personalities. None of these characters are perfect: they have their own flaws and faults, and, in the true nature of horror, they aren't all good. The portrayal of a villainous character's decline from normality to the ultimate evil is often skipped over in favor of shining the spotlight on the heroes of a story. Meikle's unfortunate villain is spared no detail, and as a reader I was glad to find myself not only bewildered and frustrated by this character, but also found myself feeling sadness and sympathy for them.
The story is extremely fast paced, leaving little room for breathing as you flip through the pages. Given that the book is actually fairly short, it serves as a perfect read for a rainy afternoon inside. There's no shortage of action which is a necessity in a world where many people simply do not have the time to divulge to reading a thick, slower paced book. Meikle's writing is filled with twists and turns, where his characters are given a plausible route of escape or survival, only to find themselves forced to overcome obstacles that threaten to end their very lives.
Fungoid is a definite, must-read for fans of the horror genre, especially if you're looking for a new way of approaching the end of the world.
I would like to thank DarkFuse, William Meikle, and NetGalley for providing me with an advanced reader's copy in exchange for an honest and unbiased review.
RəX Regent (349 KP) rated Black Hawk Down (2001) in Movies
Feb 18, 2019
Modern Warfare like we had never seen it before...
Black Hawk Down is to me, the best war film that I have ever seen. Intense and relentless, it conveys the horror and tactics of modern warfare and more to point, like all great and classic war movies, demonstrates the dedication, skill and spirit that warfare can manifest when all hell breaks loose, or the proverbial hits the fan!
As a launch pad for some many careers in the naughties and beyond, including Tom Hardy, this is well cast, directed, edited, with an effective Hans Zimmer score and some of the best sound design I have ever heard, the engrossing horror of the situation was conveyed brilliantly. But there is something that I find somewhat disturbing about this film and it may well be a failure but it does demonstrate the effectiveness of the medium;
The Somalians or the “Indigenous Personal” as they were so aptly referred to in the film, came across as heartless, rage filled amoral murderers and while in many respects in respects to those portrayed in the film, it may well be true, I found myself and I doubt that I was alone, being filled with sense of glee every time one of these bastards was blown to pieces or filled with a hail of Uncle Sam’s bullets!
Also the scene where a child accidentally guns down his own father after a U.S. troop slips, is so very telling of the militia culture in that country at that time. Are we supposed to feel sorry for the Man? The Child? Or see it a poetic justice? Or just be relieved that our “Peace Keeping” U.S. soldier got away with his life? In many ways, I think that the ambivalence if that scene, sums up what was so brilliant as well as frightening about this film.
Whilst on one hand, it is hard to deny that we are supposed to feel for, respect and support our American heroes who will go to extreme lengths to “Leave No Man Behind”, we are asked to look at why the Somalians have taken up arms? But in the end it is a huge sociological issue and this film does not dwell too much on that. It touches on the fact that there are always two sides to any conflict, but like Zulu (1960) forty years before it, it chose its side and that was the normally powerful under dog and we saw them survive what many of us would have struggled to do.
This is truly a war film for war film fans and a MUST SEE for everyone.
As a launch pad for some many careers in the naughties and beyond, including Tom Hardy, this is well cast, directed, edited, with an effective Hans Zimmer score and some of the best sound design I have ever heard, the engrossing horror of the situation was conveyed brilliantly. But there is something that I find somewhat disturbing about this film and it may well be a failure but it does demonstrate the effectiveness of the medium;
The Somalians or the “Indigenous Personal” as they were so aptly referred to in the film, came across as heartless, rage filled amoral murderers and while in many respects in respects to those portrayed in the film, it may well be true, I found myself and I doubt that I was alone, being filled with sense of glee every time one of these bastards was blown to pieces or filled with a hail of Uncle Sam’s bullets!
Also the scene where a child accidentally guns down his own father after a U.S. troop slips, is so very telling of the militia culture in that country at that time. Are we supposed to feel sorry for the Man? The Child? Or see it a poetic justice? Or just be relieved that our “Peace Keeping” U.S. soldier got away with his life? In many ways, I think that the ambivalence if that scene, sums up what was so brilliant as well as frightening about this film.
Whilst on one hand, it is hard to deny that we are supposed to feel for, respect and support our American heroes who will go to extreme lengths to “Leave No Man Behind”, we are asked to look at why the Somalians have taken up arms? But in the end it is a huge sociological issue and this film does not dwell too much on that. It touches on the fact that there are always two sides to any conflict, but like Zulu (1960) forty years before it, it chose its side and that was the normally powerful under dog and we saw them survive what many of us would have struggled to do.
This is truly a war film for war film fans and a MUST SEE for everyone.
Paul Kellett (118 KP) rated Gloom of Kilforth: A Fantasy Quest Game in Tabletop Games
May 1, 2019
Over 250 unique pieces of high quality artwork (3 more)
Solo play using one character
Massive replayability
An evolving story that's different every time
Can take 4-5 hours with 4 players (1 more)
Can be brutally hard if the dice roll bad
An Epic Narrative Adventure Game for 1 to 4 heroes
Gloom of Kilforth is an epic narrative adventure where you try to complete your saga and defeat the ancient evil bringing the land into gloom.
You start by choosing a character, class and a saga to tell. Your character and class give you your starting stats (combat, knowledge, sneak and influence) while the sagas are 4 chapters long and each chapter requires 2 (or 3 if only playing 1-2 players) keywords to complete. Completing a chapter levels up your character giving you more health and a new skill.
Keywords are found on the cards you encounter as you search the map and are colour coded to give you a hint to where they are most likely to be found.
The map is a 5x5 grid of cards with Sprawl City in the centre and a mix of Forests, Mountains, Plains and Badlands arranged randomly around it.
Every time you enter an empty location, you draw a card from the relevant terrain deck and interact with it.
Encounters are won by rolling a number of d6 dice equal to your skill in the stat list d on the encounter. Success is on a 5 or 6 so playing to your character's strengths is paramount.
Each player starts with 4 health and at the start of each round, you gain action points equal to your current health which makes strategy and stealth the key to early success.
It also means that the game starts slowly but starts to snowball as you complete the chapters of your saga and level up.
At the end of each round, you make camp and draw a night card which causes a location to fall into gloom and possibly trigger an event. A character ending the day on a gloom location will suffer 1 health point loss.
This is the game timer, so you have 25 days to complete your saga, gain more skills and equipment and confront the big bad.
Despite the random encounter draws and the size of each terrain deck (30+ cards each), every card has been carefully designed to fit into the game and let you narrate a unique story as you play.
If you want a unique narrative adventure game with a solid depth of strategy, look no further.
You start by choosing a character, class and a saga to tell. Your character and class give you your starting stats (combat, knowledge, sneak and influence) while the sagas are 4 chapters long and each chapter requires 2 (or 3 if only playing 1-2 players) keywords to complete. Completing a chapter levels up your character giving you more health and a new skill.
Keywords are found on the cards you encounter as you search the map and are colour coded to give you a hint to where they are most likely to be found.
The map is a 5x5 grid of cards with Sprawl City in the centre and a mix of Forests, Mountains, Plains and Badlands arranged randomly around it.
Every time you enter an empty location, you draw a card from the relevant terrain deck and interact with it.
Encounters are won by rolling a number of d6 dice equal to your skill in the stat list d on the encounter. Success is on a 5 or 6 so playing to your character's strengths is paramount.
Each player starts with 4 health and at the start of each round, you gain action points equal to your current health which makes strategy and stealth the key to early success.
It also means that the game starts slowly but starts to snowball as you complete the chapters of your saga and level up.
At the end of each round, you make camp and draw a night card which causes a location to fall into gloom and possibly trigger an event. A character ending the day on a gloom location will suffer 1 health point loss.
This is the game timer, so you have 25 days to complete your saga, gain more skills and equipment and confront the big bad.
Despite the random encounter draws and the size of each terrain deck (30+ cards each), every card has been carefully designed to fit into the game and let you narrate a unique story as you play.
If you want a unique narrative adventure game with a solid depth of strategy, look no further.
James P. Sumner (65 KP) rated X-Men: Dark Phoenix (2019) in Movies
Jun 5, 2019
A poor end to a great series.
With the much-publicised sale of the Fox-owned Marvel properties to Disney, we knew going into this film it would be the last of its series. The three entries that came before breathed life into a tired franchise, and were all must-see blockbusters.
Sadly, Dark Phoenix doesn't live up to the quality of its predecessors.
It reminded me in a lot of ways of Christopher Nolan's "Dark Knight Rises". It was the end of something special... we had been promised stakes that had never been higher... we expected sadness... we expected fireworks. We expected a big finish.
Unfortunately, Dark Phoenix failed where Dark Knight Rises succeeded, and that was the payoff. The film seemed to be over just as it was getting started. A strong beginning with tension and danger promised more of the same, but it never quite got there. Visually, yes, you could see the build-up, see what was at stake... but you couldn't feel it. I found myself not caring what happened to the characters, which was a real shame.
The film just didn't feel... big enough for what it was trying to do.
We know from the trailers that an early mission into space ends with Jean Grey absorbing a cosmic energy known in the comics as the Phoenix Force. This whole thing felt very watered down compared to the source material, probably because for the entire time, none of the X-Men actually knew what they were dealing with. Just that Jean was angry and, well, you wouldn't like her when she's angry.
The bulk of the story revolves around the heroes trying to save their friend, but even they don't know from what they're trying to save her from. The CGI is well done, and isn't over-used. Some of the character arcs are intriguing to a point, although they lack the depth they needed to really make you care.
Without spoilers, the ending is satisfactory. It's very Dark Knight Rises in some ways, actually. A fitting end to the film, but only because the film itself was below par. The X-Men series that began with First Class deserved so much more.
If you've seen the other three, there's an obligation to say goodbye to the current iteration of these characters. But if you're just after a typical popcorn movie, I'm sad to say you could do much, much better than this.
(Oh, and there's no mid- or post-credits scene, so no need to sit through them.)
Sadly, Dark Phoenix doesn't live up to the quality of its predecessors.
It reminded me in a lot of ways of Christopher Nolan's "Dark Knight Rises". It was the end of something special... we had been promised stakes that had never been higher... we expected sadness... we expected fireworks. We expected a big finish.
Unfortunately, Dark Phoenix failed where Dark Knight Rises succeeded, and that was the payoff. The film seemed to be over just as it was getting started. A strong beginning with tension and danger promised more of the same, but it never quite got there. Visually, yes, you could see the build-up, see what was at stake... but you couldn't feel it. I found myself not caring what happened to the characters, which was a real shame.
The film just didn't feel... big enough for what it was trying to do.
We know from the trailers that an early mission into space ends with Jean Grey absorbing a cosmic energy known in the comics as the Phoenix Force. This whole thing felt very watered down compared to the source material, probably because for the entire time, none of the X-Men actually knew what they were dealing with. Just that Jean was angry and, well, you wouldn't like her when she's angry.
The bulk of the story revolves around the heroes trying to save their friend, but even they don't know from what they're trying to save her from. The CGI is well done, and isn't over-used. Some of the character arcs are intriguing to a point, although they lack the depth they needed to really make you care.
Without spoilers, the ending is satisfactory. It's very Dark Knight Rises in some ways, actually. A fitting end to the film, but only because the film itself was below par. The X-Men series that began with First Class deserved so much more.
If you've seen the other three, there's an obligation to say goodbye to the current iteration of these characters. But if you're just after a typical popcorn movie, I'm sad to say you could do much, much better than this.
(Oh, and there's no mid- or post-credits scene, so no need to sit through them.)
Kyera (8 KP) rated City of Heavenly Fire in Books
Jan 31, 2018
The conclusion to the Mortal Instruments was certainly a pleasing one. There is nothing worse than reading a great book or series, or perhaps watching a tv show that creates a multitude of story lines... And then fails to resolve them. It leaves the reader with a sense of dismay and confusion. What happened to my favourite character? Did the problem ever get resolved? No one likes that feeling.
Cassandra Clare did a wonderful job of making the reader feel like the series had all of its loose ends tied up. People found or lost their loves. Villains plotted and heroes fought. It was beautiful. (And incredibly long.) I never found myself drifting from the text, although I love long books, so I may be biased. Each change of scene held my attention and I was loathe to put the book down each night to go to sleep. While I am sure that there were some scenes or dialogue that could have been trimmed to improve the flow of the novel, I never found those things distracting to me as the reader.
I also praise Cassandra Clare for the way she writes her dialogue. The characters seem so much more realistic as a result. I find myself laughing at the jokes or smirking when Jace or Clary say something snarky/sarcastic. I'm left with lines or quotes that I absolutely love (and save to my goodreads quotes.)
SPOILERS:
I love Jace and Clary's relationship. They are supportive of one another, and I believe bring out the best in the other. But they are not perfect, which makes the coupling that much more authentic. You relate to Clary (unless you're a brunette bombshell, Izzy, or you know... Excessively hairy and prone to outbursts when the moon is full, Maia) because she is authentic. She has her selfish moments, times when she is incredibly strong and others when she's unbelievably stubborn. Jace is the guy you wish actually existed because he's strong, protective, and maybe, when he lets his guard down, just a little bit sensitive.
I'm just wondering one thing - why did Jace expect to have sex (for the first time, mind you) with Clary in the demon dimension? The one they expected to die in. Boys.
Izzy and Simon? Well they don't make as much sense, but are still cute together in their own way. Simon is generally the perfect sidekick. The best friend you always wanted and sometimes the one you never knew you needed. Izzy is the female archetype that you should live up to - tough, courageous, and loyal.
Cassandra Clare did a wonderful job of making the reader feel like the series had all of its loose ends tied up. People found or lost their loves. Villains plotted and heroes fought. It was beautiful. (And incredibly long.) I never found myself drifting from the text, although I love long books, so I may be biased. Each change of scene held my attention and I was loathe to put the book down each night to go to sleep. While I am sure that there were some scenes or dialogue that could have been trimmed to improve the flow of the novel, I never found those things distracting to me as the reader.
I also praise Cassandra Clare for the way she writes her dialogue. The characters seem so much more realistic as a result. I find myself laughing at the jokes or smirking when Jace or Clary say something snarky/sarcastic. I'm left with lines or quotes that I absolutely love (and save to my goodreads quotes.)
SPOILERS:
I love Jace and Clary's relationship. They are supportive of one another, and I believe bring out the best in the other. But they are not perfect, which makes the coupling that much more authentic. You relate to Clary (unless you're a brunette bombshell, Izzy, or you know... Excessively hairy and prone to outbursts when the moon is full, Maia) because she is authentic. She has her selfish moments, times when she is incredibly strong and others when she's unbelievably stubborn. Jace is the guy you wish actually existed because he's strong, protective, and maybe, when he lets his guard down, just a little bit sensitive.
I'm just wondering one thing - why did Jace expect to have sex (for the first time, mind you) with Clary in the demon dimension? The one they expected to die in. Boys.
Izzy and Simon? Well they don't make as much sense, but are still cute together in their own way. Simon is generally the perfect sidekick. The best friend you always wanted and sometimes the one you never knew you needed. Izzy is the female archetype that you should live up to - tough, courageous, and loyal.