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5 Minute Movie Guy (379 KP) rated 47 Meters Down: Uncaged (2019) in Movies
Aug 26, 2019
I love a good shark movie. Since as far back as I can remember, I have been fascinated by sharks. I think they’re some of the most interesting creatures on our planet. Even when I was a kid, I used to wear shark tooth necklaces because I thought they were so cool. Basically any time you’ve got sharks in a movie, I’m all in for it. Amusingly enough, that same sentiment does not apply to video games where I think they’re terrifying! (Jaws on the original Nintendo freaked-me-out as a child.) Having said all that, I was excited to see 47 Meters Down: Uncaged, even though I missed out on the original film back in 2017. Johannes Roberts, the director of the minimalistic first film, 47 Meters Down, returns for this sequel and brings back the great white sharks, but shakes up for the formula a bit by adding an underwater maze to the mix.
The sequel focuses on teenaged loner Mia (Sophie Nélisse) who has recently relocated to Mexico with her father and step-family. Her father Grant (John Corbett) scouts and maps out underwater locations for a living, and has recently discovered an ancient sunken Mayan city. With the help of his two assistants, he’s currently in the process of mapping out its maze-like design. One day, Mia joins her sister Sasha (Corinne Foxx) whose two friends, Alexa (Brianne Tju) and Nicole (Sistine Stallone), take them to a hidden local cove for a day of fun. This location turns out to be one of the entrances to the historic labyrinth that Mia’s father Grant has been exploring. Alexa, who once dated one of Grant’s assistants, had gone diving with this former boyfriend into the submerged city before. Upon finding enough extra scuba gear for all of them on a floating dock in this isolated cove, Alexa pressures her friends into joining her on a brief underwater tour that ends up being anything but.
This sunken Mayan labyrinth that the four girls go inside to explore is the setting for most of the film. They’re supposed to be following Alexa, who knows part of the maze well enough to navigate it without getting them lost, but their stubborn and defiant friend Nicole decides to venture off-course and winds up endangering them all. In the aftermath of Nicole’s senselessness, a pillar gets knocked over, creating a domino effect of destruction that causes the entrance they came in through to collapse and get sealed off. Now they’ll have to find another way out. With limited oxygen and even less light and visibility, the girls have to swim deeper into the maze to try to look for an exit.
Quickly the girls come to discover they’re not as alone in this labyrinth as they first thought, and they find themselves in the presence of great white sharks. These sharks, blind from living their whole lives in the darkness of this lost city, have their other senses heightened as a result, and they’re on the hunt for blood. The arrival of these sharks, however, opens up a big plot hole in the story. How is it that Mia’s father has never seen these deadly sharks nor made any reference to them when he’s already spent weeks, possibly even months, exploring this sunken city? I suppose it’s possible that in the collapse of the entrance, another passageway may have opened up that let the sharks in. However, that logic doesn’t hold up, because had they came in from outside, they wouldn’t be blind. These particular sharks evolved down here, so it’s hard to believe they were never noticed before, especially considering how violent and aggressive they are.
That’s far from being the only problem with these sharks, though. They also look flat out awful. The quality of their special effects in this film is simply pitiful. I’m not even exaggerating when I say they often reminded me of that infamously bad shark attack scene from Jaws 3D. They look so fake and unbelievable that instead of feeling any sense of fear when they randomly appeared, I couldn’t help but cringe. It literally looks almost as bad as the Sharknado movies, but the key difference is that unlike the intentionally campy Sharknado movies, 47 Meters Down: Uncaged is actually trying to take itself seriously. Plus it has even has double the budget to work with.
47 Meters Down: Uncaged takes a very lazy and bare-bones approach to filmmaking. The story lacks substance, the characters and dialogue lack depth, and the visuals throughout most of the film are muddied and unclear. It’s rough on the eyes because the visuals are so obscured and are shrouded in so much darkness that it’s hard to actually see what’s happening on screen. This is often exploited as a cheap tactic to create jump scares by having the sharks suddenly appear from literally out of nowhere, which seems especially hard to believe since it’s doubtful these large sharks could smoothly navigate most of these narrow passageways in the first place. Despite the restrictive maze design, the film fails to create a sense of claustrophobia, and instead just gave me a headache.
The story progression in the film mostly feels generic and expected. There are new complications that arise and circumstances that change, but it’s all pretty standard fare. The ending, however, sets up a decent scenario, but it ends up being ruined by how unrealistic it is. Besides, after wading through all of the garbage to get there, I couldn’t be bothered to care much at that point. The acting in the film is mostly poor, but truthfully they’re never given much to work with. It’s also difficult to keep track of who is who once they’re inside the maze anyway because the visuals are so muddled. The movie does feature its share of violence and death, but its light on the gore and to me it always felt unsatisfying.
In all, 47 Meters Down: Uncaged sinks right to the bottom of my rating list as the worst movie I’ve seen in 2019. It’s lazy and bland to the point of being exhausting. There’s ultimately not one single thing about it that I can sincerely commend. The only thing I’m probably going to remember this movie for is how dreadful it looks and the 90 minutes of boredom and disappointment it caused me.
The sequel focuses on teenaged loner Mia (Sophie Nélisse) who has recently relocated to Mexico with her father and step-family. Her father Grant (John Corbett) scouts and maps out underwater locations for a living, and has recently discovered an ancient sunken Mayan city. With the help of his two assistants, he’s currently in the process of mapping out its maze-like design. One day, Mia joins her sister Sasha (Corinne Foxx) whose two friends, Alexa (Brianne Tju) and Nicole (Sistine Stallone), take them to a hidden local cove for a day of fun. This location turns out to be one of the entrances to the historic labyrinth that Mia’s father Grant has been exploring. Alexa, who once dated one of Grant’s assistants, had gone diving with this former boyfriend into the submerged city before. Upon finding enough extra scuba gear for all of them on a floating dock in this isolated cove, Alexa pressures her friends into joining her on a brief underwater tour that ends up being anything but.
This sunken Mayan labyrinth that the four girls go inside to explore is the setting for most of the film. They’re supposed to be following Alexa, who knows part of the maze well enough to navigate it without getting them lost, but their stubborn and defiant friend Nicole decides to venture off-course and winds up endangering them all. In the aftermath of Nicole’s senselessness, a pillar gets knocked over, creating a domino effect of destruction that causes the entrance they came in through to collapse and get sealed off. Now they’ll have to find another way out. With limited oxygen and even less light and visibility, the girls have to swim deeper into the maze to try to look for an exit.
Quickly the girls come to discover they’re not as alone in this labyrinth as they first thought, and they find themselves in the presence of great white sharks. These sharks, blind from living their whole lives in the darkness of this lost city, have their other senses heightened as a result, and they’re on the hunt for blood. The arrival of these sharks, however, opens up a big plot hole in the story. How is it that Mia’s father has never seen these deadly sharks nor made any reference to them when he’s already spent weeks, possibly even months, exploring this sunken city? I suppose it’s possible that in the collapse of the entrance, another passageway may have opened up that let the sharks in. However, that logic doesn’t hold up, because had they came in from outside, they wouldn’t be blind. These particular sharks evolved down here, so it’s hard to believe they were never noticed before, especially considering how violent and aggressive they are.
That’s far from being the only problem with these sharks, though. They also look flat out awful. The quality of their special effects in this film is simply pitiful. I’m not even exaggerating when I say they often reminded me of that infamously bad shark attack scene from Jaws 3D. They look so fake and unbelievable that instead of feeling any sense of fear when they randomly appeared, I couldn’t help but cringe. It literally looks almost as bad as the Sharknado movies, but the key difference is that unlike the intentionally campy Sharknado movies, 47 Meters Down: Uncaged is actually trying to take itself seriously. Plus it has even has double the budget to work with.
47 Meters Down: Uncaged takes a very lazy and bare-bones approach to filmmaking. The story lacks substance, the characters and dialogue lack depth, and the visuals throughout most of the film are muddied and unclear. It’s rough on the eyes because the visuals are so obscured and are shrouded in so much darkness that it’s hard to actually see what’s happening on screen. This is often exploited as a cheap tactic to create jump scares by having the sharks suddenly appear from literally out of nowhere, which seems especially hard to believe since it’s doubtful these large sharks could smoothly navigate most of these narrow passageways in the first place. Despite the restrictive maze design, the film fails to create a sense of claustrophobia, and instead just gave me a headache.
The story progression in the film mostly feels generic and expected. There are new complications that arise and circumstances that change, but it’s all pretty standard fare. The ending, however, sets up a decent scenario, but it ends up being ruined by how unrealistic it is. Besides, after wading through all of the garbage to get there, I couldn’t be bothered to care much at that point. The acting in the film is mostly poor, but truthfully they’re never given much to work with. It’s also difficult to keep track of who is who once they’re inside the maze anyway because the visuals are so muddled. The movie does feature its share of violence and death, but its light on the gore and to me it always felt unsatisfying.
In all, 47 Meters Down: Uncaged sinks right to the bottom of my rating list as the worst movie I’ve seen in 2019. It’s lazy and bland to the point of being exhausting. There’s ultimately not one single thing about it that I can sincerely commend. The only thing I’m probably going to remember this movie for is how dreadful it looks and the 90 minutes of boredom and disappointment it caused me.
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Purple Phoenix Games (2266 KP) rated Of Knights & Ninjas in Tabletop Games
Jan 23, 2020
Little-known factoid about me: I am a Knight. Not from England, and not due to my daring heroics in war, but a Knight Templar of the Grand Commandery in the York Rite of Freemasonry. Politics and conspiracy theories aside, becoming a Knight was a highlight of my life, and something I will forever treasure. And speaking of treasure and Knights Templar (read your history, kids), we all know that one of the biggest foes of the Knights in olden times were the nefarious Ninjas. Or maybe it’s just fun to think about and play a game where these factions are represented.
Of Knights & Ninjas is a card game about claiming enough treasure to ascend to kinghood and rule all the lands. You can accomplish this by sending forces to your opponents’ realms and stealing their glorious gems. The first lord to amass 10 gems will have sufficient wealth to assume the kinghood and rule all realms!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook in full, you may visit the publisher’s website, purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will take five gems of their preferred color in front of them. Shuffle the large deck of cards, and deal each player four cards (this rule was updated after our play-throughs). You are now ready to play!
On your turn, you will draw two cards from the deck (unless it’s the first draw of the game – that player will draw just one). You must now play a card to the table or discard a card from your hand. Cards that you can play from your hand will each have different abilities, and thankfully the designer will be providing a reference sheet for these, as there are many cards with wildly different abilities. This is also why I will not be explaining the entire rulebook.
Typically you will be able to play Fortify cards (castles, archers), Attack cards (knights, ninjas, etc), Respond cards, and Special cards (minstrels, jesters, etc). Fortify cards protect your gems from certain Attack cards, like an Archer only being able to attack another Archer, or a Dragon being able to attack a Castle – but not if an Archer is stationed there (logic). Although, a Ninja can scale a Castle wall, and a Catapult can destroy a Castle altogether (but not that pesky Archer that happens to be sitting on top)…
Attack cards are just that: they Attack. Each Attack card will show a number in a starburst icon in the upper right hand corner that signifies how many gems they are able to steal. Once an opponent is declared and an Attack card played, let’s say a 1-power Peasant, the defender may then play a card with the Respond keyword (which will also have a starburst number) to offset the number of stolen gems. If the attacker chooses, they may continue playing Attack cards against the same opponent in order to draw out all the Respond cards and come away with some sweet, sweet gems.
But maybe once all is said and done, and gems are about to change hands, another opponent plays a Special card – a Highwayman, for example. These characters will steal all the gems that are about to change hands (as if he was robbing the gem carriage en route to the new owner). But then again, perhaps yet ANOTHER opponent plays a Highwayman as well, and steals those gems a second time! You just never know when these Special cards will come out and how they may affect the best laid plans.
Play continues in this fashion until one player has amassed the 10 gems they require to win the game!
Components. Again, we were provided a prototype copy of this game, and we understand that components can change during the course of a successful Kickstarter campaign. That said, this game is a ton of cards and some plastic gem pieces. The art is stellar – cartoony, but whimsical and fun. The card layouts make sense and are very easy to read and understand. The gems are colorful and fun to play with. I only have one concern/suggestion/wish for the components here. I wish the individual card’s abilities were somehow printed on the cards themselves. That would alleviate the need for a reference sheet, but it would then detract from the cute art on the cards. So, maybe that wouldn’t be so great after all. I’m torn on that.
All in all, this game is super fun to play. It will be chaotic one moment, and strategically tense the next. Being able to whittle an opponent’s hand down to nothing and then slapping them with a King card to steal a huge chunk of gems is just so sneakily satisfying. Or sending your Ninja to infiltrate their unArchered (I know it’s not a word) Castle and slither away with the goods. Don’t get too attached to your gems, because you may find yourself without for several rounds. You can always rebuild, but make haste as your opponents will keep you down if you let them.
If you are a fan of games that are cute, fun, and relatively quick with a quirky, but light-hearted theme, then definitely check this one out.
Of Knights & Ninjas is a card game about claiming enough treasure to ascend to kinghood and rule all the lands. You can accomplish this by sending forces to your opponents’ realms and stealing their glorious gems. The first lord to amass 10 gems will have sufficient wealth to assume the kinghood and rule all realms!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook in full, you may visit the publisher’s website, purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will take five gems of their preferred color in front of them. Shuffle the large deck of cards, and deal each player four cards (this rule was updated after our play-throughs). You are now ready to play!
On your turn, you will draw two cards from the deck (unless it’s the first draw of the game – that player will draw just one). You must now play a card to the table or discard a card from your hand. Cards that you can play from your hand will each have different abilities, and thankfully the designer will be providing a reference sheet for these, as there are many cards with wildly different abilities. This is also why I will not be explaining the entire rulebook.
Typically you will be able to play Fortify cards (castles, archers), Attack cards (knights, ninjas, etc), Respond cards, and Special cards (minstrels, jesters, etc). Fortify cards protect your gems from certain Attack cards, like an Archer only being able to attack another Archer, or a Dragon being able to attack a Castle – but not if an Archer is stationed there (logic). Although, a Ninja can scale a Castle wall, and a Catapult can destroy a Castle altogether (but not that pesky Archer that happens to be sitting on top)…
Attack cards are just that: they Attack. Each Attack card will show a number in a starburst icon in the upper right hand corner that signifies how many gems they are able to steal. Once an opponent is declared and an Attack card played, let’s say a 1-power Peasant, the defender may then play a card with the Respond keyword (which will also have a starburst number) to offset the number of stolen gems. If the attacker chooses, they may continue playing Attack cards against the same opponent in order to draw out all the Respond cards and come away with some sweet, sweet gems.
But maybe once all is said and done, and gems are about to change hands, another opponent plays a Special card – a Highwayman, for example. These characters will steal all the gems that are about to change hands (as if he was robbing the gem carriage en route to the new owner). But then again, perhaps yet ANOTHER opponent plays a Highwayman as well, and steals those gems a second time! You just never know when these Special cards will come out and how they may affect the best laid plans.
Play continues in this fashion until one player has amassed the 10 gems they require to win the game!
Components. Again, we were provided a prototype copy of this game, and we understand that components can change during the course of a successful Kickstarter campaign. That said, this game is a ton of cards and some plastic gem pieces. The art is stellar – cartoony, but whimsical and fun. The card layouts make sense and are very easy to read and understand. The gems are colorful and fun to play with. I only have one concern/suggestion/wish for the components here. I wish the individual card’s abilities were somehow printed on the cards themselves. That would alleviate the need for a reference sheet, but it would then detract from the cute art on the cards. So, maybe that wouldn’t be so great after all. I’m torn on that.
All in all, this game is super fun to play. It will be chaotic one moment, and strategically tense the next. Being able to whittle an opponent’s hand down to nothing and then slapping them with a King card to steal a huge chunk of gems is just so sneakily satisfying. Or sending your Ninja to infiltrate their unArchered (I know it’s not a word) Castle and slither away with the goods. Don’t get too attached to your gems, because you may find yourself without for several rounds. You can always rebuild, but make haste as your opponents will keep you down if you let them.
If you are a fan of games that are cute, fun, and relatively quick with a quirky, but light-hearted theme, then definitely check this one out.
Purple Phoenix Games (2266 KP) rated Mystic Vale in Tabletop Games
Jun 12, 2019
The Land needs you, Druid! It is plagued, barren, in need of revitalization and only your Circle can cure it and bring vivacity back to our home. Earn as many VP crystal shards as you can to defeat the other Druids and re-beautify us!
DISCLAIMER: This review focuses on vanilla Mystic Vale. We have most of the expansions in our collections, and we may do reviews on them and how they change the experience. If we do, we will either update this review or link to the expansion reviews here. -T
Okay, so the last part of my intro doesn’t quite make thematic sense, but this is a competitive game. A really good competitive game where there really isn’t a ton of direct player interaction, so if you enjoy merely messing with your opponents’ plans and just seeming like an annoying bee sting, read on.
I will also get this out of the way early: this is my first Card Crafting Game and the first of its type (that I know of, anyway). The concept is explained in the next paragraph. There are now others, but this is the grand-daddy. I was skeptical at first and was late to hop on the bandwagon here, but when I did I was really blown away. You have your own deck of cards that is exactly the same as your opponents’ decks, with a different colored back. Throw those cards into the provided clear sleeves, set up the other decks from which you will be purchasing upgrade cards, and you are setup.
The game mechanics are familiar, where you are pushing your luck to flip over cards from your deck to create a hand of cards… or bust and do nothing. Using the symbols on these cards allows you purchase cards from the current offering grid. Once you have purchased your new card(s) you must put them in the sleeves along with your starting cards to improve those starting cards! How can we do this, you ask? THE CARDS ARE SEE-THROUGH PLASTIC CARDS. Some starting cards are completely blank, and so adding to them drastically increases their value. This is a twist on the old deck building mechanic where you are no longer adding cards to make your deck more plentiful, but you are improving the sleeved cards you already have.
The art on the cards you are purchasing from the offer are printed in a way where information is split into three areas – top, middle, and bottom. So, you may have a starting card that gives you one icon worth of purchasing power with art on the top section. You grab a card to add to that another purchasing icon, with art on the bottom section. Now the next time this card comes up in your hand it is worth two icons to spend on further cards. Simple, right? Well, there are several types of purchasing icons (stars, leaves, paws, etc), not just one general icon. Some cards will furnish you with the other icons that you can use to purchase Vale cards (see photo below). These are powerful cards that can provide VPs and other actions to propel you to victory.
There’s so much in this game, even with just the vanilla base cards, that I just cannot explain everything here. So I won’t. If you have questions, do let me know. Speaking of the base game, here’s what you get.
A box. The box is decent size and will accommodate an expansion. I believe it is supposed to handle more than one, but in my experience, I wasn’t able to fit a whole lot in there with the provided insert. So I made my own. The VP tokens are great. The plastic cards are really great, but they have a strange (or familiar if you have played games like Gloom) smell to them that takes a bit to get used to smelling. Also, the cards come with a protective cling-film layer that will eventually start peeling off. These are used to facilitate printing on the plastic, and can be kept on or taken off – your preference. I’ll tell you what though. The art on this game is absolutely stellar. I really haven’t seen much better on a game, so I definitely am keeping my protective film on mine. The sleeves are decent, but I have had a few blowouts from usage. The game comes with more sleeves than is necessary, so I am hoping I never run out.
This review is long enough, but I wanted the reader to know that I hold this game in VERY high regard. It is well entrenched in my Top 10 list, and I don’t see it moving downward any time soon. The expansions definitely add a ton of replayability to it, but even as is, Purple Phoenix Games gives this one a revivified 21 / 24.
https://purplephoenixgames.wordpress.com/2019/03/15/mystic-vale-review/
DISCLAIMER: This review focuses on vanilla Mystic Vale. We have most of the expansions in our collections, and we may do reviews on them and how they change the experience. If we do, we will either update this review or link to the expansion reviews here. -T
Okay, so the last part of my intro doesn’t quite make thematic sense, but this is a competitive game. A really good competitive game where there really isn’t a ton of direct player interaction, so if you enjoy merely messing with your opponents’ plans and just seeming like an annoying bee sting, read on.
I will also get this out of the way early: this is my first Card Crafting Game and the first of its type (that I know of, anyway). The concept is explained in the next paragraph. There are now others, but this is the grand-daddy. I was skeptical at first and was late to hop on the bandwagon here, but when I did I was really blown away. You have your own deck of cards that is exactly the same as your opponents’ decks, with a different colored back. Throw those cards into the provided clear sleeves, set up the other decks from which you will be purchasing upgrade cards, and you are setup.
The game mechanics are familiar, where you are pushing your luck to flip over cards from your deck to create a hand of cards… or bust and do nothing. Using the symbols on these cards allows you purchase cards from the current offering grid. Once you have purchased your new card(s) you must put them in the sleeves along with your starting cards to improve those starting cards! How can we do this, you ask? THE CARDS ARE SEE-THROUGH PLASTIC CARDS. Some starting cards are completely blank, and so adding to them drastically increases their value. This is a twist on the old deck building mechanic where you are no longer adding cards to make your deck more plentiful, but you are improving the sleeved cards you already have.
The art on the cards you are purchasing from the offer are printed in a way where information is split into three areas – top, middle, and bottom. So, you may have a starting card that gives you one icon worth of purchasing power with art on the top section. You grab a card to add to that another purchasing icon, with art on the bottom section. Now the next time this card comes up in your hand it is worth two icons to spend on further cards. Simple, right? Well, there are several types of purchasing icons (stars, leaves, paws, etc), not just one general icon. Some cards will furnish you with the other icons that you can use to purchase Vale cards (see photo below). These are powerful cards that can provide VPs and other actions to propel you to victory.
There’s so much in this game, even with just the vanilla base cards, that I just cannot explain everything here. So I won’t. If you have questions, do let me know. Speaking of the base game, here’s what you get.
A box. The box is decent size and will accommodate an expansion. I believe it is supposed to handle more than one, but in my experience, I wasn’t able to fit a whole lot in there with the provided insert. So I made my own. The VP tokens are great. The plastic cards are really great, but they have a strange (or familiar if you have played games like Gloom) smell to them that takes a bit to get used to smelling. Also, the cards come with a protective cling-film layer that will eventually start peeling off. These are used to facilitate printing on the plastic, and can be kept on or taken off – your preference. I’ll tell you what though. The art on this game is absolutely stellar. I really haven’t seen much better on a game, so I definitely am keeping my protective film on mine. The sleeves are decent, but I have had a few blowouts from usage. The game comes with more sleeves than is necessary, so I am hoping I never run out.
This review is long enough, but I wanted the reader to know that I hold this game in VERY high regard. It is well entrenched in my Top 10 list, and I don’t see it moving downward any time soon. The expansions definitely add a ton of replayability to it, but even as is, Purple Phoenix Games gives this one a revivified 21 / 24.
https://purplephoenixgames.wordpress.com/2019/03/15/mystic-vale-review/
Emma @ The Movies (1786 KP) rated Mile 22 (2018) in Movies
Sep 25, 2019
Contains spoilers, click to show
With a run time of 1 hour 34 minutes, and such a fast flowing story line, you certainly don't feel like you're bored at any point during Mile 22. There were plenty of times where I was confused, and a couple where I was amused, but never bored.
Overall the story is a good one and I felt like the twists and turns come in just the right places. But there's no denying that this could have been a 4/5 star film for me had there been some differences.
The opening titles set about cataloging Silva's (Mark Wahlberg) personal history so that we know what sort of person he is and how he's ended up at the head of this team. While it actually worked well I'm unsure of why it was needed at all. Most of the traits that were being shown are ones that frequently pop up in movies in the stereotypical spec ops/military characters, they needed no explanation. Similarly, the back story for Alice seemed surplus to requirements and shoe-horned in so she could have something for Silva to get angry about. Although later in the film she uses the back story to manipulate a baddie when she's cornered and that was quite amusing so I'm willing to let it slide.
By far the best thing about this movie is Iko Uwais. At all times he's consistent to character and his fight scenes were incredible. So it's a little sad that they were marred by some terrible editing. Many of the scenes would flow nicely and you were just becoming engrossed in them when they would cut abruptly to another angle. The only thing it seemed to achieve was speeding up the action, which was already fast and going along very nicely on it's own in the first place. The cuts were chaotic and difficult to watch and ruined what could have been the redeeming feature of this film.
During the film you see Silva talking about the events at some kind of briefing. Although short, they felt like ramblings and didn't make much sense. Placing one "present day" scene at either end of the main events would have achieved a much better job and covered up what felt like a script that had gone awry.
The ending felt like a bit of a cop out to me. Not answering the main question that we were all looking for left me with a deeply unsatisfying feeling and some annoyance at what felt like an obvious attempt to set up for a sequel.
I was surprised to see that this was an 18 certificate. After sitting through the whole thing I feel like it could have quite happily sat at the 15 level. All it would have needed was the removal of a lot of unnecessary language and to have some of the more graphic scenes shot from a different angle/cut better to not show so much of the brutality. That being said though, I didn't find the violence particularly bad compared to other things I've seen.
As an after thought having just rewatched the trailer again before putting it into this post... it's a shame that there weren't some of the computer erasure effects from the trailer in the film. There were certainly opportunities and with the level of technology that they're using it seems to be down played at almost all points.
What should you do?
Watch it for Iko Uwais. His action sequences were so good that they hold up the rest of the film.
Movie thing you wish you could take home
I could really do with the Hand of God when I'm out and about driving.
Overall the story is a good one and I felt like the twists and turns come in just the right places. But there's no denying that this could have been a 4/5 star film for me had there been some differences.
The opening titles set about cataloging Silva's (Mark Wahlberg) personal history so that we know what sort of person he is and how he's ended up at the head of this team. While it actually worked well I'm unsure of why it was needed at all. Most of the traits that were being shown are ones that frequently pop up in movies in the stereotypical spec ops/military characters, they needed no explanation. Similarly, the back story for Alice seemed surplus to requirements and shoe-horned in so she could have something for Silva to get angry about. Although later in the film she uses the back story to manipulate a baddie when she's cornered and that was quite amusing so I'm willing to let it slide.
By far the best thing about this movie is Iko Uwais. At all times he's consistent to character and his fight scenes were incredible. So it's a little sad that they were marred by some terrible editing. Many of the scenes would flow nicely and you were just becoming engrossed in them when they would cut abruptly to another angle. The only thing it seemed to achieve was speeding up the action, which was already fast and going along very nicely on it's own in the first place. The cuts were chaotic and difficult to watch and ruined what could have been the redeeming feature of this film.
During the film you see Silva talking about the events at some kind of briefing. Although short, they felt like ramblings and didn't make much sense. Placing one "present day" scene at either end of the main events would have achieved a much better job and covered up what felt like a script that had gone awry.
The ending felt like a bit of a cop out to me. Not answering the main question that we were all looking for left me with a deeply unsatisfying feeling and some annoyance at what felt like an obvious attempt to set up for a sequel.
I was surprised to see that this was an 18 certificate. After sitting through the whole thing I feel like it could have quite happily sat at the 15 level. All it would have needed was the removal of a lot of unnecessary language and to have some of the more graphic scenes shot from a different angle/cut better to not show so much of the brutality. That being said though, I didn't find the violence particularly bad compared to other things I've seen.
As an after thought having just rewatched the trailer again before putting it into this post... it's a shame that there weren't some of the computer erasure effects from the trailer in the film. There were certainly opportunities and with the level of technology that they're using it seems to be down played at almost all points.
What should you do?
Watch it for Iko Uwais. His action sequences were so good that they hold up the rest of the film.
Movie thing you wish you could take home
I could really do with the Hand of God when I'm out and about driving.
Zuky the BookBum (15 KP) rated Siren in Books
Mar 15, 2018
Read my review here: https://bookbumzuky.wordpress.com/2017/02/22/review-siren-by-annemarie-neary/
<b><i>Dont play the hero, Roisin. Make sure you have your back covered. But when the moments right, make your move.</i></b>
This is a bit different to the sorts of thrillers Im used to reading. With a lean towards politics, this feels a little more highbrow than the normal the-boyfriend-did-it kind of books Im used to. I dont know anything about about the Northern Ireland Troubles, so it was interesting to get a glimpse into the history of it in this novel.
I liked our characters in this novel. It was nice to have someone like Boyle in this. Homeless, stinky and a bit of a pervert, yet still kind of likable. Though I felt like his story wasnt told all that well. Roisin was a well built out character and Neary was really good at making us empathise with her the whole way through.
The plot, overall, was good. As some other reviewers have stated, the thrill subsides a little bit towards the middle and end, but I was still interested in knowing what was going to happen to really take much notice at the slowing pace. When were flashbacked to Roisins past, I was initially interested, but then things got a little drawn out. I felt like that section of the novel could have easily been shortened so we could have gotten back to the current day situation and learnt a bit more about Boyle and the Dutchman, but, hey.
One of my issues with this novel was the situation between Roisin and The Dutchman. Considering she was so wary of everything and kept completely to herself, it didnt make much sense to me, that she let herself get so close to The Dutchman and so quickly. That part of the story felt very inaccurate to how it would have really played out, had this been a true story.
The writing in this novel is well done, with good descriptive imagery, believable dialogue and well developed characters. There are quite a number of Irish terms used that Im not used to, but theyre easy to get. A thing not so well done in this novel was the layout. Within each chapter, we are presented with several POVs that arent very well separated. The only suggestion that our character perspective has changed is a paragraph break, but then sometimes there are paragraph breaks that will carry on with the same character as before. Im hoping its only this confusing as Ive received an ARC copy from Netgalley, because if not, its a major flaw in the editing.
Im a bit miffed at the ending, to be honest. It seemed abrupt and it was unsatisfying after all we went through with Roisin and her story.
<i>Thanks to Netgalley and Random House UK, Cornerstone for giving me the opportunity to read this in exchange for an honest review.</i>
<b><i>Dont play the hero, Roisin. Make sure you have your back covered. But when the moments right, make your move.</i></b>
This is a bit different to the sorts of thrillers Im used to reading. With a lean towards politics, this feels a little more highbrow than the normal the-boyfriend-did-it kind of books Im used to. I dont know anything about about the Northern Ireland Troubles, so it was interesting to get a glimpse into the history of it in this novel.
I liked our characters in this novel. It was nice to have someone like Boyle in this. Homeless, stinky and a bit of a pervert, yet still kind of likable. Though I felt like his story wasnt told all that well. Roisin was a well built out character and Neary was really good at making us empathise with her the whole way through.
The plot, overall, was good. As some other reviewers have stated, the thrill subsides a little bit towards the middle and end, but I was still interested in knowing what was going to happen to really take much notice at the slowing pace. When were flashbacked to Roisins past, I was initially interested, but then things got a little drawn out. I felt like that section of the novel could have easily been shortened so we could have gotten back to the current day situation and learnt a bit more about Boyle and the Dutchman, but, hey.
One of my issues with this novel was the situation between Roisin and The Dutchman. Considering she was so wary of everything and kept completely to herself, it didnt make much sense to me, that she let herself get so close to The Dutchman and so quickly. That part of the story felt very inaccurate to how it would have really played out, had this been a true story.
The writing in this novel is well done, with good descriptive imagery, believable dialogue and well developed characters. There are quite a number of Irish terms used that Im not used to, but theyre easy to get. A thing not so well done in this novel was the layout. Within each chapter, we are presented with several POVs that arent very well separated. The only suggestion that our character perspective has changed is a paragraph break, but then sometimes there are paragraph breaks that will carry on with the same character as before. Im hoping its only this confusing as Ive received an ARC copy from Netgalley, because if not, its a major flaw in the editing.
Im a bit miffed at the ending, to be honest. It seemed abrupt and it was unsatisfying after all we went through with Roisin and her story.
<i>Thanks to Netgalley and Random House UK, Cornerstone for giving me the opportunity to read this in exchange for an honest review.</i>
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Debbiereadsbook (1669 KP) rated Forged Redemption (Tribal Spirits #5) in Books
Oct 2, 2019
a stunning conclusion!
I was gifted my copy of this book, direct from the author, that I write a review was not required. But when the previous four books in the series have ALL been 5 stars, it’s only right and proper that you round off the WHOLE series, with a 5th FIVE star review!
I strongly and highly recommend; find it absolutely NECESSARY that you read the other books first, and in order. The ongoing story arc that runs through them all comes to a head here and you NEED to know what has happened before. What this group of people have suffered before at the hands of a madman.
Drew is trying to redeem himself, even though the things he did weren’t under his own steam. Joining forces with the Red River and the Silver Springs packs to rid the world of his nemesis, Drew knows he faces the final battle. But at least he has his Ally-Cat at his side, and if he dies today, she knows he loves her. Ally suffered when Drew left to join the Landsliders, in more ways than one and now, no one will want her, damaged as she is. Drew though? He might, if they survive this last fight.
When Drew turned up with Lucas, right near the beginning, you knew, you just KNEW he had a tale to tell and that it wasn’t going to be pleasant. And it certainly isn’t! Far darker than I was expecting, with so many twists and turns, I had to concentrate to keep up! Trust me when I say, this is a good thing: when a book makes ME slow down my reading, because I must keep up, it’s a very good thing. Ally’s tale is equally hard reading, just in a different way.
We knew Drew turned Landslider, that much is clear from the previous books, but WHY he did, isn’t so clear. When you hear what his father did, and then Hendricks made Drew do, you wonder how the man is still standing, the weight of his guilt is massive. Ally doesn’t sugar coat his feelings, she doesn’t try to make him feel any better. She carries her own (misplaced) guilt and that’s enough for her. What Ally DOES do, though, is make Drew HOPE. She makes him hope there is an end to their nightmare. She makes him hope there will be a happy ending, for the others at least. And deep down, deep within that part of him that never really let Ally go two years ago, she makes him HOPE there will a place for him in her heart, even after all he did.
It’s difficult reading, watching Ally and Drew come together again, especially when Drew comes across a particularly nasty reminder of something he did, and Ally suffered because of it. But it also BEAUTIFUL reading, when they finally, FINALLY give in to the true feelings, and just be together, the way they are supposed to be, as mates.
The end, for Hendricks, when it comes is long and heavy on the fighting, but I really think it is needed here. You need to know how Drew and Ally are feeling as they close in on Hendricks, and I would have loved to have heard from him, as his end draws nigh, I really would. Some clue to his feelings is given, but I’m just greedy!
All the previous pairings show up, Sierra and Dex (Forged Alliances) Finn and Navi (Forged Decisions) Raven and Jer (Forged Contracts) and Lana and Lucas (Forged Futures) and I am so pleased they did!
Just why I didn’t pick up that Dex was Drew’s brother before this book, I have no idea!
It’s always sad when a series comes to an end, but this one goes out with a huge bang!
Thank you, Ms McIntyre, for bringing these people into my world. I shall miss them!
5 stars
**same worded review will appear elsewhere**
I strongly and highly recommend; find it absolutely NECESSARY that you read the other books first, and in order. The ongoing story arc that runs through them all comes to a head here and you NEED to know what has happened before. What this group of people have suffered before at the hands of a madman.
Drew is trying to redeem himself, even though the things he did weren’t under his own steam. Joining forces with the Red River and the Silver Springs packs to rid the world of his nemesis, Drew knows he faces the final battle. But at least he has his Ally-Cat at his side, and if he dies today, she knows he loves her. Ally suffered when Drew left to join the Landsliders, in more ways than one and now, no one will want her, damaged as she is. Drew though? He might, if they survive this last fight.
When Drew turned up with Lucas, right near the beginning, you knew, you just KNEW he had a tale to tell and that it wasn’t going to be pleasant. And it certainly isn’t! Far darker than I was expecting, with so many twists and turns, I had to concentrate to keep up! Trust me when I say, this is a good thing: when a book makes ME slow down my reading, because I must keep up, it’s a very good thing. Ally’s tale is equally hard reading, just in a different way.
We knew Drew turned Landslider, that much is clear from the previous books, but WHY he did, isn’t so clear. When you hear what his father did, and then Hendricks made Drew do, you wonder how the man is still standing, the weight of his guilt is massive. Ally doesn’t sugar coat his feelings, she doesn’t try to make him feel any better. She carries her own (misplaced) guilt and that’s enough for her. What Ally DOES do, though, is make Drew HOPE. She makes him hope there is an end to their nightmare. She makes him hope there will be a happy ending, for the others at least. And deep down, deep within that part of him that never really let Ally go two years ago, she makes him HOPE there will a place for him in her heart, even after all he did.
It’s difficult reading, watching Ally and Drew come together again, especially when Drew comes across a particularly nasty reminder of something he did, and Ally suffered because of it. But it also BEAUTIFUL reading, when they finally, FINALLY give in to the true feelings, and just be together, the way they are supposed to be, as mates.
The end, for Hendricks, when it comes is long and heavy on the fighting, but I really think it is needed here. You need to know how Drew and Ally are feeling as they close in on Hendricks, and I would have loved to have heard from him, as his end draws nigh, I really would. Some clue to his feelings is given, but I’m just greedy!
All the previous pairings show up, Sierra and Dex (Forged Alliances) Finn and Navi (Forged Decisions) Raven and Jer (Forged Contracts) and Lana and Lucas (Forged Futures) and I am so pleased they did!
Just why I didn’t pick up that Dex was Drew’s brother before this book, I have no idea!
It’s always sad when a series comes to an end, but this one goes out with a huge bang!
Thank you, Ms McIntyre, for bringing these people into my world. I shall miss them!
5 stars
**same worded review will appear elsewhere**
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Sarah (7800 KP) rated Terminator: Dark Fate (2019) in Movies
Oct 31, 2019
Finally a worthy sequel
After all of the other poor sequels since the original Terminator films, I hadn’t been holding out much hope for this one and had forgotten it even existed until the trailers popped up a couple of weeks ago. However this film was a massively pleasant surprise.
Right from the opening scene, this film knows how to pack a punch. This opening scene is so far away from anything I expected and it was so brilliantly done, the CGI in this was fantastic and starting this way really increased the nostalgia factor that seems to resonate through the entire film. There’s no doubt whatsoever that this film fits in with the original two and for me there’s no other way they could’ve pulled this off. We’ve seen before how badly other Terminator films can go wrong, but this doesn’t shy away from nods to the originals and it really works.
The first 20-30 minutes are non-stop action, and a great introduction to both the Rev-9 and Grace. The Rev-9 is a very good addition to the Terminator family, he’s rather creepy, virtually unstoppable and a seemingly appropriate transition from the T-1000. Aside from the odd dodgy CGI moment, he’s definitely a rather worthy successor to the T-1000. And then there’s Grace, a kick ass powerful female who is a brilliant and much better alternative to the male protector we’ve seen from the rest of the films. She’s played wonderfully by Mackenzie Davis who definitely looks the part. Having Grace alongside old hand Sarah Connor and newbie Dani brings a powerful trio of independent women who spend most of the film battling on their own, is a refreshing change to a male driven film.
Of course they are joined eventually by Arnie, who’s return has sadly been by the trailers. However his appearance in the latter half of the film is very much welcome, as he provides some great deadpan humour that is a little lacking from the first half, and also some of the emotional heartwarming side which was a pleasant surprise. Seeing him back alongside Linda Hamilton is a wonderful feeling, even if her Sarah Connor seems a little too OTT at times.
Despite the above, Dark Fate isn’t perfect. It has been entirely ruined by the trailer, which has given away a lot of the plot – I for one would’ve preferred not to know Arnie was returning, how much of a shock would that have been?! Also, I found some of the action scenes (especially in the second half) to be a little bit much and I wish they could’ve been toned down a little as they were almost giving me motion sickness! There’s also the fact that this film has blatantly been set up for another sequel and I’m hoping and praying that this isn’t the case. This is a very worthy sequel to the original Terminator films and whilst it doesn’t surpass them it sure as hell doesn’t let them down, and I think it’d be such a shame if they were to ruin the franchise again by bringing out yet more second rate sequels.
Right from the opening scene, this film knows how to pack a punch. This opening scene is so far away from anything I expected and it was so brilliantly done, the CGI in this was fantastic and starting this way really increased the nostalgia factor that seems to resonate through the entire film. There’s no doubt whatsoever that this film fits in with the original two and for me there’s no other way they could’ve pulled this off. We’ve seen before how badly other Terminator films can go wrong, but this doesn’t shy away from nods to the originals and it really works.
The first 20-30 minutes are non-stop action, and a great introduction to both the Rev-9 and Grace. The Rev-9 is a very good addition to the Terminator family, he’s rather creepy, virtually unstoppable and a seemingly appropriate transition from the T-1000. Aside from the odd dodgy CGI moment, he’s definitely a rather worthy successor to the T-1000. And then there’s Grace, a kick ass powerful female who is a brilliant and much better alternative to the male protector we’ve seen from the rest of the films. She’s played wonderfully by Mackenzie Davis who definitely looks the part. Having Grace alongside old hand Sarah Connor and newbie Dani brings a powerful trio of independent women who spend most of the film battling on their own, is a refreshing change to a male driven film.
Of course they are joined eventually by Arnie, who’s return has sadly been by the trailers. However his appearance in the latter half of the film is very much welcome, as he provides some great deadpan humour that is a little lacking from the first half, and also some of the emotional heartwarming side which was a pleasant surprise. Seeing him back alongside Linda Hamilton is a wonderful feeling, even if her Sarah Connor seems a little too OTT at times.
Despite the above, Dark Fate isn’t perfect. It has been entirely ruined by the trailer, which has given away a lot of the plot – I for one would’ve preferred not to know Arnie was returning, how much of a shock would that have been?! Also, I found some of the action scenes (especially in the second half) to be a little bit much and I wish they could’ve been toned down a little as they were almost giving me motion sickness! There’s also the fact that this film has blatantly been set up for another sequel and I’m hoping and praying that this isn’t the case. This is a very worthy sequel to the original Terminator films and whilst it doesn’t surpass them it sure as hell doesn’t let them down, and I think it’d be such a shame if they were to ruin the franchise again by bringing out yet more second rate sequels.






