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Bob Mann (459 KP) rated Solo: A Star Wars Story (2018) in Movies
Sep 29, 2021
Solo? So-so.
When the whole Disney “broaden out the Star Wars universe” thing was first mooted I was NOT enthusiastic about the prospect. Then, in Christmas 2016 “Rogue One” burst onto our screens as a breath of fresh air, and I thought “OK, I can be wrong!”. But even jolted by that pleasant surprise, I always thought that the second proposed diversion off the main hyperspace highway into “Radiator Springs” – a Han Solo back-story flick – might fall short. It just didn’t float my boat.
Add into that proposition the decision to give the film initially to “The Lego Movie” directors Phil Lord and Christopher Miller (why Disney? why?); them trying to forge it as a ‘comedy’; them falling horribly short and being fired by Disney; Disney bringing Ron Howard (“Inferno“, “Rush“) in to try to salvage the project; and Howard reportedly re-shooting 75% of the film and you have the makings of a turkey of galactic proportions.
With all that being said, I was surprised I enjoyed it as much as I did. But that’s off a very low base of expectation.
As you might guess, we go back to see Han… just Han… as a delinquent youth trying to keep his head above water under the thrall of the Fagin-like Lady Proxima (who – no pun intended – keeps her head under the water for most of the time). He is desperate to pull off a con that’s lucrative enough that it will get him and his girlfriend Qi’ra (Emilia Clarke, “Me Before You“; “Terminator: Genisys“; “Game of Thrones”) off-planet and into a free life. Things don’t go to plan though and Han – now Han Solo – finds himself a trooper of the Galactic Empire. He links up with fellow rogues Beckett (Woody Harrelson, “War for the Planet of the Apes“; “Three Billboards in Ebbing, Missouri“), Val (Thandie Newton, “Westworld”, “2012”), Rio (voiced by Jon Favreau, “Spider-Man: Homecoming“; “Iron Man Three“) and their assertive and rebellious droid L3-37 (voiced by Phoebe Waller-Bridge) in a get-rich-or-die mission for vicious gang-boss Dryden Vos (Paul Bettany, “Avengers: Infinity War“).
The film has its moments for sure:
There are some nice background touches: an army recruitment video plays to the sound of John William’s empire march (played I am assured by my more musical wife in a major key to sound more uplifting and positive!);
Han’s first meeting with that famous walking carpet (played by Joonas Suotamo) is memorable, as is the introduction to that “card player, gambler and scoundrel” Lando Calrissian (Donald Glover, “The Martian“, “Spider-Man: Homecoming“): all flamboyance, self-regard and well-dressed ego;
solo2
Never count your money while you’re sitting at the table. Lando Calrissian played by Donald Glover putting his ship (you probably haven’t heard of it) on the line. (Source: Lucasfilm).
the character of L3-37 is an excellent addition to the saga, forcefully demanding equality for droids: I would have liked to have seen much more of her;
there is a nice twist on the Greedo/Han “who shot first” debate;
production design and special effects are up to standard for a Star Wars film, and I enjoyed John Powell’s score, incorporating a new ‘young Han’ theme from John Williams himself;
and Erin Kellyman (in here movie debut) is just breathtaking and strikingly brilliant as the be-freckled renegade Enfys Nest.
But overall it’s all a bit disjointed and jumbled, probably as befits its growing pains. We are introduced to Solo within five seconds of the film’s opening….. BAM! No exquisite ‘reveal’ as we saw with River Phoenix in “Indiana Jones and the Last Crusade”. I found this disconcerting and it took me ten minutes to get into the film as a result.
When it gets going it rather tries too hard to join up more Star Wars dots than it needs to. “Rogue One” did that exceedingly well, but that was because it needed to as ‘Episode 3.5’. Here there are visual and verbal references everywhere as the screenwriters (Lawrence and Jonathan Kasdan) desperately try to knit their story into the canon. As an example, the action moves to the mines of Kessel at one point. Kessel? Kessel? Wasn’t that a throwaway C3PO line from the “A New Hope” about being “smashed to who knows what” in said mines?. So obviously, in the WHOLE GALAXY that’s where the story leads us, with the local lingo for the hyperspace fuel McGuffin at the heart of the plot being “spice”! It’s all a bit too trite for my liking.
And while a key protagonist appearing near the end of the film (no spoilers) is both a startling surprise and great fun, don’t get me started on the timeline implications…. (see the spoiler section below the trailer for more).
Alden Ehrenreich, who was just brilliant in “Hail Caesar” (“Was that it t’WERRRE so simple“) for me barely makes it past bland in the lead role. One of the defining characteristics of Harrison Ford’s Solo was his swagger and bravado and unfortunately Ehrenreich barely rates a three out of ten on the scale. I also found the chemistry with Emelia Clarke to be lukewarm. Clarke still seems to be struggling to make a significant breakthrough to the big screen…. “Me Before You” still seems to be her high water mark so far. Here she has a key and complex role, but comes over as just plain unconvincing and “meh”.
Ron Howard has clearly done a good job in buffing up a poisoned chalice so it can at least share space on the Star Wars shelf without being laughed out of the Cantina. Perhaps with a more coordinated and thought-through run-up to a Solo sequel (more Enfys Nest please!) this offshoot might have legs.
Add into that proposition the decision to give the film initially to “The Lego Movie” directors Phil Lord and Christopher Miller (why Disney? why?); them trying to forge it as a ‘comedy’; them falling horribly short and being fired by Disney; Disney bringing Ron Howard (“Inferno“, “Rush“) in to try to salvage the project; and Howard reportedly re-shooting 75% of the film and you have the makings of a turkey of galactic proportions.
With all that being said, I was surprised I enjoyed it as much as I did. But that’s off a very low base of expectation.
As you might guess, we go back to see Han… just Han… as a delinquent youth trying to keep his head above water under the thrall of the Fagin-like Lady Proxima (who – no pun intended – keeps her head under the water for most of the time). He is desperate to pull off a con that’s lucrative enough that it will get him and his girlfriend Qi’ra (Emilia Clarke, “Me Before You“; “Terminator: Genisys“; “Game of Thrones”) off-planet and into a free life. Things don’t go to plan though and Han – now Han Solo – finds himself a trooper of the Galactic Empire. He links up with fellow rogues Beckett (Woody Harrelson, “War for the Planet of the Apes“; “Three Billboards in Ebbing, Missouri“), Val (Thandie Newton, “Westworld”, “2012”), Rio (voiced by Jon Favreau, “Spider-Man: Homecoming“; “Iron Man Three“) and their assertive and rebellious droid L3-37 (voiced by Phoebe Waller-Bridge) in a get-rich-or-die mission for vicious gang-boss Dryden Vos (Paul Bettany, “Avengers: Infinity War“).
The film has its moments for sure:
There are some nice background touches: an army recruitment video plays to the sound of John William’s empire march (played I am assured by my more musical wife in a major key to sound more uplifting and positive!);
Han’s first meeting with that famous walking carpet (played by Joonas Suotamo) is memorable, as is the introduction to that “card player, gambler and scoundrel” Lando Calrissian (Donald Glover, “The Martian“, “Spider-Man: Homecoming“): all flamboyance, self-regard and well-dressed ego;
solo2
Never count your money while you’re sitting at the table. Lando Calrissian played by Donald Glover putting his ship (you probably haven’t heard of it) on the line. (Source: Lucasfilm).
the character of L3-37 is an excellent addition to the saga, forcefully demanding equality for droids: I would have liked to have seen much more of her;
there is a nice twist on the Greedo/Han “who shot first” debate;
production design and special effects are up to standard for a Star Wars film, and I enjoyed John Powell’s score, incorporating a new ‘young Han’ theme from John Williams himself;
and Erin Kellyman (in here movie debut) is just breathtaking and strikingly brilliant as the be-freckled renegade Enfys Nest.
But overall it’s all a bit disjointed and jumbled, probably as befits its growing pains. We are introduced to Solo within five seconds of the film’s opening….. BAM! No exquisite ‘reveal’ as we saw with River Phoenix in “Indiana Jones and the Last Crusade”. I found this disconcerting and it took me ten minutes to get into the film as a result.
When it gets going it rather tries too hard to join up more Star Wars dots than it needs to. “Rogue One” did that exceedingly well, but that was because it needed to as ‘Episode 3.5’. Here there are visual and verbal references everywhere as the screenwriters (Lawrence and Jonathan Kasdan) desperately try to knit their story into the canon. As an example, the action moves to the mines of Kessel at one point. Kessel? Kessel? Wasn’t that a throwaway C3PO line from the “A New Hope” about being “smashed to who knows what” in said mines?. So obviously, in the WHOLE GALAXY that’s where the story leads us, with the local lingo for the hyperspace fuel McGuffin at the heart of the plot being “spice”! It’s all a bit too trite for my liking.
And while a key protagonist appearing near the end of the film (no spoilers) is both a startling surprise and great fun, don’t get me started on the timeline implications…. (see the spoiler section below the trailer for more).
Alden Ehrenreich, who was just brilliant in “Hail Caesar” (“Was that it t’WERRRE so simple“) for me barely makes it past bland in the lead role. One of the defining characteristics of Harrison Ford’s Solo was his swagger and bravado and unfortunately Ehrenreich barely rates a three out of ten on the scale. I also found the chemistry with Emelia Clarke to be lukewarm. Clarke still seems to be struggling to make a significant breakthrough to the big screen…. “Me Before You” still seems to be her high water mark so far. Here she has a key and complex role, but comes over as just plain unconvincing and “meh”.
Ron Howard has clearly done a good job in buffing up a poisoned chalice so it can at least share space on the Star Wars shelf without being laughed out of the Cantina. Perhaps with a more coordinated and thought-through run-up to a Solo sequel (more Enfys Nest please!) this offshoot might have legs.
Bob Mann (459 KP) rated The Shape of Water (2017) in Movies
Sep 29, 2021
A mystical tale of fish and fingers.
With perfect timing after scooping 13 Oscar nominations, “The Shape of Water” arrives for preview screenings in the UK. Is it worth all the hype?
Well, in a word, yes.
Not since Spielberg entranced the world in 1982 with a love story between an isolated and lonely child and an alien, stranded a million light-years from home, have we seen a magical fairy-tale so well told.
Cleaning up at the (box) office. Sally Hawkins and Doug Jones as the creature.
Here Lewisham’s own Sally Hawkins (“Paddington”, “Godzilla“) plays Elisa Esposito, an attractive but mousy mute living above a cinema and next door to her best friend: a struggling artist called Giles (Richard Jenkins). Sexually-frustrated, Elisa works out those tensions in the bath every morning before heading off to work as a cleaner at a government research institute. Together with partner Zelda Fuller (Octavia Spencer, “Hidden Figures“) she is asked to clean a highly secured room where a mysterious aquatic creature is being studied by the cruel and militaristic Strickland (Michael Shannon, “Midnight Special“, “Nocturnal Animals“) and the more compassionate scientist Hoffstetler. (The latter is played by Michael Stuhlbarg (“Miss Sloane“, “Steve Jobs“) in a performance that wasn’t recognised by the Academy, but for me really held the film’s story together). Elisa forms a relationship with the creature, and as the scientific investigations turn darker, she becomes determined to help him.
When you think about it, the similarities in the screenplay with E.T. are quite striking. But this is most definitely not a kid’s film, containing full frontal nudity, sex and some considerable violence, some of it “hands-over-the-eyes” worthy. Most of this violence comes courtesy of Shannon’s character, who is truly monstrous. He is uncontrollably vicious, single-minded and amoral: a hand over the mouth to silence his wife during vigourous sex cleverly belies where his true lust currently lies. (Shannon is just so convincing in all of his roles that, after “Nocturnal Animals“, it is a bit of a surprise to see that he is still alive and well!)
It’s worth pointing out for balance at this point that my wife thought this portrayal was over-egged for its villany, and she rated the film less highly than I did because of it.
Michael Shannon as evil incarnate.
So its no Oscar nomination this time for Shannon as a supporting actor. But that honour goes to Richard Jenkins, who is spectacularly good as the movie-musical-loving and pie-munching neighbour who is drawn unwillingly into Elisa’s plans. Giles is a richly fashioned character – also the film’s narrator – who struggles to fit in with the cruel and rascist 1962 world that he finds himself in. “Sometimes I think I was born too early or too late for my life” he bemoans to the creature whose loneliness he relates to. A scene in a cafe where he fastidiously wipes all traces of pie-filling from his tongue is masterfully done.
Richard Hawkins and Sally Hawkins, hatching a plan.
Octavia Spencer is also Oscar nominated for Best Supporting Actress, and it’s a magical partnership she shares with Hawkins, with each bouncing off each other wonderfully.
This leads to a ‘no brainer’ Oscar nomination for Sally Hawkins who delivers a star turn. She has to go through such a huge range of emotions in this film, and she genuinely makes you really care about the outcome like few films this year. It’s a little tricky since I haven’t seen “I Tonya” or “Ladybird” yet, but I would have thought that Ms Hawkins is going to possibly give Frances McDormand the closest run for her money on March 4th. My money would still be on McDormand for “3 Billboards Outside Ebbing, Missouri“, but the Oscar voters are bound to love “The Shape of Water”. For like “La La Land” last year, the film is (rather surprisingly for me) another love letter to Hollywood’s golden years, with Elisa and Giles living out their lives with classic movie music and dance numbers: a medium that Elisa only ever truly finds here “voice” through.
Eliza and Zelda about to give two fingers to the establishment.
In the technical categories the Oscar nominations were for Cinematography (Dan Laustsen); Film Editing (Sidney Wolinsky); Sound Editing (Nathan Robitaille and Nelson Ferreira); Sound Mixing (Glen Gauthier, Christian Cooke and Brad Zoern); Production Design (Paul D. Austerberry, Jeffrey A. Melvin and Shane Vieau); Original Score (Alexandre Desplat) and Costume Design (Luis Sequeira). And you really wouldn’t want to bet against any of these not to win, for the film is a technical delight. Right from the dreamlike opening titles (arguably, they missed a deserved nomination here for Visual Effects), the film is gorgeous to look at, with such brilliant detail in the production design that there is interesting stuff to look at in every frame. And the film editing is extraordinary: Elisa wobbles on the bucket she’s standing on, but it’s Strickland’s butt, perched on a table, that slips off. This is a film that deserves multiple repeat viewings.
The monster feeding the monster. Nick Searcy as General Hoyt with Strickland (Michael Shannon).
An the helm is the multi-talented Guillermo del Toro (“Pacific Rim”, “Crimson Peak”) who both directed and co-wrote the exceptionally smart screenplay (with Vanessa Taylor, “Divergent”) and is nominated for both. I actually found the story to be rather predictable, as regards Elisa’s story arc, but that in no way reduced my enjoyment of the film. For the “original screenplay” is nothing if not “original”…. it’s witty, intelligent and shocking at different turns.
The violence and sex won’t be for everyone… but this is a deep and rich movie experience that everyone who loves the movies should at least appreciate… hopefully in a dry cinema!
Well, in a word, yes.
Not since Spielberg entranced the world in 1982 with a love story between an isolated and lonely child and an alien, stranded a million light-years from home, have we seen a magical fairy-tale so well told.
Cleaning up at the (box) office. Sally Hawkins and Doug Jones as the creature.
Here Lewisham’s own Sally Hawkins (“Paddington”, “Godzilla“) plays Elisa Esposito, an attractive but mousy mute living above a cinema and next door to her best friend: a struggling artist called Giles (Richard Jenkins). Sexually-frustrated, Elisa works out those tensions in the bath every morning before heading off to work as a cleaner at a government research institute. Together with partner Zelda Fuller (Octavia Spencer, “Hidden Figures“) she is asked to clean a highly secured room where a mysterious aquatic creature is being studied by the cruel and militaristic Strickland (Michael Shannon, “Midnight Special“, “Nocturnal Animals“) and the more compassionate scientist Hoffstetler. (The latter is played by Michael Stuhlbarg (“Miss Sloane“, “Steve Jobs“) in a performance that wasn’t recognised by the Academy, but for me really held the film’s story together). Elisa forms a relationship with the creature, and as the scientific investigations turn darker, she becomes determined to help him.
When you think about it, the similarities in the screenplay with E.T. are quite striking. But this is most definitely not a kid’s film, containing full frontal nudity, sex and some considerable violence, some of it “hands-over-the-eyes” worthy. Most of this violence comes courtesy of Shannon’s character, who is truly monstrous. He is uncontrollably vicious, single-minded and amoral: a hand over the mouth to silence his wife during vigourous sex cleverly belies where his true lust currently lies. (Shannon is just so convincing in all of his roles that, after “Nocturnal Animals“, it is a bit of a surprise to see that he is still alive and well!)
It’s worth pointing out for balance at this point that my wife thought this portrayal was over-egged for its villany, and she rated the film less highly than I did because of it.
Michael Shannon as evil incarnate.
So its no Oscar nomination this time for Shannon as a supporting actor. But that honour goes to Richard Jenkins, who is spectacularly good as the movie-musical-loving and pie-munching neighbour who is drawn unwillingly into Elisa’s plans. Giles is a richly fashioned character – also the film’s narrator – who struggles to fit in with the cruel and rascist 1962 world that he finds himself in. “Sometimes I think I was born too early or too late for my life” he bemoans to the creature whose loneliness he relates to. A scene in a cafe where he fastidiously wipes all traces of pie-filling from his tongue is masterfully done.
Richard Hawkins and Sally Hawkins, hatching a plan.
Octavia Spencer is also Oscar nominated for Best Supporting Actress, and it’s a magical partnership she shares with Hawkins, with each bouncing off each other wonderfully.
This leads to a ‘no brainer’ Oscar nomination for Sally Hawkins who delivers a star turn. She has to go through such a huge range of emotions in this film, and she genuinely makes you really care about the outcome like few films this year. It’s a little tricky since I haven’t seen “I Tonya” or “Ladybird” yet, but I would have thought that Ms Hawkins is going to possibly give Frances McDormand the closest run for her money on March 4th. My money would still be on McDormand for “3 Billboards Outside Ebbing, Missouri“, but the Oscar voters are bound to love “The Shape of Water”. For like “La La Land” last year, the film is (rather surprisingly for me) another love letter to Hollywood’s golden years, with Elisa and Giles living out their lives with classic movie music and dance numbers: a medium that Elisa only ever truly finds here “voice” through.
Eliza and Zelda about to give two fingers to the establishment.
In the technical categories the Oscar nominations were for Cinematography (Dan Laustsen); Film Editing (Sidney Wolinsky); Sound Editing (Nathan Robitaille and Nelson Ferreira); Sound Mixing (Glen Gauthier, Christian Cooke and Brad Zoern); Production Design (Paul D. Austerberry, Jeffrey A. Melvin and Shane Vieau); Original Score (Alexandre Desplat) and Costume Design (Luis Sequeira). And you really wouldn’t want to bet against any of these not to win, for the film is a technical delight. Right from the dreamlike opening titles (arguably, they missed a deserved nomination here for Visual Effects), the film is gorgeous to look at, with such brilliant detail in the production design that there is interesting stuff to look at in every frame. And the film editing is extraordinary: Elisa wobbles on the bucket she’s standing on, but it’s Strickland’s butt, perched on a table, that slips off. This is a film that deserves multiple repeat viewings.
The monster feeding the monster. Nick Searcy as General Hoyt with Strickland (Michael Shannon).
An the helm is the multi-talented Guillermo del Toro (“Pacific Rim”, “Crimson Peak”) who both directed and co-wrote the exceptionally smart screenplay (with Vanessa Taylor, “Divergent”) and is nominated for both. I actually found the story to be rather predictable, as regards Elisa’s story arc, but that in no way reduced my enjoyment of the film. For the “original screenplay” is nothing if not “original”…. it’s witty, intelligent and shocking at different turns.
The violence and sex won’t be for everyone… but this is a deep and rich movie experience that everyone who loves the movies should at least appreciate… hopefully in a dry cinema!
Connor Sheffield (293 KP) rated Assassin's Creed: The Official Movie Novelization in Books
May 21, 2017
Descriptive Writing brings out so much more information (6 more)
Characters and settings remain true in the adaptation
(Special Edition) Short stories to give more information and characters to the film
Action sequences are beautifully written
(Special Edition) Behind the Scenes stuff
(Special Edition) Beautiful Concept Art
(Special Edition) An overview of the Spanish Inquistion and the historical accuracy of the film
Bringing forth what the movie could not
So, as you all know this film, and this franchise, are my favourites, so my opinion is somewhat bias, but please understand that I know that the movie is in no way perfect or close to perfect of what it could have been, but I love what they have done.
With that said, I turned my attention to the novel, and pre-ordered the special edition because I knew it would make a great addition to my collection of Assassin's Creed novels, and I wanted everything I could possibly get from the novel. I love all the behind the scenes features on a DVD/Blu Ray and when I heard that this book contained some BHS content I wanted it so badly that I made sure I got the special edition despite the addition to the price.
The adaptation of the Film to the novel, is incredible. When Movies are adapted from Books, there will always be the person with you that says "The Book is always better". Sometimes, in the vice versa of this situation, when books are adapted from films, it doesn't always add anything more to make the film's plot better, or give you anything else to think about. This book is something else entirely.
In the movie we are introduced to so many characters, and so many sub plots that just can't be explored in the film itself, because it would be what I and others like to call, a cluster fuck. There would far too much going on, and people already seemed confused by the simple plot of the film, that the addition of these subplots would have given them a headache and everything they needed to see to enjoy the movie would be lost even further, as people would walk out of the cinemas saying "What the heck did I just watch?". Books allow the writer and the reader the freedom to explore these subplots and open up our experience to these other characters such as Moussa, Emir, Nathan, and Lin. If you don't even know these names, that's because the film didn't get the opportunity to express to you the importance of these names, whilst introducing them in a way that you only really remember them as, 'The other assassins in the facility who organize the breakout of Abstergo finale'.
However these characters each have their own Assassin ancestors, at least two of which are heavily connected to the video games. Lin's ancestor, is Shao Jun, the protagonist who you play as in Assassin's Creed Chronicles: China. Emir's ancestor, is a Turkish Assassin named Yusuf, the same Yusuf who you befriend in Assassin's Creed: Revelations, whilst playing as an older Ezio Auditore in his final video game to end the Ezio Trilogy. In the movie's special features, there is a deleted scene in which Cal is able to see these ancestors, during the common room scene as he is trying to eat his steak. However it was taken out due to it not making much sense for him to be able to see other people ancestors via the bleeding effect. The novel on the other hand, doesn't need this scene, and instead the reader is treated to the thoughts and a little backstory to each of these modern day assassins, and how they had felt after being introduced to their ancestors, and how they connected to them through their own lives.
We learn even more about the films central characters as well, mainly Aguilar, Sofia and Callum Lynch, and the novel adaptation gives us a new view on their relationship as a whole. Sofia feels emotions she has never felt with other patients. Callum has a lot running through his mind that just can't be spoken or portrayed in the film. Aguilar's relationship to his fellow Assassin Maria is opened up to us, with us learning that they had been very intimate, and that despite never truly portraying their love for one another, the two assassins knew what the other was thinking and they moved and thought in unison with one another, which makes the final memory sequence, that much more heart breaking, and powerful.
The book grants us access to everything, and this is what makes it such a thrilling read. From start to finish I just wanted to read on and on, despite how heavy my eyes felt at night, tucked up in bed. It grips you and pulls you into the exciting journey of the beautifully written emotional rollercoster. Christie Golden, known for her own literary work and for her work on other franchise based novels, including Star Wars, World of Warcraft and Star Trek, has done a fantastic job at expanded the movie into a new experience, which even I wasn't expecting, and I've watched the film twice in the cinema and about 7 times since the day of it's digital release, March 10, 2017. I really do love this book and everything it has to offer.
My only bad point, which is personal to me, as I have theories about certain points of this movie, and I was hoping it would help answer some of my theories. However, whilst it expanded on them a little, giving more evidence to support one of my theories, it simply left more questions than answers. That is no fault of the writer or her work, but simply to my own inquisitive mind. The book overall has no faults in my opinion.
If you enjoyed the movie, you'll love the book more. If you didn't enjoy the movie, give the book a try. It might surprise you.
With that said, I turned my attention to the novel, and pre-ordered the special edition because I knew it would make a great addition to my collection of Assassin's Creed novels, and I wanted everything I could possibly get from the novel. I love all the behind the scenes features on a DVD/Blu Ray and when I heard that this book contained some BHS content I wanted it so badly that I made sure I got the special edition despite the addition to the price.
The adaptation of the Film to the novel, is incredible. When Movies are adapted from Books, there will always be the person with you that says "The Book is always better". Sometimes, in the vice versa of this situation, when books are adapted from films, it doesn't always add anything more to make the film's plot better, or give you anything else to think about. This book is something else entirely.
In the movie we are introduced to so many characters, and so many sub plots that just can't be explored in the film itself, because it would be what I and others like to call, a cluster fuck. There would far too much going on, and people already seemed confused by the simple plot of the film, that the addition of these subplots would have given them a headache and everything they needed to see to enjoy the movie would be lost even further, as people would walk out of the cinemas saying "What the heck did I just watch?". Books allow the writer and the reader the freedom to explore these subplots and open up our experience to these other characters such as Moussa, Emir, Nathan, and Lin. If you don't even know these names, that's because the film didn't get the opportunity to express to you the importance of these names, whilst introducing them in a way that you only really remember them as, 'The other assassins in the facility who organize the breakout of Abstergo finale'.
However these characters each have their own Assassin ancestors, at least two of which are heavily connected to the video games. Lin's ancestor, is Shao Jun, the protagonist who you play as in Assassin's Creed Chronicles: China. Emir's ancestor, is a Turkish Assassin named Yusuf, the same Yusuf who you befriend in Assassin's Creed: Revelations, whilst playing as an older Ezio Auditore in his final video game to end the Ezio Trilogy. In the movie's special features, there is a deleted scene in which Cal is able to see these ancestors, during the common room scene as he is trying to eat his steak. However it was taken out due to it not making much sense for him to be able to see other people ancestors via the bleeding effect. The novel on the other hand, doesn't need this scene, and instead the reader is treated to the thoughts and a little backstory to each of these modern day assassins, and how they had felt after being introduced to their ancestors, and how they connected to them through their own lives.
We learn even more about the films central characters as well, mainly Aguilar, Sofia and Callum Lynch, and the novel adaptation gives us a new view on their relationship as a whole. Sofia feels emotions she has never felt with other patients. Callum has a lot running through his mind that just can't be spoken or portrayed in the film. Aguilar's relationship to his fellow Assassin Maria is opened up to us, with us learning that they had been very intimate, and that despite never truly portraying their love for one another, the two assassins knew what the other was thinking and they moved and thought in unison with one another, which makes the final memory sequence, that much more heart breaking, and powerful.
The book grants us access to everything, and this is what makes it such a thrilling read. From start to finish I just wanted to read on and on, despite how heavy my eyes felt at night, tucked up in bed. It grips you and pulls you into the exciting journey of the beautifully written emotional rollercoster. Christie Golden, known for her own literary work and for her work on other franchise based novels, including Star Wars, World of Warcraft and Star Trek, has done a fantastic job at expanded the movie into a new experience, which even I wasn't expecting, and I've watched the film twice in the cinema and about 7 times since the day of it's digital release, March 10, 2017. I really do love this book and everything it has to offer.
My only bad point, which is personal to me, as I have theories about certain points of this movie, and I was hoping it would help answer some of my theories. However, whilst it expanded on them a little, giving more evidence to support one of my theories, it simply left more questions than answers. That is no fault of the writer or her work, but simply to my own inquisitive mind. The book overall has no faults in my opinion.
If you enjoyed the movie, you'll love the book more. If you didn't enjoy the movie, give the book a try. It might surprise you.
Purple Phoenix Games (2266 KP) rated Pocket Pixel Artist in Tabletop Games
Feb 5, 2021
Ahh good ol’ NES. How I miss thee. My very first video game console, and still I remember it fondly. Somewhat recently a revival of 8-bit art has flown around various mediums and board games were also infused with this love of the pixelated art style. But how well can YOU create 8-bit art? Do you think you are able to create a masterpiece with pixel cubes in, say, 60 seconds? Let’s find out.
Pocket Pixel Artist is a cube-artistry game for teams of any number of players. In it players will be assuming the roles of the next great 8-bit artist and creating magnum opuses of block art for the enjoyment of all.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign launching March 9, 2021, or through any retailers stocking it after fulfillment. -T
To setup separate the players into teams of at least two players. Shuffle the deck of prompt cards and keep the colored cubes handy for the artists. The game will last four rounds and the winning team will be they who finishes with the most Victory Points from correctly guessing assembled art pieces. Choose a team to create first and the game may begin!
On a turn one player from the active team will draw a card from the stack, choose one of the eight words on the card, and be ready to begin building the word once a 60 second timer begins. The goal of each round is to have the current artist’s team guess the word being built for a VP, but each round has slightly different rules to follow.
In the first round, “Head to Head,” each team will nominate an artist to begin. Each artist will then draw a card, choose a word to create, and then begin building their words simultaneously against the other artists. The team that guesses the word correctly first will receive more VP than the teams that follow.
The second round, “Pixel Boogaloo,” has artists choosing a word and building their art in secret. Once the 60 second timer is up the artist will then uncover their creation. The artist’s teammate(s) then have 30 seconds to guess the word. If they cannot, the next team in table order will have 30 seconds to earn a VP with a successful guess. This round is played until all players have had a chance to be both artist and guesser.
The third round, “Palette Crash,” the team to the left of the active artist’s team will choose a color from green, yellow, blue, and red to shout to the active artist. The artist will then be forced to choose one of the words on the card matching that color as well as being limited to using only cubes of the matching color (players can agree to use black and white cubes as well for an easier challenge). This word building is also done in secret and then revealed after the 60 second timer for their teammates to guess within 30 seconds. Should the teammates guess correctly the team will be awarded with 2 VP. If they fail to guess correctly, the next team in table order automatically receives 1 VP. This round is played until all players have had a chance to be both artist and guesser.
The final round, “Final Render,” the artist will draw a card, choose a word, and begin building in full view of all players. For each correct guess the guessing team will earn 1 VP toward their total. Once all players have had a chance to build in this round the game ends and VPs are tallied.
Components. This is another mint tin game of cards and colored cubes. The cards are all fine and the cubes as well. There is some art on the cards, and it is also fine 8-bit renders. I have no complaints other than the rulesheet does not fit in the tin along with the components – the tin will not shut.
Gameplay is easy for some and not so easy for others (like me). As you can see in the image above, that is my lame attempt at a rainbow. When you only have 60 seconds to create something that actually looks like what is on the card, the stress and lack of actual art talent can certainly play tricks on you (me). But that is also part of the fun. In my head I can see exactly what I want to build, but getting all the cubes in the right order and correct colors causes my hand-eye coordination to fly out the window. Others must have been better at putting the square peg in the square hole when they were babies because I just can’t do it very well as an adult.
Now, again, I am in the minority of people who just aren’t that great at this game. At least in my experience. Having the game follow different rules each round is a refreshing spin on the Pictionary style of creating something for others to guess. I do enjoy fiddling with the cubes and at least attempting to make something recognizable. I enjoy seeing many different choices on each card and not being limited to just one word on a turn. Obviously these do nothing for my artistry, but they are appreciated.
Should you be in need of a small game that gives the feel of Pictionary without being pen and paper, I urge you to check out Pocket Pixel Artist. I can see it working in many scenarios, just like its cousin from the same publisher Swearmints. At the end of the game players typically did not seem to care much about which team won, but always had a great time playing and remembering the ridiculous monstrosities that were constructed.
Pocket Pixel Artist is a cube-artistry game for teams of any number of players. In it players will be assuming the roles of the next great 8-bit artist and creating magnum opuses of block art for the enjoyment of all.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign launching March 9, 2021, or through any retailers stocking it after fulfillment. -T
To setup separate the players into teams of at least two players. Shuffle the deck of prompt cards and keep the colored cubes handy for the artists. The game will last four rounds and the winning team will be they who finishes with the most Victory Points from correctly guessing assembled art pieces. Choose a team to create first and the game may begin!
On a turn one player from the active team will draw a card from the stack, choose one of the eight words on the card, and be ready to begin building the word once a 60 second timer begins. The goal of each round is to have the current artist’s team guess the word being built for a VP, but each round has slightly different rules to follow.
In the first round, “Head to Head,” each team will nominate an artist to begin. Each artist will then draw a card, choose a word to create, and then begin building their words simultaneously against the other artists. The team that guesses the word correctly first will receive more VP than the teams that follow.
The second round, “Pixel Boogaloo,” has artists choosing a word and building their art in secret. Once the 60 second timer is up the artist will then uncover their creation. The artist’s teammate(s) then have 30 seconds to guess the word. If they cannot, the next team in table order will have 30 seconds to earn a VP with a successful guess. This round is played until all players have had a chance to be both artist and guesser.
The third round, “Palette Crash,” the team to the left of the active artist’s team will choose a color from green, yellow, blue, and red to shout to the active artist. The artist will then be forced to choose one of the words on the card matching that color as well as being limited to using only cubes of the matching color (players can agree to use black and white cubes as well for an easier challenge). This word building is also done in secret and then revealed after the 60 second timer for their teammates to guess within 30 seconds. Should the teammates guess correctly the team will be awarded with 2 VP. If they fail to guess correctly, the next team in table order automatically receives 1 VP. This round is played until all players have had a chance to be both artist and guesser.
The final round, “Final Render,” the artist will draw a card, choose a word, and begin building in full view of all players. For each correct guess the guessing team will earn 1 VP toward their total. Once all players have had a chance to build in this round the game ends and VPs are tallied.
Components. This is another mint tin game of cards and colored cubes. The cards are all fine and the cubes as well. There is some art on the cards, and it is also fine 8-bit renders. I have no complaints other than the rulesheet does not fit in the tin along with the components – the tin will not shut.
Gameplay is easy for some and not so easy for others (like me). As you can see in the image above, that is my lame attempt at a rainbow. When you only have 60 seconds to create something that actually looks like what is on the card, the stress and lack of actual art talent can certainly play tricks on you (me). But that is also part of the fun. In my head I can see exactly what I want to build, but getting all the cubes in the right order and correct colors causes my hand-eye coordination to fly out the window. Others must have been better at putting the square peg in the square hole when they were babies because I just can’t do it very well as an adult.
Now, again, I am in the minority of people who just aren’t that great at this game. At least in my experience. Having the game follow different rules each round is a refreshing spin on the Pictionary style of creating something for others to guess. I do enjoy fiddling with the cubes and at least attempting to make something recognizable. I enjoy seeing many different choices on each card and not being limited to just one word on a turn. Obviously these do nothing for my artistry, but they are appreciated.
Should you be in need of a small game that gives the feel of Pictionary without being pen and paper, I urge you to check out Pocket Pixel Artist. I can see it working in many scenarios, just like its cousin from the same publisher Swearmints. At the end of the game players typically did not seem to care much about which team won, but always had a great time playing and remembering the ridiculous monstrosities that were constructed.
Death By Rock and Roll by The Pretty Reckless
Album
Rock 'n' roll is a religion. It's a commitment to an ideal, a belief system. The lifestyle and...
Mothergamer (1546 KP) rated the PC version of Assassin's Creed Revelations in Video Games
Apr 3, 2019
Assassin's Creed Revelations ties up the story of Ezio Auditore, Altair Ibn-La'Ahad, and Desmond Miles. The story in Revelations not only includes Ezio's quest to uncover the secrets of his order, but a romantic interest, and a complex political situation as well. You also get flashbacks of Altair's life and some brief optional excursions in Desmond's mind in the Animus, making for an intricate story.
Somehow, it all fits together perfectly. Ezio's story seems to be the catalyst because his quest to find out more information about Altair ties itself to the social and political unrest in Constantinople. The romance between Sophia and Ezio is subtle and it is impressive how convincing they are and you find yourself believing that these two are falling in love with all the chaos around them. Overall, the story telling in Revelations is remarkable and the cinematic scenes are done right with fully developed characters in strongly written scenes.
A New City To Explore.....
On a basic level, Revelations plays the same as the Assassin Creed games that came before. You're still accepting various missions that have you stalking, meeting, or killing targets. Some of the quests in Revelations do add to parts of the story, but more than a handful are time wasters or poorly constructed. However, the most exciting moments are Ezio exploring Constantinople and his discovery of clues about Altair's library. It's here where the "dungeon" sequences come into play. Similar to the Lairs of Romulus and the Assassin's Tombs, these excavations can take you on some fantastic adventures and these are some of the great highlights of the game.
Adventuring Is A Dangerous Business
Even better are the chapters that feature Altair himself. Each major portion of the game includes a segment with the original assassin and players relive specific moments from his life from young to very old. Some of these missions feel slightly similar to some of Ezio's, but others are completely different. The variety keeps things from getting dull as well as the fact that they're very story driven. Some of Altair's memories even carry a certain weight and understanding of what Ezio is doing. As the game progresses, you begin to see similarities and differences between the two men, which makes the story an even more emotional and thought provoking experience.
When it comes to gameplay, it's clear Ubisoft made a number of additions in terms of controls, weaponry, and the menu layout. The most noticeable change was a button layout change. Players can now directly access a secondary weapon (throwing knives, bombs,) in addition to a primary weapon (hidden blade, sword). This gives players more options, allowing for quick reactions during stealth missions as well as challenging combat scenes. Bombs become an extension of your combat options, offering three different categories. Choices of bombs range from standard smoke bombs to a bomb that shoots out coins luring dozens of peasants.
Climbing higher and higher....
The hook blade was also introduced, a feature playing on Ezio's hidden blade, that is perfect for zip lines and climbing to heights that seem almost unreachable. It becomes a universal tool in Revelations, for exploring the city and other locations as well as proving useful in close combat and assassination missions.
Hook blade, don't leave home without it.
The only two parts of the game I found issue with were Den Defense and some of the game play as Desmond Miles. First of all, Den Defense really didn't add a lot to the experience of Revelations. In fact, it detracted from it. The menu is very clunky. Ezio stands on a rooftop near his headquarters as enemy troops march down the street attempting to damage the building so they can take it over. Players must install through a point and click cursor menu various barricades and a variety of assassins along the rooftops to fend off the attack. Controlling the deployment is really clunky and this mode does not mesh well with the game. Assassin's Creed's strength and focus is direct combat, not real time strategy. Frequently, I found myself fighting against overwhelming odds, which made the whole thing an irritating mess. If they bring Den Defense back, they definitely need to make a few changes and modifications to it.
Now we come to Desmond. Desmond's sequences are completely optional in Revelations, most likely Ubisoft anticipating a divided reaction to the departure in game design. Desmond is in a coma, attempting to reclaim his mind within the Animus architecture and must navigate through Tron like worlds in first person perspective. He moves through these oddities by using two shapes of blocks he can create and place in the world. While I did like getting to hear some of Desmond's memories and his back story, I did not like the first person perspective. It's jarring at first, and it takes a lot of getting used to. I also suffer incredibly bad vertigo in first person game settings which is why I rarely play first person games. I found that while it was a bit unsettling at first, I did get used to Desmond's first person view sequences because thankfully, the camera did not bob up and down at weird angles. I could only play in brief bits however, because after a few minutes I found myself feeling quite nauseated. I truly wish his sequences had not been done in first person, but the scenes are well thought out and the puzzles actually play well. I also found myself a bit frustrated towards the end when once again, I got more questions than answers. I came to understand that they left it this way on purpose to make room for the forthcoming Assassin's Creed game in 2012, so I'll just have to wait.
Multiplayer is augmented again in Revelations with various new modes, a variety of customization options, and a better interface along with a story mode that allows players to learn more about the Templars as they progress in the Abstergo facility. There are several modes that create unique gameplay with different match types. All of these build towards an ultimate goal which certainly rewards those who are used to focusing on a core storyline.
Overall, Assassin's Creed Revelations gives a brilliant presentation of an intricate story line filled with gorgeous graphics, great voice acting, subtle yet powerful music, and great core gameplay. For me, this was the best Assassin's Creed yet and I know I will be playing through it again. If you've been following the stories of Altair and Ezio this far, you definitely need to see their last adventure. It's worth it.
Somehow, it all fits together perfectly. Ezio's story seems to be the catalyst because his quest to find out more information about Altair ties itself to the social and political unrest in Constantinople. The romance between Sophia and Ezio is subtle and it is impressive how convincing they are and you find yourself believing that these two are falling in love with all the chaos around them. Overall, the story telling in Revelations is remarkable and the cinematic scenes are done right with fully developed characters in strongly written scenes.
A New City To Explore.....
On a basic level, Revelations plays the same as the Assassin Creed games that came before. You're still accepting various missions that have you stalking, meeting, or killing targets. Some of the quests in Revelations do add to parts of the story, but more than a handful are time wasters or poorly constructed. However, the most exciting moments are Ezio exploring Constantinople and his discovery of clues about Altair's library. It's here where the "dungeon" sequences come into play. Similar to the Lairs of Romulus and the Assassin's Tombs, these excavations can take you on some fantastic adventures and these are some of the great highlights of the game.
Adventuring Is A Dangerous Business
Even better are the chapters that feature Altair himself. Each major portion of the game includes a segment with the original assassin and players relive specific moments from his life from young to very old. Some of these missions feel slightly similar to some of Ezio's, but others are completely different. The variety keeps things from getting dull as well as the fact that they're very story driven. Some of Altair's memories even carry a certain weight and understanding of what Ezio is doing. As the game progresses, you begin to see similarities and differences between the two men, which makes the story an even more emotional and thought provoking experience.
When it comes to gameplay, it's clear Ubisoft made a number of additions in terms of controls, weaponry, and the menu layout. The most noticeable change was a button layout change. Players can now directly access a secondary weapon (throwing knives, bombs,) in addition to a primary weapon (hidden blade, sword). This gives players more options, allowing for quick reactions during stealth missions as well as challenging combat scenes. Bombs become an extension of your combat options, offering three different categories. Choices of bombs range from standard smoke bombs to a bomb that shoots out coins luring dozens of peasants.
Climbing higher and higher....
The hook blade was also introduced, a feature playing on Ezio's hidden blade, that is perfect for zip lines and climbing to heights that seem almost unreachable. It becomes a universal tool in Revelations, for exploring the city and other locations as well as proving useful in close combat and assassination missions.
Hook blade, don't leave home without it.
The only two parts of the game I found issue with were Den Defense and some of the game play as Desmond Miles. First of all, Den Defense really didn't add a lot to the experience of Revelations. In fact, it detracted from it. The menu is very clunky. Ezio stands on a rooftop near his headquarters as enemy troops march down the street attempting to damage the building so they can take it over. Players must install through a point and click cursor menu various barricades and a variety of assassins along the rooftops to fend off the attack. Controlling the deployment is really clunky and this mode does not mesh well with the game. Assassin's Creed's strength and focus is direct combat, not real time strategy. Frequently, I found myself fighting against overwhelming odds, which made the whole thing an irritating mess. If they bring Den Defense back, they definitely need to make a few changes and modifications to it.
Now we come to Desmond. Desmond's sequences are completely optional in Revelations, most likely Ubisoft anticipating a divided reaction to the departure in game design. Desmond is in a coma, attempting to reclaim his mind within the Animus architecture and must navigate through Tron like worlds in first person perspective. He moves through these oddities by using two shapes of blocks he can create and place in the world. While I did like getting to hear some of Desmond's memories and his back story, I did not like the first person perspective. It's jarring at first, and it takes a lot of getting used to. I also suffer incredibly bad vertigo in first person game settings which is why I rarely play first person games. I found that while it was a bit unsettling at first, I did get used to Desmond's first person view sequences because thankfully, the camera did not bob up and down at weird angles. I could only play in brief bits however, because after a few minutes I found myself feeling quite nauseated. I truly wish his sequences had not been done in first person, but the scenes are well thought out and the puzzles actually play well. I also found myself a bit frustrated towards the end when once again, I got more questions than answers. I came to understand that they left it this way on purpose to make room for the forthcoming Assassin's Creed game in 2012, so I'll just have to wait.
Multiplayer is augmented again in Revelations with various new modes, a variety of customization options, and a better interface along with a story mode that allows players to learn more about the Templars as they progress in the Abstergo facility. There are several modes that create unique gameplay with different match types. All of these build towards an ultimate goal which certainly rewards those who are used to focusing on a core storyline.
Overall, Assassin's Creed Revelations gives a brilliant presentation of an intricate story line filled with gorgeous graphics, great voice acting, subtle yet powerful music, and great core gameplay. For me, this was the best Assassin's Creed yet and I know I will be playing through it again. If you've been following the stories of Altair and Ezio this far, you definitely need to see their last adventure. It's worth it.
Hadley (567 KP) rated The Amazing Crime and Trial of Leopold and Loeb in Books
Apr 13, 2019
"The crime itself was indefensible. The brilliant, spoiled and bored sons of two of Chicago's wealthiest families planned to commit the perfect crime both for the thrill of and to prove their perverse misunderstanding of Friedrich Nietzsche's philosophy of the 'superman,' who was above all law so long as he made no mistake. Their plan, worked out over several months, was to kidnap and immediately kill one of their younger neighbors and hide his body. They would then demand and collect a ransom. The body would never be discovered, the crime would never be solved and only they would know that they had prevailed over ordinary human beings and their simple-minded legal system. But far from being the 'perfect crime,' the murder of 14-year-old Bobby Franks turned out to be amateurishly botched. Before any ransom could be paid, the boy's body was discovered in a culvert near where Nathan Leopold often went bird-watching. A pair of telltale glasses were found adjacent to the body. They were easily traced to Leopold who first came up with a paper-thin alibi and soon thereafter confessed to the crime. His fellow murderer likewise confessed. Each of the 'superboys' placed blame for the actual killing on the other." - Alan M. Dershowitz
If you mentioned the names Leopold and Loeb today, many people wouldn't know who you were talking about, but if you had mentioned them just thirty years ago, many people would recall the 'murder of the century.'
If you are a fan of the True Crime genre, you'll come across the case of two wealthy Chicago boys who thought they could get away with murder. (The trial is probably the most talked about trial to-date because this is the first time that psychology was brought before a court room.)
For a good part of the late 1920's, Leopold and Loeb were household names for good reason: they came from millionaire families, they were college graduates before they were 18-years-old, and their trial was the first time in history that the world saw psychology put in front of a judge. The trial was even more unforgettable due to a closing speech given by famous defense attorney, Clarence Darrow, which is reprinted in its entirety,spanning a hefty 93 pages.
Nathan Leopold, Jr. and Richard Loeb were two people who should have never met, according to the courtroom. The two met at about the age of fifteen, soon after they began to embark on criminal acts together, ranging from theft to arson. It's stated in 'the Amazing Crime and Trial of Leopold and Loeb' that Loeb had created a fantasy world where he was a crime ringleader that was too smart for the police to catch. Readers get to judge for themselves whether or not they believe Loeb was the cause of their crimes, or if Leopold was the one really in charge.
After robbing Loeb's fraternity house together, Leopold and Loeb came up with a plan to kidnap a wealthy child that they could then ransom. "They began to devise elaborate plans for this kidnapping, and soon the planning became the all-important thing. They gave up the idea of kidnapping this particular person [a young man named William], and settled on the idea of kidnapping anyone who would fit in their kidnapping plans." Throughout the book, we find out that the boys were pretty desperate for a kidnapping victim, that they even thought about kidnapping one of their close friends:
"The plan of kidnaping Dick Rubel was given up because Dick Rubel's father was so tight we might not get any money from him."
Leopold and Loeb discussed everything from how they would receive the ransom, what weapons they would use, how they would get the victim inside a rented vehicle, and what they would do with the body afterwards. "In March, 1924, the patient [Loeb] conceived the idea of securing the money by having it thrown off a moving train. This idea was discussed in great detail, and gradually developed into a carefully systematized plan. As time wore on the plan became greatly modified from the original one. They discussed at considerable length the choice of a suitable subject for kidnapping. The patient's companion [Leopold] suggested that they kidnap a young girl instead of a boy, but the patient [Loeb] objected to this. His companion [Leopold] also suggested that they kidnap the patient's [Loeb] younger brother, but the patient apparently did not seriously consider doing this. They then considered half a dozen boys, any one of whom would do, for the following reasons: that they were physically small enough to be easily handled and their parents were extremely wealthy and would have no difficulty or disinclination to pay ransom money."
During the trial, Leopold and Loeb's psychological evaluations became the forefront of their guilty plea, stating that they were not responsible for their actions due to their upbringing and environment. "I submit the facts do not rest on the evidence of these boys alone. It is proven by the writings; it is proven by every act. It is proven by their companions, and there can by no question about it." Clarence Darrow explains in his famous closing statement. "We brought into this courtroom a number of their boy friends, whom they had known day by day, who had associated with them in the club house, were their constant companions, and they tell the same stories. They tell the story that neither of these two boys was responsible for his conduct."
'The Amazing Crime and Trial of Leopold and Loeb' contains the portions of the psychiatric evaluations that were submitted in court,but the testimony of character witnesses is omitted. For a factual telling of a real life trial, this book is okay. If the reader pays attention, they may notice that some of the book contradicts itself, such as one page states that the car robe used to wrap up Franks' body was found buried near Lake Michigan,but then pages later, the book states it had been burned at Loeb's home.
The psychiatric reports are very repetitive,just using different words to describe the same things. Yet, these reports are the backbone of the trial and well worth a read. The evaluations and Darrow's extensive speech were what saved Leopold and Loeb from a death sentence.
There are very few books written about the 'murder of the century,' and even less about the 'lawyer of the century.' Leopold and Loeb, as well as Darrow, have faded into the obscurity of the True Crime genre, but because the boys' mental state was brought into question, we now accept forensic science/psychology in the court room today. I feel that only people who are truly interested in True Crime, or even have a fascination for the court room are the only ones who will enjoy 'The Amazing Crime and Trial of Leopold and Loeb.'
If you mentioned the names Leopold and Loeb today, many people wouldn't know who you were talking about, but if you had mentioned them just thirty years ago, many people would recall the 'murder of the century.'
If you are a fan of the True Crime genre, you'll come across the case of two wealthy Chicago boys who thought they could get away with murder. (The trial is probably the most talked about trial to-date because this is the first time that psychology was brought before a court room.)
For a good part of the late 1920's, Leopold and Loeb were household names for good reason: they came from millionaire families, they were college graduates before they were 18-years-old, and their trial was the first time in history that the world saw psychology put in front of a judge. The trial was even more unforgettable due to a closing speech given by famous defense attorney, Clarence Darrow, which is reprinted in its entirety,spanning a hefty 93 pages.
Nathan Leopold, Jr. and Richard Loeb were two people who should have never met, according to the courtroom. The two met at about the age of fifteen, soon after they began to embark on criminal acts together, ranging from theft to arson. It's stated in 'the Amazing Crime and Trial of Leopold and Loeb' that Loeb had created a fantasy world where he was a crime ringleader that was too smart for the police to catch. Readers get to judge for themselves whether or not they believe Loeb was the cause of their crimes, or if Leopold was the one really in charge.
After robbing Loeb's fraternity house together, Leopold and Loeb came up with a plan to kidnap a wealthy child that they could then ransom. "They began to devise elaborate plans for this kidnapping, and soon the planning became the all-important thing. They gave up the idea of kidnapping this particular person [a young man named William], and settled on the idea of kidnapping anyone who would fit in their kidnapping plans." Throughout the book, we find out that the boys were pretty desperate for a kidnapping victim, that they even thought about kidnapping one of their close friends:
"The plan of kidnaping Dick Rubel was given up because Dick Rubel's father was so tight we might not get any money from him."
Leopold and Loeb discussed everything from how they would receive the ransom, what weapons they would use, how they would get the victim inside a rented vehicle, and what they would do with the body afterwards. "In March, 1924, the patient [Loeb] conceived the idea of securing the money by having it thrown off a moving train. This idea was discussed in great detail, and gradually developed into a carefully systematized plan. As time wore on the plan became greatly modified from the original one. They discussed at considerable length the choice of a suitable subject for kidnapping. The patient's companion [Leopold] suggested that they kidnap a young girl instead of a boy, but the patient [Loeb] objected to this. His companion [Leopold] also suggested that they kidnap the patient's [Loeb] younger brother, but the patient apparently did not seriously consider doing this. They then considered half a dozen boys, any one of whom would do, for the following reasons: that they were physically small enough to be easily handled and their parents were extremely wealthy and would have no difficulty or disinclination to pay ransom money."
During the trial, Leopold and Loeb's psychological evaluations became the forefront of their guilty plea, stating that they were not responsible for their actions due to their upbringing and environment. "I submit the facts do not rest on the evidence of these boys alone. It is proven by the writings; it is proven by every act. It is proven by their companions, and there can by no question about it." Clarence Darrow explains in his famous closing statement. "We brought into this courtroom a number of their boy friends, whom they had known day by day, who had associated with them in the club house, were their constant companions, and they tell the same stories. They tell the story that neither of these two boys was responsible for his conduct."
'The Amazing Crime and Trial of Leopold and Loeb' contains the portions of the psychiatric evaluations that were submitted in court,but the testimony of character witnesses is omitted. For a factual telling of a real life trial, this book is okay. If the reader pays attention, they may notice that some of the book contradicts itself, such as one page states that the car robe used to wrap up Franks' body was found buried near Lake Michigan,but then pages later, the book states it had been burned at Loeb's home.
The psychiatric reports are very repetitive,just using different words to describe the same things. Yet, these reports are the backbone of the trial and well worth a read. The evaluations and Darrow's extensive speech were what saved Leopold and Loeb from a death sentence.
There are very few books written about the 'murder of the century,' and even less about the 'lawyer of the century.' Leopold and Loeb, as well as Darrow, have faded into the obscurity of the True Crime genre, but because the boys' mental state was brought into question, we now accept forensic science/psychology in the court room today. I feel that only people who are truly interested in True Crime, or even have a fascination for the court room are the only ones who will enjoy 'The Amazing Crime and Trial of Leopold and Loeb.'
Daniel Boyd (1066 KP) rated Ready Player One (2018) in Movies
Sep 20, 2018 (Updated Sep 20, 2018)
Not Quite Ready
I saw this movie in the cinema back when it came out in March earlier this year and I honestly didn't feel ready to review it after a single viewing because of all of the references etc that there was to take in. After watching the movie a couple more times and watching a bunch of Easter Egg videos on Youtube, I feel more equipped to discuss the film.
Up top, I never read the book that this film is based on. It has been recommended to me quite a few times, but I have never gotten around to reading it, so I was going into this with no pre-conceived ideas of what it was going to be other than what I had seen in the various trailers for the movie.
Let's start with the good stuff. Although I have some issues with the overabundance of CGI onscreen, as a 3d animator myself I was extremely impressed at the sheer quality of the animation in the movie. I know that this thing had a pretty high budget behind it, but still the level of quality in the animation is really high throughout the film. The references are also pretty cool, at least for the first third of the movie but the novelty of seeing some of your favourite pop culture characters does wear off after a while and ends up feeling like a cheap gimmick before too long. Finally, if all you are looking for is a big dumb fun blockbuster, then this movie provides that in spades.
Ok, onto the stuff that bothered me. As I said above, although the quality of the CGI is pretty incredible, the vast amount of it gets tiresome after a while. I also don't like the character designs at all, Parzival looks like a rejected piece of Final Fantasy artwork, Art3mis looks like a stereotypical version of a what a middle aged man thinks a cool hacker looks like with a weird resemblance to a feline, Aech just looked chunky and awkward, like something from a last-gen Gears Of War game, I-R0k's weird, edgy, fantasy-based design didn't fit his voice or the tone of the scenes he appeared in and Sorrento's avatar just looked distractingly like a dastardly Clark Kent for some reason. Also, these original character designs seemed oddly out of place being surrounded by other characters from franchises that we already know like DC and Mortal Kombat, none of it meshed well.
From this point on I am going to delve into some mid-movie spoilers, so here's your warning.
It really annoyed me how they kept touching on the idea that someone in the Oasis might not necessarily look the same as they do in real life and if you ever met them in real life you would be sorely disappointed, only for the reason for all of this to be a birthmark on Olivia Cooke's character's face. The way that they make her out to some sort of beast-like monster because of a slight skin-irregularity is ridiculous and also kinda offensive. Also, we are told during the movie's opening sequence that the Oasis is a worldwide thing, where people from anywhere on the planet can meet up online and fight together or kill each other for coins, then halfway through the movie, all of the characters meet up in a small ice cream truck in the real world and it turns out that they all live within a few miles of each other. It just made the whole thing feel really small scale. Another issue is that the movie is only 6 months old at this point and it already feels slightly dated. I don't see this movie ageing very well at all and this is both due to the CGI and the references that they choose to include.
Lastly, as I said earlier, if what you want out of this movie is mindless fun, then you'll walk away satisfied, the problem with that is that the movie seems to want to be more than that. The way that the movie treats itself and the way it was marketed along with the fact that it's got Spielberg in the director's chair, signifies that the filmmakers were intending for this to be this generation's Back To The Future or Star Wars and on that front it totally fails. In these other movies that this film is aspiring to be, you care about what happens to the characters and want to see where they go, whereas here the audience cares way more about seeing the next popular franchise references than anything that happens to the main characters at the heart of this story and once you've seen the film, you are going to leave talking about the characters that appeared from outside franchises rather than the ones created for this story. The characters are also instantly forgettable, for example I have seen this film three times now and still couldn't tell you the real world names of any of the characters other than Wade Watts and Sorrento and that's only because he has the same name in the real world as he does in the Oasis. I also don't care if I ever see any of these characters again if I'm being honest. I'm sure there is probably a sequel to this already being planned seeing as it made a bunch of money at the box office and there is apparently a sequel book in the works, but frankly I wouldn't care if I never saw any of these characters again and I don't care where the story is going either.
In conclusion, Ready Player One doesn't achieve the goal that it sets for itself of being a modern sci-fi classic, but there is a lot of fun to be had here along with some impressive animation to boot. The movie has a fairly shallow, hollow feel to it throughout, as if we are scratching the surface of something potentially engaging and worth investing in, but the filmmakers constantly keep distracting us with flashy visuals and obscure pop culture references. If the movie committed to telling a more original story rather than being obsessed with the 80's classics it is exploiting, then it may be more worthwhile. Also, it's definitely not Spielberg's best, this may be a bit harsh but it's probably closer to Kingdom Of The Crystal Skull than Raiders Of The Lost Ark. I wish that Smashbomb had a half star rating system, because although I feel that the movie was better than a 6, I don't like it enough to give it a 7, so a 6.5 would sum up how I felt about the film more accurately.
Up top, I never read the book that this film is based on. It has been recommended to me quite a few times, but I have never gotten around to reading it, so I was going into this with no pre-conceived ideas of what it was going to be other than what I had seen in the various trailers for the movie.
Let's start with the good stuff. Although I have some issues with the overabundance of CGI onscreen, as a 3d animator myself I was extremely impressed at the sheer quality of the animation in the movie. I know that this thing had a pretty high budget behind it, but still the level of quality in the animation is really high throughout the film. The references are also pretty cool, at least for the first third of the movie but the novelty of seeing some of your favourite pop culture characters does wear off after a while and ends up feeling like a cheap gimmick before too long. Finally, if all you are looking for is a big dumb fun blockbuster, then this movie provides that in spades.
Ok, onto the stuff that bothered me. As I said above, although the quality of the CGI is pretty incredible, the vast amount of it gets tiresome after a while. I also don't like the character designs at all, Parzival looks like a rejected piece of Final Fantasy artwork, Art3mis looks like a stereotypical version of a what a middle aged man thinks a cool hacker looks like with a weird resemblance to a feline, Aech just looked chunky and awkward, like something from a last-gen Gears Of War game, I-R0k's weird, edgy, fantasy-based design didn't fit his voice or the tone of the scenes he appeared in and Sorrento's avatar just looked distractingly like a dastardly Clark Kent for some reason. Also, these original character designs seemed oddly out of place being surrounded by other characters from franchises that we already know like DC and Mortal Kombat, none of it meshed well.
From this point on I am going to delve into some mid-movie spoilers, so here's your warning.
It really annoyed me how they kept touching on the idea that someone in the Oasis might not necessarily look the same as they do in real life and if you ever met them in real life you would be sorely disappointed, only for the reason for all of this to be a birthmark on Olivia Cooke's character's face. The way that they make her out to some sort of beast-like monster because of a slight skin-irregularity is ridiculous and also kinda offensive. Also, we are told during the movie's opening sequence that the Oasis is a worldwide thing, where people from anywhere on the planet can meet up online and fight together or kill each other for coins, then halfway through the movie, all of the characters meet up in a small ice cream truck in the real world and it turns out that they all live within a few miles of each other. It just made the whole thing feel really small scale. Another issue is that the movie is only 6 months old at this point and it already feels slightly dated. I don't see this movie ageing very well at all and this is both due to the CGI and the references that they choose to include.
Lastly, as I said earlier, if what you want out of this movie is mindless fun, then you'll walk away satisfied, the problem with that is that the movie seems to want to be more than that. The way that the movie treats itself and the way it was marketed along with the fact that it's got Spielberg in the director's chair, signifies that the filmmakers were intending for this to be this generation's Back To The Future or Star Wars and on that front it totally fails. In these other movies that this film is aspiring to be, you care about what happens to the characters and want to see where they go, whereas here the audience cares way more about seeing the next popular franchise references than anything that happens to the main characters at the heart of this story and once you've seen the film, you are going to leave talking about the characters that appeared from outside franchises rather than the ones created for this story. The characters are also instantly forgettable, for example I have seen this film three times now and still couldn't tell you the real world names of any of the characters other than Wade Watts and Sorrento and that's only because he has the same name in the real world as he does in the Oasis. I also don't care if I ever see any of these characters again if I'm being honest. I'm sure there is probably a sequel to this already being planned seeing as it made a bunch of money at the box office and there is apparently a sequel book in the works, but frankly I wouldn't care if I never saw any of these characters again and I don't care where the story is going either.
In conclusion, Ready Player One doesn't achieve the goal that it sets for itself of being a modern sci-fi classic, but there is a lot of fun to be had here along with some impressive animation to boot. The movie has a fairly shallow, hollow feel to it throughout, as if we are scratching the surface of something potentially engaging and worth investing in, but the filmmakers constantly keep distracting us with flashy visuals and obscure pop culture references. If the movie committed to telling a more original story rather than being obsessed with the 80's classics it is exploiting, then it may be more worthwhile. Also, it's definitely not Spielberg's best, this may be a bit harsh but it's probably closer to Kingdom Of The Crystal Skull than Raiders Of The Lost Ark. I wish that Smashbomb had a half star rating system, because although I feel that the movie was better than a 6, I don't like it enough to give it a 7, so a 6.5 would sum up how I felt about the film more accurately.
Purple Phoenix Games (2266 KP) rated Tumble Town in Tabletop Games
Mar 5, 2020
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?
Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!
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 will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T
To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!
Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.
Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.
Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.
Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.
Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.
I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.
If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!
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 will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T
To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!
Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.
Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.
Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.
Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.
Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.
I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.
If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
Purple Phoenix Games (2266 KP) rated Cult of the Deep in Tabletop Games
Feb 24, 2021
You see that cultist in the foreground of the box art about to dab? If I knew being in a cult was THIS cool… Well, I have never been in a cult. At least not that I am aware. However, if I ever were to be in a cult, I certainly wouldn’t wish it to be one that is intent on reviving or calling upon the scourges of the earth. I would rather be in one of those happy cults that take wisdom from a prophet and make delicious breads or something. But how does the Cult of the Deep operate and would I want to join?
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.