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Bob Mann (459 KP) rated Life (2017) in Movies

Sep 29, 2021  
Life (2017)
Life (2017)
2017 | Horror, Sci-Fi, Thriller
Life after Gravity.
Mankind is on the verge of a major milestone. The “Pilgrim” probe is returning from Mars containing soil samples that might spell the discovery of the first palpable evidence of life beyond earth. Proving that earth scientists are not completely incompetent, the probe is being returned not to earth but to a lab on the International Space Station where strict quarantine can be maintained. This key mission requirement is the responsibility of Miranda North (Rebecca Ferguson, “Mission Impossible: Rogue Nation”). Supporting her is an international crew including fellow doctor David Harris (Jake Gyllenhaal, “Source Code”), professional astronaut Rory Adams (Ryan Reynolds, “Deadpool”) and Hugh Derry (Ariyon Bakare), the lead scientist studying the samples. Needless to say, the soil samples yield more promise than Derry could have ever hoped for (or North could have feared). A crisis of growth and death ensues in a manner that fans of “Alien” will be suitably familiar with. Can the crew survive against all the odds?

Jake Gyllenhaal is one of my favourite actors with a raft of quality films in his CV such as “Nightcrawler” and last year’s hugely underrated (and almost Oscar-ignored) “Nocturnal Animals”. Rebecca Ferguson is also a class act and one of my favourite actresses of the moment. Here they are starring together for the first time and they don’t disappoint. Whilst neither gets enough quality screentime to really hammer their roles home, both connect to the audience in different ways: Harris is heading for an ISS endurance record, and starting to mentally disconnect from earthly connections as his body also starts to atrophy. North, with a clear attraction to him, tries to hold both him and everything together with steely determination, while carrying more knowledge of the mission directives than anyone else has.
The supporting ensemble cast also work well, portraying a real mixture of nationalities from the cock-sure American played by Reynolds to the sultry Russian commander Golovkina, played by the lovely Olga Dihovichnaya. A special note should also be added in the margin for one of the most surprising portrayals of a disabled character in a recent film.

Unfortunately the material the actors get to deliver, by Rhett Reese and Paul Wernick (co-writers of “Deadpool” and “Zombieland”) doesn’t match their ability. The first 30 minutes or so of the film I found to be totally gripping, but even here some of the dialogue is sufficiently clunky to distract you from the ongoing narrative. Some of the rest of the dialogue becomes head-in-the-hands awful in places: a scene during a de-pressurization episode being particularly painful.

Some dodgy dialogue might be forgivable in an action movie if supported by a strong story. Unfortunately, while the premise of the film is sound (if not original), the story leaps from inconsistency to inconsistency from beginning to end. The writers never seem to settle on whether the ‘being’ needs oxygen, likes oxygen, likes hot, likes cold, etc. and this lack of credibility distracts from the whole film. While the screenplay delivers some seriously suspenseful moments, and some decent jump scares, this is not satisfactory enough to serve up a cohesive movie meal.
This is not helped by ‘bad science’. As I have commented upon before, I’m a physicist by training and unscientific scenes annoy me to distraction. I’ve had to learn to live with the basics of explosions and other ‘noise’ in space (something “Star Wars” started 40 years ago, damn those TIE fighters). But there is a scene in “Life” involving an airlock breach that just completely beggers belief, acted out as if it’s a stiff breeze on the front at Skegness! It’s almost – (almost) – as bonkers as the ‘reactor venting’ scene with Chris Pratt in “Passengers“.

However, the film has its strong points too. Like “Gravity”, this is another special effects triumph with the scenes outside the ISS being gorgeously rendered. “Gravity” was a clear 10/10; this is probably at least a 7, and a reason for seeing the film on the big screen. A key question though is why there wasn’t a 3D version of the film released? Heaven knows I’m no fan of 3D, but “Gravity” was one of the few films that was genuinely enhanced by the format: in fact it is currently the only 3D Blu-ray that I own!

In general, the whole film seems a little half-cocked and lacking in its own conviction. You wonder whether the production company (Skydance) got rather cold-feet about the film in releasing it when it did. Yes, “Deadpool” did very well with its February release, but this is a much more suitable film for a summer audience than a release in this post-Oscars doldrums.
In summary, its a moderately entertaining watch, but at heart just another retelling of the old ‘something nasty in the woodshed’ yarn that we’ve seen played out countless times before. Here though the swanky setting and special effects are diminished by a lack of credibility and consistency in the storytelling. Redemption was on hand though, for while it was heading for a middling 3-Fad rating, it managed to salvage another half Fad in the final 60 seconds: a memorable movie ending that might prove hard to beat during 2017.
  
A Discovery of Witches
A Discovery of Witches
Deborah E. Harkness | 2011 | Fiction & Poetry
7
8.5 (45 Ratings)
Book Rating
A Discovery of Witches by Deborah Harkness is the first book in the All Souls Trilogy. It introduces a witch and her vampire lover and the fight they must endure to be together against all odds. As the first book of the series, it really draws you in and makes you really think about how things are perceived and creates the illusion that vampires, witches and daemons (daemons are demons in Harkness’s fantastical world) could be hiding amongst us without us ever knowing. The book is placed in modern times, but brings in tons of history as the main character; a witch named Diana, is a historian and often is immersed in one history topic or another. It is quite interesting to read about her approach to life and see how it changes when she meets a vampire who whisks her away, so to speak. As a reader, you are able to delve into a world where anything is possible and see how just similar things would be if this was truly our world.

A Discovery of Witches is a book about a witch names Diana has encountered a very old and lost manuscript that many others want. Upon being granted access to this book and denying the magic in her that calls her to investigate it with her powers, she returns it, only to find herself being threatened, stalked and in danger due to it only being obtained by her and returned to the library and back to its magical disappearance. The finding of this book however, helps he discover who she is and a new lover, who is a vampire. The odd couple experience a threat and a mystery that they wish to uncover. As well as, an old rule that they now must try to change, no matter the cost

I had really enjoyed reading the first book, and found its quick pace refreshing but also pleasing to read. Though there were many things left for me to wonder about. All the secrets the vampire had and his worries that will be revealed in the second book, I hope anyways, makes me want to just read all the books back to back. Though the book was 576 pages long, I was able to finish reading it in two days. I often didn’t want to tear myself out of the book to do my daily tasks. It’s definitely a page turned with how Harkness was able to describe everything in the book and flush out some character while leaving mystery on what is to come in the next book.

Harkness was able to draw in each of the five senses into her writing. I was able to smell, taste, and feel what was being describe it was easy to get lost and forget easily all that was around me. However, I did find that somethings where a bit odd and would never have paired up, like the smell of cinnamon and cloves. I will have to try to make the combination in my kitchen to see what that might smell like together as I am not one for the smell of cinnamon. I did find the characters to be extremely well put together and often found myself happy when they were happy, as well as sad when they were. I did quite enjoy that A Discovery of Witches has some things that were extremely accurate while still being fantastical. For example, in Wicca or Paganism rituals are done to do witch craft. Spells and such are handed down to members of the family for generations and the holidays match up to what is practiced today. However, the way magic is portrayed isn’t what really happens in our world, or so I know of, but if it was, I can see how Harkness describes it being how it is.

A Discovery of Witches is just an amazing piece of work that will draw you in and keep you wanting more. Though some words can come across odd, as they aren’t used in normal, everyday conversations, it really says a lot about Harkness’s writing style. She is intelligent and it shows in her work with how she describes things and often uses things from our past to put things in our present world in to perspective to pertain to her characters.

I loved how the book has made me think and do some research myself, on different topics, if only to see what was true and what was made up. For example, alchemy is what puts our character in a situation that seems harsh and completely uncalled for by some extremely bad characters. Not knowing much about alchemy, I had to look up just what the photos Diana might be looking at. The author described them so well, I would picture them in my mind and when I looked them up; I was amazed how much close to the actual images Harkness had described. Though, I am on a computer versus in a library with old manuscripts.

Overall, I would rate this book 3 star out of 4 stars. That may seem harsh seeing as it is one of the best books I have read, and I read a ton, but I found that with all the secrets the characters keep from each other and the reader as a whole quite infuriating. I wanted more and find myself here not able to resist the urge of starting the next book. I do hope some things are clarified and revealed; otherwise I will end up being a very upset reader. Harkness’s writing does seem promising to reveal more as the story develops though. A Discovery of Witches is an extremely good book, even with its infuriating secrets, that I would recommend to anyone who loves the ideas of vampires, witches and demons existing in a world alongside us.
  
Call of Duty: Black Ops II - Uprising
Call of Duty: Black Ops II - Uprising
2013 | Shooter
With the recent announcement of Call of Duty: Ghosts speculation has run rampant as to what the series has in store especially with the promise of the new gaming engine and new consoles on the horizon. However Call of Duty: Black Ops II shows that there’s still plenty of life left in the game with the release of Uprising, the second of four planned map packs for the game. Uprising is available for the Xbox 360, PlayStation 3, and PC versions of the game and does require the original game in order to play. Players can purchase the map pack individually or as part of a season pass that allows all past and future content for the game to be acquired at a discounted price.

The pack offers for new maps as well as a new zombie mode called Mob of the Dead, which casts players as inmates at Alcatraz which is being overrun by the undead. Gameplay wise it is similar to pass on the modes in net weapons, power ups, ammunition, and access to other areas of the maps can be obtained through purchase using the in game currency accrued from dispatching the undead.

There is also a nice surprise to this that in addition to trying to locate and assemble parts to make your escape, the voice talents of Michael Madsen, Joe Pantoliano, Chazz Palminteri, and Ray Liotta, provide a very nice depth to the game as they helped bring an infusion of personality to the characters which really makes you care about their outcome.

There is an afterlife mode as well which is necessary for accessing certain areas and gathering components needed for survival. It is also very satisfying to shock some of the undead minions while in this gameplay mode. Players were one and make sure to avoid the new boss Brutus who gives out a solid amount of damage every time he appears.

The four maps are available for play in various modes such as Team Death Match and Mosh Pit but do not offer the number of online modes that are available for the standard version of the game.

 Vertigo is set in a futuristic high-rise in India and requires gamers to be very careful about where they step if they wish to avoid plummeting several stories to their doom. With a circular outside platform and limited indoor areas the emphasis is on using cover as much as possible especially from the abundant cargo and air-conditioning units that litter the map. I found this to be the least satisfying for my style of play as not being able to run, and constantly being at the mercy of snipers did make it very frustrating for me.

 Encore is set in London at a music festival and offers a nice mix of options for players of all gaming styles. From the backstage area which is ideal for setting mines and other traps, to the grandstand boxes which offer numerous opportunities for snipers to ply their craft. Since neither these are my style of play, I was content to work my way under the stage, and through the clubs, restrooms, and park areas as well as on stage to catch enemy units transitioning from one point of the map to the other. The key is not stay in one place too long as I start to the run and gun mode and had solid success.

 Magma is set in Japan following a volcanic eruption. Having to avoid lava and make your way over cooling areas through the village is definitely a nice visual touch. Everything from fish markets to subway stations and trains are on hand, but players have to be quick on the trigger as there are numerous areas for enemies to hide and blend into the shadows. Once I learned some of the nuances of the map, I did find myself having better luck and have racked up scores closer to my average on this one.

 Studio is a reworking of the classic Firing Line map and is set at a Hollywood film studio. From the long areas of the lot which are ideal for snipers as well as the ample rooftop spaces, players must be on their toes because death can come from anywhere at any time. From a T Rex to a crashed alien ship this map has plenty of variety. One moment you are moving through a medieval castle, the next moment you are walking through a saloon and then stomping a miniaturized city like Godzilla. There are also plenty of other great locales and it would be fun just to run through and sightsee if there was not so much mayhem going on around you.

I find it best to avoid snipers zones and make your way through the areas that offer plenty of cover and make great use of the trailers as they certainly provide cover and great areas of transition as well as ambush.

While uprising does not offer anything new in terms of weaponry, equipment, or rewards, what it does offer is several hours of new gameplay enjoyment for friends of the series who are in need of effects while they wait for the next release in the series. With two more map scheduled between now and November, you’ll want to check this out and as long as you are moderate in your expectations understanding these are simply new maps to enhance your gameplay, then you might find yourself really enjoying what is being offered with this diverse yet enjoyable collection.

http://sknr.net/2013/05/19/call-of-duty-black-ops-2-uprising/
  
Breakdancing Meeples
Breakdancing Meeples
2020 | Music
I think that I’ve mentioned in some of my previous reviews that I rarely buy games without first having played and/or researched them beforehand. Enter Breakdancing Meeples. One fine day, I was perusing the fine stock at my FLGS. While I was wandering and debating whether I should buy Reef or 7 Wonders Duel, my gaze fell upon a small tin with some funny artwork – a game titled Breakdancing Meeples. It was a small and fairly inexpensive game, so I figured, why not? I picked it up (along with 7 Wonders Duel this time) and brought it home to my collection. Was my faith misplaced, or does the game deliver on its first impression of simple fun? Keep reading to find out.

Breakdancing Meeples is a real-time game in which players are trying to amass the most Crowd Appeal (VP) by directing their dance crews to perform the baddest and most impressive dance routines of all time. To setup the game, give each player 6 Meeples, 6 cubes, and their starting Routine cards in their chosen color. Shuffle the remaining Routine cards to form a draw pile, open up the Breakdancing Meeples app (or just get a one-minute timer ready) and the dance battle is set to begin!

Each round is broken into two phases – Dance Off, and Remix. In the Dance Off, players will have one minute to roll their Meeples (yes, you read that correctly – rolling Meeples) to complete as their crew’s Routines as many times as they can to earn Crowd Appeal. When rolling Meeples, there are 4 stances in which the Meeples can land: Feet, Side, Head, or Back. These positions correspond to stances on your Routine cards. If you roll a Meeple in a stance that matches one on your card, you may place that Meeple on that card, moving you closer to completing that Routine. Once all stances have been filled on a Routine, you earn a Crowd Appeal cube, placing it on the leftmost available square at the bottom of that Routine card. You may then pick up all the Meeples from that card, and they are back in play. It is important to note that once a Meeple has been placed on a Routine, it may not be removed until the Routine is finished! If you are unable, or unwilling, to place a Meeple on a Routine card, you may reroll any unused Meeples. Continue rolling and placing your Meeples in this fashion until the one-minute timer runs out. When time has been called, all players will count up their Crowd Appeal – the points listed at the bottom of their Routine cards that are covered by cubes, signifying a successful rep of that Routine. The Dance Off phase is now over.


Now comes the Remix phase. Reveal as many face-up cards from the Draw deck as there are players plus one. Beginning with the player who has the lowest Crowd Appeal, players will take turns selecting a new Routine card to add to their repertoire for the next round. Players may only ever have 3 Routine cards, so in future rounds, players can choose to discard from their play area in favor of a new card. A new round now begins with another Dance Off, and continues as above until the fourth Dance Off has been completed. Players then tally their total Crowd Appeal, and the player with the highest score is the winner! Dare I say, the Dancing Queen? No? Ok…
With a fun theme and simple gameplay, does Breakdancing Meeples hold up? I would have to say yes. First let’s talk about the simplicity of gameplay. All you have to do is roll Meeples and match stances to cards. It may not sound exciting when stated that way, but add in the one-minute timer and suddenly you’ve got a more engaging and action-based game. Throw the Meeples into the mix (literally, in this game) and their disproportionate limbs and unique silhouettes provide an extra challenge in getting them to roll and land exactly as you want them to.


Another neat element of this game is the addition of Rally and Special cards to the Draw deck. Rally cards are purchased (with Crowd Appeal) in the Remix phase, and are then attached to one of your existing Routines. In the next Dance Off, when rolling your Meeples, Rally cards can provide extra Crowd Appeal points once their conditions have been met. These cards may cost some end-game points, but they could earn you much more if the conditions are right. It’s a risk, and adds some suspense to the gameplay. Special cards grant the player a ‘wild’ dancer. If you roll 2 Meeples in the same stance, you may exchange them to a single dancer in your chosen stance. Rally and Special cards can be removed from the game for a more simple gameplay, if playing with younger players for example, but add in an extra twist to the chaos of the real-time limitations.
Is Breakdancing Meeples my favorite game? Nope. But it’s a cute, fun, and fast little game that I can see myself pulling out often as a filler, or even a game to introduce newer gamers to the hobby. It is lighthearted in nature, with a unique theme, and it just is fun to play. I am glad that I bought this game on a whim, and I definitely will be keeping it in my collection. With that said, Purple Phoenix Games gives it a hoppin’ 7 / 12. Check it out, you might be surprised!
  
Similo: Spookies
Similo: Spookies
2021 | Card Game, Deduction, Fantasy, Mythology
Anyone who knows my gaming preferences will tell you that I am not at all a fan of many party games. I just find them less that gratifying, with usually little to no skill or strategy involved, and also typically invites lewd and disgusting suggestions and behaviors. No thanks. However, upon seeing many reviewers that I trust showing off their hauls from recent conventions including games from the Similo series, I just had to find out why. Have I been missing out, or is this just another lame excuse for a “party game?”

Similo: Spookies (which I will just call Similo from here on out, as they are all basically the same, but with different themes) is a party card game where one player knows information and attempts to persuade the other players to choose the correct character SILENTLY. One game lasts five rounds or less, and many times players will want to play multiple games in a row.


To setup, shuffle the deck of cards and place it face-down on the table. The player chosen to be the “Clue Giver” will then secretly look at the top card. This card will be the secret character for the entire game. Along with this card, the Clue Giver will draw an additional 11 cards and shuffle them. Next, lay out the 12 characters face-up in a 4×3 grid, so that all players can see. Finally, the Clue Giver draws another five cards to act as their starting hand of clues. The game may now begin in earnest!
The game lasts no more than five rounds, and each round is played mostly the same. During the first round the Clue Giver will place a card from their hand onto the table in either Portrait or Landscape mode (I know there are different words to describe these orientations, but they are failing me now). When a card is in Portrait mode, the Clue Giver is letting the players know that the secret character has similarities to the played card. Landscape placement means that the secret character has differences from the card played.


At the end of the first round, the other players must discuss and decide one card from the grid to remove from play, based on the Clue Giver’s information. If the card removed is the secret character (or at any time the secret character is removed in this way) the players all immediately lose the game. However, if the players have removed an appropriate character card, then the game moves to the second round. Each subsequent round is played exactly the same way, except the number of cards removed will match the round number being played. For example, during the third round three cards will be removed. The only exception here is the very last fifth round. During this round there will only be two cards remaining, and the players will need to choose the correct one to win the game. Win or lose, all players will most likely request to play another game with a different Clue Giver.
Components. This game is 30 cards in a tuckbox. The cards are all great quality with excellent linen finish. They each have the character’s name on the upper left corner and a small thematic quip on the lower right corner. The big thing here is the utterly amazing character art by Naiade (Seasons, Tokaido, Isla Dorada, etc). They are each so wonderfully illustrated, and they have to be, considering the entire game is based on the similarity or differences of each card. I was so very pleasantly surprised to see this beautiful set of cards pop out of the box when I opened it. Zero issues with components here.

This game is low-key a thinking person’s puzzle. How can I get the group to exclude one card specifically and throw away all the others? What the heck is this Clue Giver trying to tell us? What exactly is an Oni? With the right group of gamers, especially those that share many inside jokes and experiences, this could be a nightly hit. Now, determining the difference between Frankenstein’s Monster and a Zombie may be harder than you thought, so do be careful with those technicalities.

This one really reminds me of a much more compact version of Deception: Murder in Hong Kong. There is a silent Clue Giver in both trying to guide the other players to the right answer using cards. If I can get the same feeling from a game featuring 30 cards versus about 300 I might have a replacement situation on my hands here.

For its tiny table presence, excellent artwork, and overall game play, Purple Phoenix Games gives this one a bone-chilling 4 / 6. I know at this very second that my score is hanging in the balance. I want it to be a 5 so very badly, and I feel that it may actually get there, assuming I can play with larger groups of people and a variety of types of gamers. For now, I am happy with the 4 it is assigned. If you are like me and didn’t know you needed a smaller game in your collection that can give similo experiences to bigger boxes, give this one a shot.

Oh PS – You can also combine the different sets into a larger and more chaotic game. I’m not sure I have the huevos for that quite yet, but I think a good counterpart to this Halloween-themed set may be the Fables or Myths sets. Let me know if you have combined these two and if my hunch is correct. I’m going to go fanboy over Naiade’s art now.
  
Marvel United
Marvel United
2020 | Card Game, Comic Book / Strip, Fighting
This has probably been mentioned before, but I love Marvel superheroes. My favorite has got to be Spider-Man, hands down. Feel free to send me an email if you’d like to hear my thoughts on who is the best Spider-Man – Tobey Maguire, Andrew Garfield, or Tom Holland. I’m getting off topic here… Anyway – when I saw the massive Kickstarter campaign for Marvel United, I knew it was going to be big. Admittedly, I didn’t join in on the campaign (teacher salaries, amiright?), but I did snag a copy of the base game post-campaign. Does the game live up to my expectations? Or does it fall flat, like a DC movie? (OOOOOOH BURN)

Disclaimer: This review encompasses only the base game of Marvel United. There are a number of expansions, but they will not be addressed in this review. -L

Marvel United is a cooperative game in which players take on the roles of various Marvel superheroes tasked with stopping the main Villain from completing their Villainous Plot. Follow the setup instructions detailed in the rulebook, selecting a Villain with whom to battle, 6 random Locations, and whichever Heroes you decide to use to fight the big bad. Place Threat cards, Civilians, and Thugs on the various Locations as indicated, and place the Villain and Heroes as described in the rules. Shuffle the Master Plan deck and respective Hero decks, and each player draws a hand of 3 cards. Choose a Hero as the ‘starting’ Hero, and the game is now ready to begin!

Over a series of turns, players will be resolving Villain effects and playing Hero cards to perform actions. The game always begins with a Villain turn, and the first step is to reveal a Master Plan card, adding it to the Storyline (table). Master Plan cards have different effects to be resolved – move the Villain to a new Location, BAM! effects (usually attacking Heroes or advancing their Villainous Plot towards victory), and adding Civilians/Thugs to surrounding Locations. Once all effects on the Master Plan card are dealt with, the game moves to a Hero turn. During a Hero turn, the player will perform 4 steps: Draw a card, Play a Card, Resolve Actions, and Location Effects. To start, the player will draw a card from their Hero deck and add it to their hand. They then select a card from their hand to play, adding it to the end of the Storyline.

Looking at the symbols at the bottom of their played card, the Hero will now resolve their actions. Actions could be Movement (to an adjacent Location), Attack (Thugs/Henchmen or the Villain in their current Location), Heroic Actions (rescuing Civilians or working to clear the Threat on their current Location), or Wild (any of the previous actions). During this step, a cool twist comes into play – after all, the game is called Marvel United, right? When a Hero plays a card, they resolve the symbols on the bottom of their card AND the symbols on the bottom of the previously played Hero card! This simulates the various Heroes uniting their efforts to take down the Villain! So when selecting your card, be sure to check out the last card to see if you can create a sweet chain of actions for maximum benefit. The final step is to use Location effects, if applicable. Location effects are only available after the Threat to the Location has been cleared, and allows the player to perform special actions (draw extra cards, move to other Locations, etc.). If you end your turn on a Location that has been cleared, you may use its ability if you so choose.


In order to defeat the Villain, the Heroes must complete Missions. The 3 Missions in each game are to Rescue Civilians, Defeat Thugs, and Clear Threats. So with their actions on their turns, Heroes will be working to complete these Missions, moving them closer to victory. The turn sequence of the game is unique as well – the Villain will take a turn after every 3rd Hero turn, not opposite every single Hero. Keep that in mind as you decide which card to play when! The game essentially continues in this fashion (with a few extra effects) until either the Heroes win or they lose. Heroes win if they defeat the Villain! The Villain is defeated when at least 2 Missions are completed, and the Villain has been sufficiently damaged by Attacks. Heroes lose if the Villain completes their Villainous Plot, the deck of Master Plan cards has run out, or if any Hero starts their turn with no cards left to play. The Heroes either win together or lose together.
So I know that kind of sounds like a lot, but I promise that once you get playing, the game flows really well and is pretty intuitive. Marvel United can basically be broken down into 2 steps: Villain turn and Hero turn. All you are doing is playing cards and resolving actions to complete your goals. One of the coolest things about this gameplay is the fact that on your turn you resolve not only your played card, but also the previously played Hero card as well. It does a good job emulating the Heroes working together, and adds a strategic element to the overall gameplay. Maybe you wanted to play a certain card, but based on the last Hero card, you should play this one to benefit the group the most. Players really are all working together to defeat the Villain, instead of each playing their own Hero and going in for the fight one-on-one.

Another neat aspect of the game is the inclusion of the Missions. Heroes are not allowed to directly attack the Villain until at least 2 Missions have been completed. This ups the gameplay because it stops players from just going straight for the Villain from the start, not taking anything else into account. In ‘real life,’ Heroes are also concerned with saving Civilians and neutralizing threats, so the Mission requirement makes the gameplay feel more authentic. Well, as authentic as a superhero game can feel…. The variability of Locations and the random setup of Threats each game means that you likely won’t play the same game twice. Add in expansions too and you’ve got even more scenarios. With different Hero choices, you get to try out different combinations and find out which Heroes really work well together. The gameplay itself may be simple (draw cards, play cards, resolve cards) but the variety of Heroes, Villains, Locations, Threats, etc. keeps it engaging and entertaining.


As for components, I only have positive things to say. The Villain/Hero minis are chunky and cute, the artwork is all colorful and fun to look at, and the cardboard tokens are thick and crisp. All the symbolism in the game is clear, and the text is legible and easy to comprehend. One thing to consider is that this game can be a bit of a table hog if you let it. So just be prepared for a bit of a bigger footprint with this one. Overall, great production quality of the base game, and from what I’ve seen of the expansions, those are top notch as well.
Don’t let the cutesy artwork fool you – Marvel United isn’t an easy game by any means. It takes a decent amount of strategy to be successful, and it does really take a team effort. You stay engaged in the gameplay right up until the very end, and it’s more involved than you would think for being a lighter game. I am also a big fan of Marvel Legendary, and I have to say that this gives me those vibes, but in a more simplified and streamlined way. I’m not sure I would go as far as to call Marvel United “Marvel Legendary Jr.,” but it’s also not entirely a bad idea….. Overall though, I really liked Marvel United way more than I first anticipated. It’s light, yet strategic, and has some unique elements that keep you on your toes. I can’t wait to get my hands on some of the expansions to see how I can mix and match and create even more awesome scenarios! Purple Phoenix Games gives this one a heroic 16 / 18.
  
13 Monsters
13 Monsters
2020 | Dice Game, Fantasy, Fighting, Memory, Party Game
Guys and gals, I have a confession. I am not good at memory games. I already surmised it is due to my increasing age, as my 3-year-old son tore through our plays of Farm Rescue, so I am not above resigning myself to the fact that it may be age. In any case, 13 Monsters starts out as a memory game then quickly transforms into a punish-thy-neighbor-into-oblivion monster battle game. Intrigued? We were too…

As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.

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, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T

To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!

Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.

Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.

Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.

There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.

Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!

Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.

Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!
  
Battleship (2012)
Battleship (2012)
2012 | Action, Sci-Fi
Basing a movie off of a videogame is often a risky proposition. For every “Resident Evil”, there at least a dozen others that are out and out disasters, “Mario Brothers”, “Wing Commander”, and “Double Dragon” are a few examples of how not to do it.

While Hollywood shows no signs of stopping videogame adaptations anytime soon, game development companies are becoming more savvy with allowing their products to become movies and are requiring uality scripts, cast, and directors before they enter into any film deal. Undaunted, Hollywood turned its eyes on children’s toys for inspiration. With the successful Transformers series, Hasbro has been targeted for their very popular line of board games as source material for future movies.

First out of the box is “Battleship”, director Peter Berg’s big-budget adaptation of the timeless naval strategy game that has been enjoyed for decades by players young and old. Since this is the era of video games, the simplistic style of the board game needed to be tweaked in order to make it appealing for the summer movie masses.

Gone is the classic strategy of the game and in its place, a loud and brash cast of 20-somethings, over-the-top special effects, and a plot riddled with more holes than the classic grids in the game that spawned the film.

Taylor Kitsch follows up his role in John Carter by playing Alex Hopper, a ne’er-do-well who despite the mentoring of his successful naval officer brother (Alexander Skarsgard), never seems to run out of ways to get himself in trouble. His latest efforts to impress a girl he met in a bar, land him in hot water with the authorities and his brother lays down the law and insists that Alex join the Navy and make something of his life.

The film jumps into the future where Alex is now dating the very attractive girl from the bar, Samantha (Brooklyn Decker), and trying to get enough courage together to ask her father for permission to marry his daughter. The fact that her father is Admiral Shane (Liam Neeson), only complicates the matter.

Despite holding the rank of an officer, Alex is still extremely headstrong and prone to getting himself in trouble. What what was supposed to be a friendly soccer match during allied naval exercises escalates, and Alex finds himself facing an ignominious exit from the Navy. He’s given a temporary reprieve as the ships in his fleet are suddenly faced with the threat of extraterrestrial origins.

Approximately around the same time Alex entered the Navy, scientists developed a way to amplify radio signals and directed them toward planets they believed could possibly support life. The signals were answered in the form of a hostile force that arrives on Earth only to cut a swath of destruction across the world as well as the naval fleet it encounters. Cut off from the rest of the fleet and reinforcements by an energy field, Alex is forced into command and must confront the deadly enemy at all cost to save the world.

What follows is a series of elaborate special effects that, while visually appealing, fail to pack much punch as the plot and characters are so underwhelming.

I understand that for films this type, especially given the source material, one must give a certain amount of leeway and accept, even grudgingly, the inconsistencies and impracticalities. That being said, not only are the characters about as thin and one-dimensional as they possibly could be, they are for the most part utterly devoid of any interesting qualities nor are they given much in the way of back story that makes us care for their outcomes. R&B star Rihanna spends a good chunk of her time looking tough and menacing, but isn’t given much more to do than occasionally fire a gun.

Kitsch is so utterly bland and unsympathetic that there’s just really no redeeming value to his character. Battleship is supposed to be a story of redemption but instead it’s a story of inconsistencies. Many times throughout the film common sense much less standard military procedures seems to go out the window.

For example, standard rules of engagement tactics were not used early in the film, but yet were readily deployed during the so-called big finale to the film with success. One has to wonder how more seasoned officers with far more resources at their disposal failed to utilize such tactics or have success with the methods that they employed. Yet ironically, this young lieutenant on his first command is able to out-maneuver these aliens when he decides to take to the offensive and lull the enemy into a fairly passive mode where they don’t do much more than watch.

The aliens, while interesting, are given precious little to do other than occasionally destroy or blow something up. We have no idea why they are on earth and to be honest, why they arrived in such small force. If the idea was to conquer Earth, it was poorly planned. Yet if proper procedures were followed, their incursion could have been dealt with very early and easily with the resources at hand. But that would’ve made for a short movie.

What I found puzzling was how surprisingly light on action the movie was. Yes there were firefights but they were spread sparingly throughout the film. You do not have one grand epic battle against overwhelming odds, you do not have legions of enemy troops for the Navy to wade through. It was pretty much a here-it-is-take-it-or-leave it, ho-hum finale.

The film does have some good points with Hawaii as its main backdrop. I did like the fact that there were a lot of active and retired soldiers and sailors used in the filming of the picture. It is clear that the filmmakers wanted to honor the soldiers who have so gallantly served our nation. I just wish they could’ve given them a much better showcase, because truthfully you’ll find far more thrills and enjoyment busting out the actual Battleship game than sitting through the film.

There is a scene post-credits that does hint at possible future installments, but I kept asking myself one question, “Why?” Rumor has it that several years goes Steven Segal attempted to revive his big-screen career by pitching an Under Siege 3 to Universal. Segal supposedly pitched the idea that his character would be on a naval ship that encountered extraterrestrial menace. The studio passed on this idea and, if there’s any truth to the rumor, they should have passed on this idea when it came time to make Battleship.
  
Cthulhu's Vault
Cthulhu's Vault
2015 | Adventure, Card Game
As a kid, one thing my siblings and I used to do was play a storytelling game in which we created a (usually) hilarious story, one word at a time. You know the kind. One person starts the sentence with a single word, the next person in line adds a word, and so on, resulting in some ridiculous storyline that ultimately makes little overall sense. So when I heard about Cthulhu’s Vault, a game with a storytelling aspect, I was keen to try it! Even though the subject matter is obviously a little darker, does the overall game live up to my childhood memories of creating stories?

Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!

The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.

Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.


During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.


Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
  
King Kong (2005)
King Kong (2005)
2005 | Action
Following up the box office and Oscar success of the Lord of the Rings Trilogy is an undertaking that is sure to have its dangers. Expectations of the fans notwithstanding, the ability to recapture the magic of the trilogy could be akin to capturing lightning in a bottle. When it was announced that Peter Jackson would follow his Oscar success by doing yet another adaptation of King Kong, there were plenty of questions amidst the excitement.

When an earlier remake was a critical and commercial bomb, “Would Jackson be able to do justice to one of the all time classics?” was one of the biggest questions. When it was announced that comedian Jack Black would be in the film, people began to wonder what Jackson had brewing. Black, as well as Academy Award winner Adrian Brody were seen as offbeat choices. As the release date for the film neared, so did speculation over the look of the film, the running time, and its decision to follow the screenplay of the original rather than adapt to a modern setting.

The film follows a filmmaker named Carl Denham (Jack Black), who in an act of desperation flees New York for a mysterious and uncharted island in an attempt to finish his latest movie before the studio can shut him down. Amidst the backdrop of the Great Depression, it is clear that Denham knows that failure now could be the end of his livelihood and his long term future. As he embarks on his fly by night production, Denham encounters Ann Darrow (Naomi Watts), a recently unemployed Vaudeville performer who is enticed into the film in the hopes of meeting its writer Jack Driscoll (Adrian Brody). It seems that Ann has long coveted a part in Driscoll’s plays and hopes that by meeting him, she will obtain her long sought after audition.

With the cops and studio hot on their heels, the cast and crew board a tramp steamer named “The Venture” as they set off for the mysterious island that is known only to Denham via a mysterious map he obtained through methods unknown.

As the voyage unwinds, not only does Denham get the chance to film segments of the film, but Ann and a stranded Jack find themselves becoming an item. Jack is inspired by Ann, and he works like a man inspired turning out page after page of material for various projects which he hopes Ann will star.

Eventually the ship finds its way to the mysterious Skull Island surrounded in fog, and the crew venture ashore to take in the bizarre and exotic land that has previously been unexplored. Upon finding a fortified wall and settlement the crew has a run in with some dangerous natives which in turn leads to Ann being kidnapped and offered up sacrificial style to a gigantic creature the Islanders refer to as Kong. Undaunted, Jack and the crew set off to rescue Ann while Denham shoots footage along the way, as the island offers visuals the likes of which have never been seen by mankind.

Along the way, the crew encounters deadly creatures and obstacles at every turn, as does Ann who plays a dangerous game of cat and mouse with Kong as she comes to grips with her situation. Kong is taken with the lovely Ann and protects her against numerous dangers including a pack of Tyrannosauruses in one of the film’s best action sequences.

Of course few will be surprised at the final act of the film so I will leave it to say that the fish out of water nature of the previous versions remains intact as Kong finds himself dealing with an urban jungle which leads to a spectacular finale atop the Empire State Building.

In many ways Jackson’s film is three separate films. The first hour of the film is an interesting and, at times witty, character piece where the lead characters assemble. The look of the city is amazing, making it very clear that enormous amounts of effort went into crafting the look of Depression Era New York, and to remind the audience that Prohibition was also in effect. The interplay between the characters is decent.Black does standout work as the slick Denham, as does Watts as the wholesome and lovable Ann.

The second hour of the film is the special effects showcase where the mysteries of Skull Island and Kong are shown complete with all manner of CGI creatures and action sequences. While most of them are well staged, I could not help but note that on more than one occasion the CGI backdrops did not match up well with their live action counterparts. There is one scene of a stampede where it looked like the actors had been drawn in and that they were running in place as they clearly did not mesh with the spectacle behind them.

Throughout the film this occurrence happened more and more which really had me wondering if the effects house was overtaxed. A film with a budget reportedly over 100 million should not have these technical issues. Thankfully Kong himself is a wonder, with everything from his expressive eyes and facial features, captured in a remarkable way. It is just a shame that the other effects did not get the same treatment as the films namesake, as he truly is a site to behold. Andy Serkis who did the character mannerisms for the animators program did a phenomenal job. The movements of Kong progress with a strength and agility that bellies a simian rather than a skilled performer.

I do not want it to sound as if I did not enjoy the film, as much of the film worked very well, technical issues aside. What my biggest issue with the film was that at over 3 Hours, it was far too long for the material to support. We get numerous scenes of Ann and Kong flirting, bonding, fighting, running, and more. What is cute the first couple of times becomes dull the more it is repeated. It is obvious that they have a bond; we do not need to see it over and over ad nauseum to get the message. Also, the character development and interplay between the characters that was so effective in the first part of the film all but vanishes amidst the effects.

The finale of the film is a rousing success as the daring visuals and camera angles are very inventive and thrilling. This segment with its fury of motion and sound will have viewers on the edge of their seat as it certainly delivers the goods. The biggest issue again is having to sit through three hours to get to it. Anyone who has seen either version of Kong knows exactly where the film is heading, and after two hours of screen time I found myself wishing they would just hurry up and get to it.

Jackson has crafted a very entertaining and lavish film that packs its share of thrills. What the film needed is someone to reign in Jackson and his boundless enthusiasm for the project to remind him that sometimes less is more. Jackson has said that he had over 4 hours worth of material filmed but trimmed it down to its current running time. When the film is almost twice the running time of the original, I found myself thinking that minus 45 minutes the same story could have been told.

Despite the flaws and the hype, King Kong is a solid film that for me was more satisfying in many ways than any of the “Rings” films. While not quite a masterpiece, this Kong is worthy of the name and pedigree of the timeless original that inspired it.