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Marc Riley recommended Hex Enduction Hour by The Fall in Music (curated)

 
Hex Enduction Hour by The Fall
Hex Enduction Hour by The Fall
1982 | Punk
6.3 (3 Ratings)
Album Favorite

"I've read since that Hex Enduction Hour was going to be the last Fall album and that Mark was going to split the band up if it didn't work. The rest of us weren't aware of this. I guess it could have been like David Bowie splitting up the Spiders From Mars onstage at the Hammersmith Odeon, but obviously this proved not to be the case. I put this in here because it was the last Fall album that I did, and everything that we'd learned just came together. I was on Live At The Witch Trials, but that was a pop album. It sounds like a totally different group… well, it did have different musicians on it, I guess. Mark obviously wasn't clear on what he wanted The Fall to sound like at that point in time; Dragnet was just the sound of a load of kids who couldn't play being thrown in a studio and being excited and being in their favourite band but… [laughs] well, Dragnet is a mystery to me, that album… I remember recording it and the production… it never sounded the same twice. I realised that wasn't how we sounded live. It didn't sound like The Fall. It sounded amazing in its own way but it didn't sound like The Fall. It didn't capture what we were doing. But with Hex Enduction Hour, everything came together at that one point. We did some of it live in a cinema in Hitchin and some of it in a studio in Iceland that had lava walls. Apparently it's still talked about to this day, The Fall's stay in Iceland. No one went to Iceland then, The Stranglers had played there, Jaz Coleman ran off there to find the ley lines, but that was it. I think we first went there because we were invited by Einar from the Sugarcubes. He instigated it. It was so bleak there. There was no tourism. And the mentality of the Icelandic people was like that of The Fall, to be honest. It was a real case of us versus them. They were out on a limb. Iceland didn't integrate. It was a really strange community of people. They were really nice but otherworldly. That was my swansong really. I mean I'm on that Room To Live album as well, but I listen to Hex and I hear a glorious racket. I think that's when Mark really got to grips with what he wanted The Fall to sound like, and ironically you find out later that it was going to be the last Fall album. Mark's stream of consciousness really comes together, the way he makes words up like in the title, he really got a handle on where he wanted to take his own art. And with the band it was all because we'd been playing together for a long time. Steve Hanley couldn't play bass when we were together in [pre-Fall group] The Sirens, I taught him the root notes and I couldn't play guitar either… I still can't, if I'm honest. Steve found his feet and found his sound, so he became the engine room of The Fall. The sound of it is right, despite being recorded in these two totally different environments. I remember when I heard 'Hip Priest' on Silence Of The Lambs, because I was the only person left in the cinema when it came on… I tell a lie, it was just me and the wife. Jonathan Demme was a massive Fall fan. Yeah, it was peculiar that… but then again it's the music that a serial killer's playing in his house, so is it really that weird? Mark's given me grief over the years, but how can you take any of it to heart? Anything he says is water off a duck's back. He's a character… almost a cartoon character. I've got a massive soft spot for Mark and I'm a massive fan. Round the corner from here there used to be a venue called The Arches Bar and a mate of mine was having his birthday party in there in the mid-80s. I was upstairs, and my mate said Mark Smith's downstairs and he wants a pint with you. So I thought, right, well, we've both grown up since then, let's have a drink and put it all behind us. So I had a couple of pints with him, and we had a really good time together. I'd been listening to The Fall, he said – and he'll deny this – I've got your album and I'm keeping an eye on what you're doing and I think it's great. I mean we were both drunk, but by the end of it we were kind of mates again. Then about three months later they reissued a load of Fall albums on Cog Sinister, so I rang him up and said, 'Am I going to get paid for any of this?' And he said, 'No you're not!' [makes noise of phone being slammed down] So it was straight back to square one."

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The World's End (2013)
The World's End (2013)
2013 | Comedy, Sci-Fi
9
7.4 (27 Ratings)
Movie Rating
This summer’s movie lineup has been crammed full of sophisticated robots, vampires and even a recently passed billionaire genius. And then you have The World’s End (“TWE”), which might simply be the best and most creative of the bunch. Having a much smaller budget than these bigger movies, and being set in England, Edgar Wright shows that it’s not all about money and tropics in this hilarious romp.

 

I cannot honestly think of a better way to wrap up the Cornetto Trilogy then the story told in TWE. For those that don’t know there’s a joke behind the Cornetto name, in that a report brought up that a Cornetto ice cream wrapper was featured in each of the first two movies. Shaun of the Dead and Hot Fuzz make up the first two movies, and TWE rounds out what eventually became the Cornetto Trilogy. Ice cream Easter egg aside, all the films in the trilogy share the same cast and crew. They star Simon Pegg and Nick Frost, written by Pegg and Wright, and directed by Wright. The films are chock full of inside jokes that go back as far as this incredible groups humble beginnings with the TV show Spaced. Beyond these connections, though, each films stands on its own as a unique story.

 

While Shaun of the Dead was the group’s take on zombie films, and Hot Fuzz visited the buddy cop genre, TWE is a comedic riff on films like Invasion of the Body Snatchers. If you have somehow made it this far without having the full plot spoiled for you, do try and keep it that way. The key things you need to know is that there are robots, creepy “YOLO” kids, and the story centers on Gary King, a man who never quite grew up.

 

Gary (Pegg) is a disaster of an adult male. He’s wild, rambunctious, trying to constantly relive his youth, and irresponsible to boot. This demeanor has not done any good for him as an adult on the far side of 40, but he’s delusional and is not aware that he has not succeeded in life. This actually adds to his charm.

 

Gary gets a bug up his you know what, and wants to relive one of his last greatest days of his youth. A day when he and his four best friends decided to celebrate finishing school by tackling the town-famous golden mile. Newton Haven has 12 pubs spread along a mile path that Gary manages to convince his friends Steven (Paddy Considine), Oliver (Martin Freeman), Peter (Eddie Marsan) and former best friend Andrew (Frost) to attempt again just like they did all those years ago. The pub crawl concludes at the film’s namesake: The World’s End.

 

As the evening goes on, and the beers start going down, the five begin to discover that something is off. Between rounds and pubs, the group starts to discuss whether or not the town has changed, or they have. This leads to a fight with the creepy “YOLO” kids that is reminiscent of Chinese Kung Fu movies the likes of Jackie Chan would be found in. As the mates progress from pub to pub, more and more of the mystery of Newton Haven begins to unravel.

 

The film starts in a deceiving way and hides its true nature underneath a veil of middle-aged men trying to reconcile their present with their past. Gary very much represents the past as he still dresses the way he did when he was 18, still drives the same car, complete with the same cassette tape of music given to him more than 20 years ago by Steven. Gary is a loser, but thinks he is the hero of every story, which causes a love/hate relationship with the group of friends. Then it all changes! Wright and company manage to do a complete 180 and combine a very believable mid-life crisis film with a robot invasion. And it works!

 

Pegg absolutely nails the role of Gary, from his movements to his banter with the others in the film. There is an air of desperation hidden under his free spirit persona. But surprisingly, it is Frost that steals the movie this time around. Andrew is the most well-rounded character he has portrayed, even through his transformation from a stiff professional into the atomic elbow dropping fighter he needs to become.

 

As I mentioned earlier, the fight scenes are very reminiscent Chinese Kung Fu movies. The choreography is amazing and the actors have no problem keeping up with the action and bringing the air of humor that the Kung Fu films bring as well. It is impressive watching Frost, a small man by no means, nimbly dispatch several foes. Meanwhile, Pegg is constantly thwarted by enemies as he unsuccessfully attempt to enjoy a pint. For a film billed as comedy, the few fight scenes are among the best of the summer.

 

As good and Pegg and Frost are though, it all comes back to the man behind the camera… Wright. He has a style that is distinctive and unique. He has shown his range over the years with shows like Spaced and films like Scott Pilgrim vs. the World. And his attention to detail is bar-none. Nothing is included in a shot if it doesn’t have some sort of meaning. Wright is a master film maker in his own right.

 

TWE is steeped in originality and creativity, which is sorely lacking in many films that are released these days. Wright is a master of deconstructing a genre film to honor it and make fun of it at the same time. Pegg and Frost have an uncanny knack for translating Wright’s visions to the silver screen. The World’s End is another example of their shining chemistry, and also one of the best films of the summer.
  
40x40

Kyera (8 KP) rated Empire of Storms in Books

Feb 1, 2018  
Empire of Storms
Empire of Storms
Sarah J. Maas | 2016 | Children
10
9.4 (22 Ratings)
Book Rating
Re-Read Update:
This book destroyed me. I cheered when my baby, Abraxos, appeared (legitimately out loud cheered) and wanted to cry at those fateful words. If you've read this book, you know which ones I'm referring to and if not, I can't say because there would be spoilers. Despite the issues and shift in the characterization of some of our leads, this book takes you on an incredible emotional journey with highs that make you cheer (see above) and lows that bring you to tears (almost).

Despite the length of the book, I didn't feel as though the story lagged or the pacing was poor. Any free minute I had, I immediately turned to the book to continue where I left off. Even knowing what was going to happen, it managed to enthrall me.

One of the problems that I have with this book is its portrayal of relationships. There are aspects of it that are so swoon-worthy and make your heart hurt, but there are some that are not healthy. It's nice to see diverse portrayals of love and relationships, but my concern is that a young adult reader might see the territorial Fae nonsense in the book and not realize that it's an extreme. It might seem normalized. As I am not a teenager, I am aware of the intricacies and can roll my eyes at the "nonsense" without putting any weight on the idea. That may not be the same for teen readers.

There are aspects of the character development that seems off and others that, although regrettable, are completely valid. For example, Dorian has gone through an incredible amount of turmoil and emotional upheaval in the last two books. It's understandable that his personality would not quite be the same carefree, flirty scholar that we met in the first book who wished to stand up to his father but could never garner the courage to do so.

In a similar vein, we watch other characters develop into multi-faceted people and understand them more. Manon and Lysandra have become much more interesting characters as they were expanded upon, and at least for me have become some of my favourites. Despite the huge cast of fairly main characters, each is still given the time to shine and grow.

Finally, the world building continues in this book to an immense degree. A combination of the book's size and the various viewpoints has allowed Sarah J Maas to expand the world we have come to know. Erilea has been developed and we are able to see more pieces of Nehemia's homeland, Aelin's kingdom, and so much in between.

I still love this series and highly recommend it to young adult/teen readers who enjoy fantasy books.

Original Review:
These novels are so addicting, emotional and indescribable - but I'm going to try to do them justice. If you've not yet read up to Empire of Storms, please avoid this review as it has spoilers. I try to leave out the major plot points and just focus on the characters/world, but it's not free from them. Please read on only if you've read the series.

Our main cast of beloved and some tolerated, main/supporting characters grows throughout the series. Although we lose Nehemia, which I am still so sad about - we are introduced to the Fae. Their inclusion in the series brings the genre into high fantasy and makes it even more enjoyable. Prior to this series, I hadn't read many novels in which the supernatural creatures were the Fae but now I am obsessed. The world of the Fae isn't experienced or explained much, but I would love to see more of it. Their powers or abilities are so intriguing and well written. Just enough information is given that you can understand what is going on, then beautifully populate the world and battles in your mind.

Sarah J Maas makes you fall in love with each of the characters, whether you liked them when they were first introduced or not. One of the first perspective shifts we experience is when we are introduced to the bloodthirsty Manon Blackbeak. At first, you wish her scenes weren't there as they take away from time with our main characters but by the fifth novel she's one of the characters you're rooting for. Although she's a witch and over one hundred years old, she is given the ability to develop and change over the course of the novels. It takes time because she's learning that things she believed her entire life aren't true and don't need to affect how she views life.

Even characters that we were originally introduced to, like Lysandre are able to evolve and change over the course of the books. She and Celaena start off butting heads and competing, but that doesn't last. They join together and made a formidable pair (especially once magic is restored to the land). Lysandre grows into one of my favourite characters and her wholehearted commitment to the cause is inspiring.

Seeking more information about the Wyrdkeys, Celaena seeks knowledge from the Fae Queen Maeve. Unwilling to give her information away for nothing, Queen Maeve makes a deal that Celaena must train with and impress one of her trusted warriors, Rowan. Prince Rowan is able to manipulate ice and wind, whilst also transforming into a hawk. Her inner circle are sworn to her with a blood oath and a group of Fae warriors that include Rowan, Lorcan, Gavriel, Vaughen, Fenrys and Connall. Later on, this group is affectionately titled Rowan's cadre and some join our heroes on their journey.

Unsurprisingly, we discover that Celaena is actually the Princess (or Queen) of Terrasen and that revelation brings with it some people from her past. Her cousin, Aedion was forced for years to do the bidding of the King of Adarlan whilst secretly helping his people. He is a general and his legion of warriors called the Bane are loyal to him rather than the King. We also meet another person from Terrasen, the daughter of the woman who sacrificed herself to allow Aelin to escape as a child - Elide. She was mistreated by her Uncle for years, until Manon Blackbeak helped her escape. After only a few days, she crosses paths with Lorcan who is a member of Rowan's cadre and they begin to journey together.

Lorcan is not well liked by Rowan or Aelin when we first come across him in Rifthold. He is still bound to Queen Maeve and is seeking to find and destroy the Wyrdkeys. Throughout his journey across Erilea, he discovers that he has a soft spot for Elide and protects her. Some of the other cadre are viewed in a more favourable light by Aelin and her friends, as they attempt to delay their orders from Maeve to help on the quest.

Sarah J Maas writes the best pairings that fill your heart with so much feeling then she rips it out and stomps all over it. Rowan loves Aelin with his whole heart, every part, the good, the bad, the broken and beaten, the assassin, the Queen, the Fae and no one else has ever done that for her. Their love is true and enduring. Heartwrenching and pure. Even though they didn't start off on the best footing, after training her for a time and even breaking his blood oath to Maeve - Rowan is completely enamored. Plus, they're mates so there's nothing more important and bonding. Each relationship is authentic and pulls at your heartstrings.

Throughout the novels, you are able to experience more of the lands with Erilea from the dark, twisted towers of Morath to the Queen's home of Terrasen. They are welcome additions to our mental maps of the land and wonderfully illustrated through words.

This is one of my favourite series by far and is highly recommended to all - also specifically to young adult readers who enjoy well writen novels with developed characters, immersive world-building and fantasy.
  
Victim: The Cursed Forest
Victim: The Cursed Forest
2020 | Adventure, Exploration, Horror, Maze, Miniatures
I mean, who WOULDN’T be frightened out of their undies when one of their traveling mates just suddenly becomes… something else… and chases them through a very odd forest? But yet, here is where we now play. In a vast forest with danger around every curve, and a horrific presence taunting the party with the imminent possession of their very bodies. A far cry from prancing about a candied forest in an attempt to reach the summit: Candy Castle. Board games have definitely evolved, and boy am I glad for that!

Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.

Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.

The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.

Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.


Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.

So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.

That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.

This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.

I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.

Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.