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Arydia: The Paths We Dare Tread
Tabletop Game
A Green Legacy Game, Arydia is an open world, campaign based, cooperative fantasy role playing board...
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Can you survive in the world destroyed after a nuclear war? With radiation, hunger and diseases...
The Life of Anna: The Complete Story
Book
When tragedy shatters Anna’s life at a young age, she finds hope in two men who take her under...
Paul Kellett (118 KP) rated The City of Kings in Tabletop Games
May 1, 2019
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Purple Phoenix Games (2266 KP) rated Monster Stomping: Heroes in Tabletop Games
Dec 15, 2020
Godzilla. King Kong. Goldar. Large monsters that terrorize cities. We’ve all seen ’em. They’ve kicked in our schools, workplaces, and neighborhood parks. Luckily, even greater heroes are around to save the day and protect our livelihoods with their amazing superpowers. What, just my neighborhood? Oh. Well, get ready to play a game based on my neighborhood superhero and the kaijus that wreak havoc and bring devastation everywhere they tread.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
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
To setup, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
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
To setup, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Chris Sawin (602 KP) rated Hotel Transylvania 4 (2021) in Movies
Jan 22, 2022
The transformation sequences. (1 more)
The 2D animated end credits
Genndy Tartakovsky not directing (2 more)
Humor exchanged for annoying behavior
Feels almost like a soft reboot for a final film.
A Monstrous Monstrosity
Hotel Transylvania: Tranformania is the final film in the Hotel Transylvania franchise. With Genndy Tartakavsky no longer directing (he co-writes and executive produces this time around) and Adam Sandler and Kevin James not returning (Brian Hull and Brad Abrell now voice Dracula and Frankenstein), Transformania takes an awkward step back from the previous three films.
Despite some character designs (Bela in the second film, the Kraken in the third) and some tremendous end credit animations that are done in a very recognizable Tartakavsky style (think Dexter’s Lab or Powerpuff Girls), the films are mediocre at best and yet became a billion dollar franchise.
Hull and Abrell do a decent job matching their voices to the Drac and Frank characters. You may not have noticed the characters were voiced by someone else if you hadn’t known beforehand. However, the animation looks noticeably different. Maybe new directors Jennifer Kluska and Derek Drymon are to credit for that. Kluska was a storyboard artist on Hotel Transylvania 2 and 3 while Drymon was an executive producer of Adventure Time and was a storyboard artist on The Spongebob Squarepants Movie.
The film was also moved around several times thanks to COVID and the pandemic. Sony Pictures Releasing eventually nixed the film’s theatrical run and sold distribution rights to Amazon Studios. This is the only Hotel Transylvania film to be released directly to a streaming platform.
Considering that this is the fourth film, Transformania basically rewrites several characters to an extent that it ignores key details from other films. Johnny is now akin to Homer Simpson since he is dumber than he has ever been here. He had a stoner or frat boy with a heart of gold kind of vibe about him originally. He was very mellow by nature, but had seen a good chunk of the world and knew more than his behavior let on. He had stories even though he was young and he was likeable. Transformania turns him into a dumb and unfunny dork that is borderline offensive due to how annoying he is.
Dracula has lost whatever made him somewhat charming in the previous three films, as well. In Transformania, he’s looking to settle down with Ericka and retire from running the hotel. The intention is to give the hotel to Mavis and Johnny, but all of a sudden Dracula hates Johnny. The first three films are built around how close Johnny and Dracula become. Now Dracula just finds Johnny unbearable.
After establishing in the second film that Dennis is part vampire and has powers, that concept is totally erased in Transformania. Dracula hypnotizes Dennis in the beginning of the film and he remains that way for the bulk of the film without ever utilizing any sort of power or doing anything remotely relevant.
Instead of downright telling Johnny that he can’t stand him, Dracula lies and says that he can’t leave the hotel in the hands of a human; it can only be inherited by monsters. Johnny then discusses the matter with Abraham Van Helsing who uses his Monsterfication Ray to turn Johnny into a giant lizard-like monster. But the ray can also turn monsters into humans. Once Dracula discovers what Johnny has done, he attempts to turn Johnny back before Mavis finds out. The plan backfires and Dracula gets hit with the ray and is turned human. His friends Wayne, Griffin, Murray, and Frankenstein are also turned human. If a cure isn’t found, the results may be permanent.
The highlight of the film is the transformation sequences since they are noticeably inspired by the horror film genre; specifically An American Werewolf in London. The end credits sequence is also done in a similar style to the first three films, so that sequence is fairly entertaining as well.
Transformania otherwise feels like a downgrade all around and the bar wasn’t all the high to begin with. As expected, there is a dancing sequence that may or may not be something you look forward to. None of the gags come off as humorous as every character mostly seems to be aiming to be more obnoxious than the other. The “fun” lies within seeing the monster characters as humans. The most notable is Griffin who has been totally invisible until now.
Hotel Transylvania: Transformania had a lot of obstacles relating to its release and after viewing the film you can understand why. It’s a lukewarm sendoff that mostly feels like a lethargic attempt to recapture its former glory. It’s built around an entertaining concept that it doesn’t fully capitalize on. It ultimately obliterates character traits for trite gags and cliché punch lines.
Despite some character designs (Bela in the second film, the Kraken in the third) and some tremendous end credit animations that are done in a very recognizable Tartakavsky style (think Dexter’s Lab or Powerpuff Girls), the films are mediocre at best and yet became a billion dollar franchise.
Hull and Abrell do a decent job matching their voices to the Drac and Frank characters. You may not have noticed the characters were voiced by someone else if you hadn’t known beforehand. However, the animation looks noticeably different. Maybe new directors Jennifer Kluska and Derek Drymon are to credit for that. Kluska was a storyboard artist on Hotel Transylvania 2 and 3 while Drymon was an executive producer of Adventure Time and was a storyboard artist on The Spongebob Squarepants Movie.
The film was also moved around several times thanks to COVID and the pandemic. Sony Pictures Releasing eventually nixed the film’s theatrical run and sold distribution rights to Amazon Studios. This is the only Hotel Transylvania film to be released directly to a streaming platform.
Considering that this is the fourth film, Transformania basically rewrites several characters to an extent that it ignores key details from other films. Johnny is now akin to Homer Simpson since he is dumber than he has ever been here. He had a stoner or frat boy with a heart of gold kind of vibe about him originally. He was very mellow by nature, but had seen a good chunk of the world and knew more than his behavior let on. He had stories even though he was young and he was likeable. Transformania turns him into a dumb and unfunny dork that is borderline offensive due to how annoying he is.
Dracula has lost whatever made him somewhat charming in the previous three films, as well. In Transformania, he’s looking to settle down with Ericka and retire from running the hotel. The intention is to give the hotel to Mavis and Johnny, but all of a sudden Dracula hates Johnny. The first three films are built around how close Johnny and Dracula become. Now Dracula just finds Johnny unbearable.
After establishing in the second film that Dennis is part vampire and has powers, that concept is totally erased in Transformania. Dracula hypnotizes Dennis in the beginning of the film and he remains that way for the bulk of the film without ever utilizing any sort of power or doing anything remotely relevant.
Instead of downright telling Johnny that he can’t stand him, Dracula lies and says that he can’t leave the hotel in the hands of a human; it can only be inherited by monsters. Johnny then discusses the matter with Abraham Van Helsing who uses his Monsterfication Ray to turn Johnny into a giant lizard-like monster. But the ray can also turn monsters into humans. Once Dracula discovers what Johnny has done, he attempts to turn Johnny back before Mavis finds out. The plan backfires and Dracula gets hit with the ray and is turned human. His friends Wayne, Griffin, Murray, and Frankenstein are also turned human. If a cure isn’t found, the results may be permanent.
The highlight of the film is the transformation sequences since they are noticeably inspired by the horror film genre; specifically An American Werewolf in London. The end credits sequence is also done in a similar style to the first three films, so that sequence is fairly entertaining as well.
Transformania otherwise feels like a downgrade all around and the bar wasn’t all the high to begin with. As expected, there is a dancing sequence that may or may not be something you look forward to. None of the gags come off as humorous as every character mostly seems to be aiming to be more obnoxious than the other. The “fun” lies within seeing the monster characters as humans. The most notable is Griffin who has been totally invisible until now.
Hotel Transylvania: Transformania had a lot of obstacles relating to its release and after viewing the film you can understand why. It’s a lukewarm sendoff that mostly feels like a lethargic attempt to recapture its former glory. It’s built around an entertaining concept that it doesn’t fully capitalize on. It ultimately obliterates character traits for trite gags and cliché punch lines.
Acanthea Grimscythe (300 KP) rated Eat the Night in Books
May 16, 2018
If you’re looking for a good ol’, classic horror tale in the flavor of <i>Evil Dead</i> or <i>Army of Darkness</i>, Tim Waggoner’s <i>Eat the Night</i> is a must-read. It’s fast paced and filled with the sort of material horror fans like me grew up with. Death cult? Check. Mass suicide? Check. Possession? Check. Vivid, gore-filled scenes? Hideous monsters from another dimension? Reincarnation? Check, check, and check. I can’t even begin to describe how hungrily I devoured this book, and though it has its ridiculous moments, I’ll definitely be looking out for more from this author!
Thirty years ago, retired rockstar Mark Maegarr and his devout followers, in true Jonestown fashion, committed suicide in tropic Suriname. It was Maegarr’s belief that this ritual would hasten the approach of Entropy, or the total dissolution of the world as we know it. Unfortunately for Maegarr, something went wrong and he spends the next several decades reaching from beyond the grave to finish what he started.
Joan Lantz and her husband, Jon, are first time home-owners. Burdened with a troubled past, Joan is glad to finally have a home of her own. After waking from a horrific nightmare detailing the grisly end that befell Mark Maegarr and his cult, she discovers a hidden basement in her home, which had not been on the house’s plans and was previously unknown to the home’s last owners, who were friends of hers.
Kevin Benecke works for Maintenance, a secretive company that is reminiscent of Men in Black. Aware that they cannot save the world from its fate, their goal is to slow the coming of the end down from the sidelines. He’s an unfortunate sort of fellow and things don’t happen to go the way they ought to in his line of work, but he has his own boyish charm.
Together, these three characters weave a story that is brimming with horrific scenes and action. The plot is fairly solid as well, and Waggoner doesn’t hold back when it comes to the laws of the world he has created to coexist alongside the one we know so well. Maegarr’s cult is expertly crafted, with a belief so plausible it could be defined as chilling.
<i>Eat the Night</i> is easily one of my favorite reads so far this year and is perfect for those looking for a good Halloween read. I would like to extend a special thanks to NetGalley, DarkFuse, and Tim Waggoner for providing me with an advanced copy for the purpose of an honest, unbiased review.
Thirty years ago, retired rockstar Mark Maegarr and his devout followers, in true Jonestown fashion, committed suicide in tropic Suriname. It was Maegarr’s belief that this ritual would hasten the approach of Entropy, or the total dissolution of the world as we know it. Unfortunately for Maegarr, something went wrong and he spends the next several decades reaching from beyond the grave to finish what he started.
Joan Lantz and her husband, Jon, are first time home-owners. Burdened with a troubled past, Joan is glad to finally have a home of her own. After waking from a horrific nightmare detailing the grisly end that befell Mark Maegarr and his cult, she discovers a hidden basement in her home, which had not been on the house’s plans and was previously unknown to the home’s last owners, who were friends of hers.
Kevin Benecke works for Maintenance, a secretive company that is reminiscent of Men in Black. Aware that they cannot save the world from its fate, their goal is to slow the coming of the end down from the sidelines. He’s an unfortunate sort of fellow and things don’t happen to go the way they ought to in his line of work, but he has his own boyish charm.
Together, these three characters weave a story that is brimming with horrific scenes and action. The plot is fairly solid as well, and Waggoner doesn’t hold back when it comes to the laws of the world he has created to coexist alongside the one we know so well. Maegarr’s cult is expertly crafted, with a belief so plausible it could be defined as chilling.
<i>Eat the Night</i> is easily one of my favorite reads so far this year and is perfect for those looking for a good Halloween read. I would like to extend a special thanks to NetGalley, DarkFuse, and Tim Waggoner for providing me with an advanced copy for the purpose of an honest, unbiased review.
Rachel King (13 KP) rated The Lightning Thief in Books
Feb 11, 2019
I decided to read this partly because I had just seen the movie and partly because I heard that it was a good series for fans of the Harry Potter series. Well, in regards to the movie, it's appalling how much the producers changed the book's plot to make the movie. If they make a second movie, I likely will not be interested, as I much more prefer the book's plot. In regards to the book's similarities to Harry Potter, they are vast, but really, who wouldn't aim to write something as popular and complex as the Harry Potter series? J.K. Rowling owns a castle! So, on to the actual book.
Years ago I thought that writing a fantasy series that uses Greek mythology would be a great idea, so I was excited when I heard of the Percy Jackson series. I love the modernized spin on the various good and bad characters, bringing them to life in both creative and believeable ways, such as Ares on a Harley and "Mr." Charon wearing Italian suits. The "Gods" of mythology at times seemed more like immature teenagers or work-aholic parents, with as much flaws as any normal human, and I really appreciated that they were differentiated from The GOD early on, and their place in the known universe was explained in the context of Percy's world. I especially like the scene of Hephaestus' trap that Percy and Annabeth get caught in. How the "normal" humans explained away the activities of the mythological characters was probably the most creative of the whole text, and at times rather humorous. It actually makes me wonder how much of what I see everyday is only a cover for what is really happening in the spiritual realm.
The only element that really bugged me about the text was how Percy changed from this moody, victimized pre-teen to a rather mature young man with almost no transition - emotional or otherwise. It almost felt like Percy possessed two different personalities that shared the same body. While Percy often says that he did not want to be the son of Poseidon, I found evidence of inner termoil strangely absent throughout the text. I also felt that there were smaller issues that could have been more detailed and developed, such as the characters of Grover and Annabeth. I will be continuing the series with The Sea of Monsters (Percy Jackson and the Olympians, Book 2) in the near future.
Years ago I thought that writing a fantasy series that uses Greek mythology would be a great idea, so I was excited when I heard of the Percy Jackson series. I love the modernized spin on the various good and bad characters, bringing them to life in both creative and believeable ways, such as Ares on a Harley and "Mr." Charon wearing Italian suits. The "Gods" of mythology at times seemed more like immature teenagers or work-aholic parents, with as much flaws as any normal human, and I really appreciated that they were differentiated from The GOD early on, and their place in the known universe was explained in the context of Percy's world. I especially like the scene of Hephaestus' trap that Percy and Annabeth get caught in. How the "normal" humans explained away the activities of the mythological characters was probably the most creative of the whole text, and at times rather humorous. It actually makes me wonder how much of what I see everyday is only a cover for what is really happening in the spiritual realm.
The only element that really bugged me about the text was how Percy changed from this moody, victimized pre-teen to a rather mature young man with almost no transition - emotional or otherwise. It almost felt like Percy possessed two different personalities that shared the same body. While Percy often says that he did not want to be the son of Poseidon, I found evidence of inner termoil strangely absent throughout the text. I also felt that there were smaller issues that could have been more detailed and developed, such as the characters of Grover and Annabeth. I will be continuing the series with The Sea of Monsters (Percy Jackson and the Olympians, Book 2) in the near future.
Sassy Brit (97 KP) rated Romanov in Books
Jun 6, 2019
^^ The Romanovs are an ancient family of vampires, to which Anna belongs, but after the death of her father, they are now in hiding for their own protection. When she meets a lad, Eric, college student and human, their bond is so strong they fall in love hard. Yes, it’s literally love at first sight. But unbeknown to Eric, danger is close, always watching and threatening to pounce from the shadows. Can Anna protect the ones she loves, when someone or something is out to eradicate the Romanov family and all those that stand in their way?
^^ This is written from different points of view, which allows us to see this intriguing story from several angles. At the end of every chapter there’s a sense of something lurking in the shadows, watching, following, and it could attack at any time. Whilst this added to the suspense and made for great foreshadowing, it was drawn out over a lot of pages, and felt a little repetitive at times.
^^ What I loved about this was the ‘new adult’ romance theme of which gave way to a large proportion of this book. With danger lurking around every corner, Anna soon discovers that she had to look out for not only her own family, but protect her beau, Eric, too. There is also an unusual shape-shifting, supernatural element to this tale, both of which I found added different levels to this modern vampire story. It’s not all as straightforward, as it might – at first – seem.
^^ This story feels like the beginning of a much larger tale, since we are introduced to a lot of characters and different families, all living their lives as they know how. It reminded me of a soap opera, where we watch the lives of many families unravel before our very eyes. An unknown danger is making every effort to thwart the Romanov’s survival, but is Anna strong enough to overcome this evil?
Overall: Samaire Provost has created an atmospheric vampire story with a difference, in that the creatures within are not your standard monsters and their world consists of different rules and ideals. That alone is quite refreshing in this vampire story. Saying that, this is not just a book about vampires, it’s about families, feuds, survival of the fittest and how far you’d go to protect the ones you love. I found it an enjoyable, clever read and it should appeal to readers of vampire fiction who like something a little different from the norm.
^^ This is written from different points of view, which allows us to see this intriguing story from several angles. At the end of every chapter there’s a sense of something lurking in the shadows, watching, following, and it could attack at any time. Whilst this added to the suspense and made for great foreshadowing, it was drawn out over a lot of pages, and felt a little repetitive at times.
^^ What I loved about this was the ‘new adult’ romance theme of which gave way to a large proportion of this book. With danger lurking around every corner, Anna soon discovers that she had to look out for not only her own family, but protect her beau, Eric, too. There is also an unusual shape-shifting, supernatural element to this tale, both of which I found added different levels to this modern vampire story. It’s not all as straightforward, as it might – at first – seem.
^^ This story feels like the beginning of a much larger tale, since we are introduced to a lot of characters and different families, all living their lives as they know how. It reminded me of a soap opera, where we watch the lives of many families unravel before our very eyes. An unknown danger is making every effort to thwart the Romanov’s survival, but is Anna strong enough to overcome this evil?
Overall: Samaire Provost has created an atmospheric vampire story with a difference, in that the creatures within are not your standard monsters and their world consists of different rules and ideals. That alone is quite refreshing in this vampire story. Saying that, this is not just a book about vampires, it’s about families, feuds, survival of the fittest and how far you’d go to protect the ones you love. I found it an enjoyable, clever read and it should appeal to readers of vampire fiction who like something a little different from the norm.
Louise (64 KP) rated Paper Girls: Volume 1 in Books
Jul 2, 2018
This is really tricky to review as I don't want to give too much away, but I want people to read it because I found it good but also at the same time, I am not 100% sure what I just read.
I wasn't expecting to like it as much as I did, it was weird but in a good way. I haven't read a graphic novel for a while and this just appealed to me... especially as it's written by the same author as Saga.
It all starts with four 12-year-old girls in 1988 doing their paper rounds on the aftermath of Halloween, they get caught up in a war of the worlds, time traveling galactic war between monsters, demons, aliens and a godlike man. With everybody vanishing, the presence of pterodactyls and not knowing who to trust or which way to turn,will they survive?
There are a lot of things that I enjoyed about this graphic novel, first off I shall start with the artwork the palette mostly consists of purples,pinks and blues and the drawings fit in with the 80's theme. I loved that it was set in the 80's and that the girls were doing paper rounds on their bikes and had cassette tapes, I really just like anything set in this era. The characters are all very different and each have their own personalities, they are sassy, have attitude and funny at the same time.
There are some things that let this down for me, not many but I think are quite important. First off there was not much background stories to the girls or character development. There is also the fact that the things they encounter are not fully explained or where they actually come from. The plot also can be a bit jumpy in parts and can be slightly confusing. I am hoping that the second volume gives us more of an understanding as to where the characters are coming from, what they are fighting and more world/character building.
This is the is a bind up of issues 1-5 and I will definitely be reading the second volume as I have a feeling this is just going to get better and better. Even though this is a story of four 12 year olds girls there is strong language and violence so not suitable for children or the easily offended.
Overall I rated this 4 out of 5 stars
**I received a copy of this graphic novel from Netgalley and the publishers in exchange for an honest review**
I wasn't expecting to like it as much as I did, it was weird but in a good way. I haven't read a graphic novel for a while and this just appealed to me... especially as it's written by the same author as Saga.
It all starts with four 12-year-old girls in 1988 doing their paper rounds on the aftermath of Halloween, they get caught up in a war of the worlds, time traveling galactic war between monsters, demons, aliens and a godlike man. With everybody vanishing, the presence of pterodactyls and not knowing who to trust or which way to turn,will they survive?
There are a lot of things that I enjoyed about this graphic novel, first off I shall start with the artwork the palette mostly consists of purples,pinks and blues and the drawings fit in with the 80's theme. I loved that it was set in the 80's and that the girls were doing paper rounds on their bikes and had cassette tapes, I really just like anything set in this era. The characters are all very different and each have their own personalities, they are sassy, have attitude and funny at the same time.
There are some things that let this down for me, not many but I think are quite important. First off there was not much background stories to the girls or character development. There is also the fact that the things they encounter are not fully explained or where they actually come from. The plot also can be a bit jumpy in parts and can be slightly confusing. I am hoping that the second volume gives us more of an understanding as to where the characters are coming from, what they are fighting and more world/character building.
This is the is a bind up of issues 1-5 and I will definitely be reading the second volume as I have a feeling this is just going to get better and better. Even though this is a story of four 12 year olds girls there is strong language and violence so not suitable for children or the easily offended.
Overall I rated this 4 out of 5 stars
**I received a copy of this graphic novel from Netgalley and the publishers in exchange for an honest review**