Search

Search only in certain items:

Space Plague
Space Plague
2021 | Abstract Strategy, Science Fiction, Space
When is the word “plague” ever a good thing? We as a people have endured several plagues and none of them could be considered super great. However, what if the term plague was merely that of endearment? What if, in a fantasy sci-fi world, a plague was merely a settler of new worlds? Now you can play as a plague and be inspired by the game’s tagline: “We are many, yet we are one. We are the plague.”

Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.

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, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.

Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.

When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.


Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.

The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.

Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.

While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
  
Millennial Manatees
Millennial Manatees
2020 | Card Game
I am totes Gen X. Tail end, mind you, but still not a Millennial. That said, I can still appreciate things I have missed out on due to age gaps and generational differences. I want to make so many jokes right now but I genuinely do not want to offend anyone, let alone an entire generation of people. So I won’t. Enjoy the review.

Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.

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 fanny pack. 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 directly from the publisher (or Amazon if you wish) or from your FLGS. -T


To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.

For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.

The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.

Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.

By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.

The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.


Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.

I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.

I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.

Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.
  
Corsairs of Valeria
Corsairs of Valeria
2020 | Dice Game, Racing
If you look at my current Top 10 List (at date of publication), you will see that my #1 game is Valeria Card Kingdoms. I just love the lore, mechanics, artwork, and gameplay so much that it easily rose to my #1 spot after just 1 play! So I am definitely a sucker for all things Valeria. Quests of Valeria, Villagers of Valeria – you name it, I’ve got it. So when the latest VCK expansion was on Kickstarter, with the option to add a new little Valeria-verse themed dice game, I knew I was all in. Does Corsairs of Valeria live up to the hype of its predecessors?

Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!

Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.


At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.

Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.


The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.

Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
  
Asator
Asator
2021 | Miniatures
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?

Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly 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, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.

Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.

This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.


The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.

Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.

But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.

There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.

All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
  
A Deadly Education: Lesson One of the Scholomance
A Deadly Education: Lesson One of the Scholomance
Naomi Novik | 2020 | Paranormal, Science Fiction/Fantasy, Young Adult (YA)
8
7.2 (6 Ratings)
Book Rating
A darker version of Harry Potter (1 more)
Witchcraft/occult
Main character was unlikable (1 more)
Too much internal dialogue
It's nice knowing that books about witches aren't dead. The main idea of Naomi Novik's new novel, A Deadly Education - - - a new series with the second book already slated to release in 2021 - - - is about a school of magic that is focused on survival. Of course, this may bring about similarities of J.K. Rowling's Harry Potter series, but this story is no way the same, A Deadly Education is a much darker witch school story with young murderers and also monsters that eat the students alive.

Yet this dark and morbid story is about a young girl who has been foreseen to possess powers that could destroy millions of people as our main character, and she can be quite off-putting at times. Her personality - - - a need to be liked, but refuses to allow anyone to like her, her need to show that she is always the smartest person in the room, and her blatant rudeness to a young man that saves her life more than once - - - makes it hard, as a reader, to root for this character. She does have moments of dark humor that made me laugh, moments of sarcasm that were pretty good, but she quickly assumes that everyone hates her and wants her to die before making it to senior graduation.

Galadriel is her name, but she prefers to go by El, and both of her parents were students at this Scholomance. She begins by talking about different kinds of witches there are at the school, including ones that use malia. Malia is a form of magic that takes it's mana from living things, including people. One such student she knows that uses malia is Yi Liu. El describes how malia of this sort slowly kills the one using it by telling the reader that Liu's eyes are turning all white, and her nails have gone completely black (and it's not polish).

Early on, readers are told about enclaves at the school, usually rich kids whose families have had more survivors from graduating classes than others. Students who are not part of these cliques know that it is very important to try to get an invitation to join one before senior year because your chances of survival are higher with a group than by yourself. El spends most of her time debating whether she wants to be part of one or not; her shifts in decisions are quite annoying. After she is saved by a student named Orion Lake, who is an enclaver from New York, she quickly decides to use him to obtain a seat in his enclave: " I couldn't blame her, really. It wasn't stupid to want to be pals with Orion if that looked like a real possibility. Aadhya's family lives in New Jersey: if she got into the New York enclave, she could probably pull them all inside. And I couldn't afford to alienate one of the vanishing few people who are willing to deal with me. "

Throughout the story, El becomes angrier and angrier every time that Lake saves her from being killed (which ends up almost being ten times), but one such time that he isn't able to, readers finally get to see what her powers have taught her, and this is practically the only time that we do: while an attack is happening in the library, El decides to go after Lake and help him save other students, but you can easily get lost in the library due to the shelves constantly moving, or you can be eaten because of the dark areas the shelves create; this is when a giant creature appears called a maw-mouth: "My whole body was clenched and waiting for it, and in the next flare of deep-red light I met half a dozen human eyes watching me, scattered over the thick rolling folds of the translucent, glossy mass that was just bulging its way out of the vent, many mouths open and working for air. " El tells us that the only way to stop a maw-mouth is to give it indigestion. "I stopped, and I used the best of the nineteen spells I know for killing an entire roomful of people, the shortest one; it's just three words in French, a la mort, but it must be cast carelessly, with a flick of the hand that most people get wrong, and if you get it even a little wrong, it kills you instead. " She does it correctly and the maw-mouth is defeated.

El believes that she saved a majority of the students from being killed by defeating the maw-mouth, but when she goes to breakfast the next morning, she finds out that a student had been 'poached' by a senior student. Every student's dorm room has a wall or spot that is nothing but a black abyss, where if anything that enters it will disappear forever. 'Poaching' is an act that has happened at the school before, and it's when a student pushes another student into the void, usually to take over their dorm room because the former's is unsafe. Oddly, this isn't surprising that it happened, when life at the school is life or death, people, especially teenagers, will make rash decisions without adults being present - - - yes, there are no teachers at this school, and everything seems to appear out of thin air.

The novel finally picks up pace when the wall leading to the graduation hall, which contains two maw-mouths for the senior class, is starting to break away, threatening to release any and all creatures into the school: "If a hole opened up to the graduation hall before the senior dorms were closed off, the seniors went from being the whole buffet to the toughest and most stale entrees on the menu. "

When the students decide to work together to patch up the hole, they soon find out that the senior students don't want it patched up: " 'But we also don't want to let you buy your lives with ours. That's what I hear seniors saying. Not, let's rip open the school, but why don't we make you, your class, graduate with us. Your class are the ones Orion has saved the most.' Chloe flinched visibly, and a lot of the other kids at our table tensed. 'So? Are you all willing to do that, graduate early, to save the poor little freshmen? If not, you can stop ' - - - she waved a hand in a spiraling circle, making a gesture of drama - - -'about how evil we are because we don't want to die...' "

The atmosphere in the story makes the threat of death in the school very real, but Novik's main character isn't well-written; there are side characters that I found much more interesting than El, and were better written. Lake is even a better character - - - especially when readers find out why he has a need to save people - - - I honestly believe it would have been a better story from Lake's point-of-view. Also, the amount of explaining that Novik does in the novel really breaks up the flow of the story, sometimes stopping right in the middle of an important scene just to explain something about the school.

I will be reading the sequel when it comes out because I do want to know what happens to a lot of the side characters and their senior graduation, but I can only recommend this book to people who love stories about witches and the occult. As for horror fans, I don't think you would get your fix from this novel.
  
Talisman: Kingdom Hearts
Talisman: Kingdom Hearts
2019 | Adventure, Exploration, Fantasy, Fighting, Video Game Theme
I do not play video games much anymore. There was a time that I would spend most of my waking hours on my computer trying to LFG in Jeuno or the Valkurm Dunes as a DRG/THF to get those dang 10-20s. I completely understand if you have no idea what I am talking about, but if you did, hello from Limber on Ramuh! The last two sentences refer to my 3 and a half years playing Final Fantasy XI online. It was a glorious game and I made really great friends playing it. This version of Final Fantasy released within months of the very first Kingdom Hearts game. If you are also unfamiliar with the Kingdom Hearts IP, it is a mashup of Final Fantasy and Disney characters. That’s right, medieval style hack ‘n slash with magic fighting fantastical beasts meets Mickey Mouse. I don’t know why, but it worked and it still does. Obviously, combining two universes that I happen to love will automatically endear a high level of affinity from me, but is this implementation of an older board game going to satisfy my need for nostalgia or will it simply be a strange skin over a bad game?

In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.

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, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.

Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.

Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.


Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.

I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.

That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.

I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
  
The Greatest Showman (2017)
The Greatest Showman (2017)
2017 | Drama, Musical
This IS the Greatest Show!
I sometimes wonder how “proper” UK film critics view films early for review. Is there a ‘special screening’ which all the film critics attend in London? The point I’m getting at is whether the collective critical opinion of a movie can be swayed by a critic leaping to their feet and wildly applauding a film like “Star Wars: The Last Jedi” or, alternatively, snorting in derision at a film like “The Greatest Showman”. For sometimes the critics seem to get it massively wrong across the board, panning a film that the general public will adore. Unfortunately, this has the effect of putting the general public off seeing it, especially in the lethargic post-Christmas period. I think here is a case in point. It’s not the best little film in the world, but as a musical crowd-pleaser it delivers in spades.
Will you like “The Greatest Showman”? This will be dictated almost entirely by whether you are a “musicals” person or not! For “The Greatest Showman” is a frothy, very loud, cheesy and high-energy musical, much more aligned, in fact, to the mainstream genre from the 40’s and 50’s than “La La Land” was.

Roll up, roll up. The circus cast entertain.
In a VERY loose interpretation of the early life of Phineas Taylor Barnum, the American huckster and impressario, we start the story with a pre-pubescent Barnum (Ellis Rubin, sung by Ziv Zaifman) as a young tailor’s assistant punching above his weight with young socialite Charity (Skylar Dunn), firmly against the wishes of her father. Spin forward (via song) and the hitched Barnum’s – now Hugh Jackman (“Logan“) and Michelle Williams (“Manchester By The Sea“) – are barely scraping a living. But Barnum has “A Million Dreams” and hits on the novel idea of opening an entertainment (coined “a circus” by journalist James Gordon Bennett (Paul Sparks)) where he offers both respect and a family to those of the city who are deformed, rejected and socially shunned. Barnum’s show is shockingly entertaining – as in both filling seats and shocking the morally-self-righteous upper classes. But never one to rest on his laurels, Barnum’s endless ambition drives him to break his social ceiling by importing the “Swedish songbird”, opera singer Jenny Lind (Rebecca Ferguson, “Mission Impossible: Rogue Nation“, “The Snowman“) ), for an ambitious and extravegant tour of the States. All does not exactly go to plan.


Washing day tunes. Hugh Jackman and Michelle Williams take to the rooftops.
As I’ve said, most critics have been making sniffy noises about this film. But I am not one of them…. I LOVED IT, have already bought the glorious soundtrack album and will be looking forwards to the DVD release. For this is joy in a box. Sure, the story is a bit weak, the characterisations of everyone (other than Barnum) pretty lightweight, but it’s a musical extravaganza! Live with it!
Hugh Jackman, who of course started his career in stage musicals, is marvellously charismatic as Barnum although his singing does tend to the “shouty” end of the scale in many of the numbers. He’s joined here by fellow musicals star Zac Efron (let’s forget “Dirty Grandpa“) as the fictitious Phillip Carlyle: a socialite playwright and partner.
But the acting and singing revelation for me was Zendaya (“Spider-Man: Homecoming“) as Efron’s (scandalous) inter-racial love interest, who has a fantastically athletic body, sings and dances wonderfully and has a magnetic stare. A marvellous trapeze routine between Efron and Zendaya (“Rewrite The Stars”) is one of the high-spots of the film for me.

An energetic dance. Zendaya and Efron take to the skies.
Elsewhere Williams proves she has a singing voice as well as being a top flight actress and the bearded lady (Broadway star Keala Settle) belts out one of the show-stopping numbers “This is Me” (although she is a little ‘shrill’ for my musical tastes).
It would be nice to extend that compliment to the wonderful Rebecca Ferguson as the “greatest singer in the world” – but she is (wisely I think) dubbed here by Loren Allred (a finalist on the US version of “The Voice”). It is a bit of a shock when “the great opera singer” opens her mouth and a modern love song comes out, but once you get over that then the combination of Ferguson’s acting and Allred’s singing makes “Never Enough” one of the standout songs in the movie. (It’s been described as “a bit Eurovision” by Kevin Maher, “The Times” critic, which I can see but I don’t care! I find it marvellously moving).

A dangerous songbird’s nest for the married Barnum. Rebecca Ferguson and Hugh Jackman.
If you haven’t guessed it, there are some fantastic songs in this movie, written by “La La Land” song composers Benj Pasek and Justin Paul and at least one of these surely must be Oscar nominated (I’m not sure what the cut-off would be for the 2018 Oscars?).
There’s also a lot of talent in the backroom with production design and memorable costumes. Where I’d single out particular praise though is in the choreography and the editing on show.
Firstly, the choreography of “beats” in the song to the action on screen is brilliantly done, done, probably at its most impressive in a shot-glass bar-room scene between Jackman and Efron. And never (hats off to the special effects guys and cinematographer Seamus McGarvey) have you seen washing on a washing line so cleverly in time with the music.
Secondly in terms of the film editing, I am a sucker for clever “transition” shots, and there are some in this movie that just took my breath away: a transition to a pregnant Charity; a transition from ballet practice to ballet performance; there are numerous others!

Inverted magnetism. Zendaya as the trapeze artist Anne Wheeler.
I have decided to park some of my minor criticisms within the greater joy of the whole: some of the dialogue (by Jenny Bicks and Bill Condon) is as cheesy as hell, but probably no more so than in some of the Judy Garland/Mickey Rooney musicals. Where I had my biggest problem is in some of the lip synching to the songs. This is an age where the live recording of songs in films like “Les Miserables” and “La La Land” has set the bar high, and returning to the norm (I had the same problem with “Beauty and the Beast“) becomes noticeable and irritating to me. (Perhaps this is just me!).
It’s certainly not a perfect film, but its energy and drive carry it through as a memorable movie musical that may well take on a life of its own as word-of-mouth gets it more widely viewed (outside of the rather difficult Christmas holiday season). It would also be a good film for youngsters, with a bit of judicious editing (there is one moment of violence in the first 10 minutes that I would choose to edit out). From my perspective it is certainly a truly impressive debut for advert director Michael Gracey. Recommended for musical fans.
  
Zoom in Barcelona
Zoom in Barcelona
2019 | Travel
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.

In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!

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, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.


NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.

Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.

The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.

Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.


Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!

Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)

So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.

I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.

Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.

Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
  
40x40

Chris Sawin (602 KP) rated Halloween (2007) in Movies

Jun 19, 2019 (Updated Jun 21, 2019)  
Halloween (2007)
Halloween (2007)
2007 | Horror
You probably already know the story of Michael Myers and the horror that took place in Haddonfield, Illinois on Halloween night. How Michael Myers became one of the biggest slasher icons in horror movie history. Now we get to hear the story told by Rob Zombie, the man who brought us House of 1,000 Corpses and The Devil's Rejects. He gives us some insight as to why Michael Myers is the way he is by showing us some of his childhood, the environment he grew up in, and how his family was. After he's institutionalized, we see how his progress continues to deteriorate as Dr. Samuel Loomis tries to do everything he can to save this young boy. Fifteen years go by when Loomis finally throws in the towel and Myers escapes Smith's Grove. Now on his way back to Haddonfield, Myers seeks his sister, Laurie, to finish what he started almost two decades ago.

There seems to be a huge debate amongst horror fans about whether this film was good or not. The results seemed to be pretty one-sided in favor of the original horror film from 1978, but now it seems the remake has almost just as many fans. I wouldn't say it was a 50/50 ratio, but 60/40 (60% of horror fans either hate the remake or prefer the original, 40% like the remake or prefer it over the original) seems about right these days. I managed to see the work print a few years ago and I wasn't impressed. With the release of Halloween 2 at the end of this month though, I promised myself I would give this film another shot. So that time has finally come and I can honestly say that the film isn't as bad as I remembered.

A few aspects of the film are actually quite good. Tyler Mane is a great Michael Myers. He's almost seven feet tall and is built like a giant. He's a total monster and the destruction and mayhem he causes is believable given his size. The adult version of Michael Myers is spot-on for a re-imagining of the film. Malcolm McDowell also does a good job as Dr. Loomis. He's no Donald Pleasance, but McDowell's take on the character isn't bad. Scout Taylor-Compton is also a worthy mention. She slips into the shoes of a modern day Laurie Strode rather flawlessly. Moving on from the acting though, the film is pretty solid from the time Michael gets his iconic mask through the finale. The way Michael made so many masks while he was in Smith's Grove was an interesting idea and the scene where you see his room fifteen years later with nothing but masks on every wall is one of the best in the film. The cinematography is also something that is often overlooked, which is a shame since it's actually pretty exceptional. It seemed to stand out most during the scenes where Michael was stalking Laurie, especially in the abandoned Myers house at the end. There's a scene right after Michael gets out of Smith's Grove where he goes to a truck stop and winds up getting the jumpsuit we're all familiar with. While there, he runs into Big Joe Grizzly in the bathroom stall and is banging Grizzly's hand, which is holding a knife, against the bathroom stall wall. As he's doing this though, the bathroom stall is just getting demolished but with every smashing blow, the camera violently shakes. The camera just always seemed to have a knack for giving a good perspective of what the character was going through, whether it was Michael or Laurie.

The disappointing part of this is pretty much everything leading up to Michael getting his mask back after his escape is pretty terrible. The dialogue, especially in the first ten to fifteen minutes of the film, is horrendous. Everything that's said between Deborah Myers and Ronnie White is just awful. The white trash upbringing just doesn't seem worthy for a horror icon like Michael Myers. It's just hard to believe that Michael Myers is the way he is because his mom was a stripper and his older sister was a whore. Logic seems to just be thrown by the way side as the film progresses. After Michael escapes from Smith's Grove, he returns to his old house where his mask and knife that he used to kill his family happen to just be lying under the floorboards. So did the police just pick up the bodies without searching the house or what? So he got his jumpsuit by stealing it from a guy taking a dump at a truck stop? Really? Hearing some of the original music return from John Carpenter's version of the film was a bit bittersweet. On one hand, it was great hearing it again. On the other, however, it just didn't seem to fit. Made me miss the original film more than anything. Giving Michael Myers a specific origin was probably Zombie's biggest mistake. The most terrifying thing about Michael Myers was that he was The Shape and had a bit of mystery to him. You knew he was going after Laurie, but other than that you had Loomis' word to fall back on. Michael was the human incarnation of pure evil. That's it. That's all you need. Humanizing the character and introducing us to his childhood only watered down the Michael Myers character.

There's a scene with Michael Myers and Dr. Loomis in Smith's Grove Sanitarium where Michael has made a mask that he's colored completely black. When Loomis asks him why it's black, Michael says that it's his favorite color. Loomis goes into an explanation about the color spectrum. Black is on one end and is the absence of color while white is at the opposite end and is every color. That's actually a great explanation of the differences between the original film and the remake. The original film would be the black segment of the spectrum. Carpenter's version leaves more to the viewer's imagination as the only explanation for Michael Myers is that he is "pure evil." While the remake would be the white segment of the spectrum as it goes into full detail why Michael Myers is the way he is and it shows every little violent and vulgar detail. Some people would say that having a little bit of mystery would be a good thing when it comes to a film like this while others like having everything laid out for them. It all depends on the viewer and which end of the spectrum they prefer. In my opinion though, that's the biggest mistake Rob Zombie made. There's no mystery left with the Michael Myers character. He's no longer The Shape, but is a psychopathic killer because he was raised by a white trash family, liked to torture animals, and whose sister didn't take him trick or treating.

The best thing Zombie can do is distance himself from the original film(s) as much as possible. To do something original with these characters. He looks like he'll do just that when Halloween 2 hits theaters on August 28th. One thing re-watching the remake accomplished was that it made me look forward to the sequel. The trailer looks really good (but to be fair, so did the trailer for the original film) and I was on the fence about it until I saw this again. The only problem I have is that Zombie seems to be telling the same story with the same initial cast with all of his films. House of 1,000 Corpses, The Devil's Rejects, and Halloween (first half of the film) are all way too similar. Zombie needs something new to add to his resume. Will Halloween 2 deliver that? Probably not, but a guy can hope.
  
40x40

Gareth von Kallenbach (971 KP) rated the PlayStation 4 version of Jurassic World Evolution in Video Games

Aug 14, 2019  
Jurassic World Evolution
Jurassic World Evolution
2018 | Simulation
People are fickle creatures by nature. They say they want to experience a time when dinosaurs roamed the earth and then they suddenly abandon you when they decide your park is too dangerous. So what if a few people got eaten when my cash flow dried up and my Ceratosaurus had no choice but to break free of its enclosure and snack on a few visitors. Is that really a reason to decide my park isn’t worth visiting any longer? I think not. That is just how things are when you are trying to build a combination of zoo and theme park in Frontier Developments’ latest park simulator game Jurassic World Evolution.

As a kid I used to spend time with my older sister playing dinosaur hunter with my old View-Master and some 3D slides of dinosaurs. We’d pretend that we had gone back in time to an age where dinosaurs walked the earth. As I got older, and technology improved dramatically, I had the opportunity to experience Jurassic Park when it was first released on the big screen and my simple exploration dream turned into a dream of what it would be like to experience this in real life. While dinosaur cloning hasn’t become an actual thing…yet, Jurassic World Evolution introduces you to a world of fossil digging, dinosaur incubating and park managing.

At it’s core, Jurassic World Evolution is a theme park management sim. It’s much less complex than Frontier’s other theme park sim, Planet Coaster, and of course brings with it the main draw of “living” dinosaurs. There are three major departments that you are trying to appease as you bring your park to life, Entertainment, Science and Security. As you play through the initial campaign, you will be given tasks from each department who are all trying to further their own agendas. Entertainment is focused on adding attractions, bringing people into your parks, and ensuring your profit margin is as high as possible. Science is focused on furthering the study of the dinosaurs, ensuring their survivability and tracking down and bringing to life numerous other species from around the globe. Finally, Security is trying to ensure that should a disaster strike, the proper fail-safes are in place to minimize the impact to the visitors and the park. While satisfying all three of these factions is the best way to make money and make your park a success, the tasks you do will impact your reputation with one department as you satisfy the requests of the others. It becomes a balancing act between ensuring each faction is as loyal and happy as possible (to avoid sabotage and espionage) and making enough money to ensure your park continues to function.

You begin the game with a sizable amount of money that you use to build your park and send teams on archeological digs around the world to unearth dinosaur fossils. The teams then bring back the fossils for you to practice your dinosaur cloning skills. Successful dinosaur cloning will result in absolutely breath-takingly detailed dinosaurs being added to your park. It’s up to you to ensure that the dinosaur enclosures are well suited and comfortable for the individual species of dinosaurs that will live in them. Each dinosaur has a specific set of traits that determine its’ comfort level. Some dinosaurs need grassland to run around in, while others are social creatures that don’t do well in solitary confinement. If your dinosaur’s comfort decreases below 50% they will attempt to break free of their enclosures and find what makes them happy and sometimes snacking on fear-stricken patrons is what they seek. So, keeping their comfort levels high is one key to avoiding major catastrophes in your park. After all, a happy dinosaur is one that is less likely to attempt an escape and snack on your paying patrons.

Ensuring your guest are happy and spending money is another key to running a successful park. Adding buildings and attractions for your guests to spend money on increases the rating of your park and adds additional cash flow. You will need all the cash you can get to keep things running smoothly and to prevent “accidents” from occurring. You will also need cash flow to research building improvements, finance other archeological digs, and ultimately continue to grow your park into what you had always envisioned it could be.

Graphically Jurassic World Evolution is absolutely stunning. The dinosaur models are gorgeous, and the weather effects (particularly when it’s raining) take on a near photo-realistic quality. This is easily one of the best-looking games available in this genre. When you aren’t busy managing the park, you’ll have the opportunity to pilot a helicopter and chase down escaped dinosaurs with your handy tranquilizer gun. You will also be given tasks where you will drive a Jeep through your park to do things such as replenish feeders or take pictures of your creations. The ability to traverse your park and get up close and personal with everything you have created is a real joy. As you progress, you can also unlock additional islands for you to create parks on and each island has its own unique challenges and adventures.

No game is perfect however, and Jurassic World Evolution certainly has a few issues. One of the more annoying issues I encountered is that some quests you are given are ones that you had already completed. Instead of the game recognizing I had already completed the quest, I had to redo what had already been done for the quest to continue. In the early stages of the game when you are asked to incubate a specific expensive breed of dinosaur when you have already done so (and it will cost you more than you can really afford to spend) it can get annoying fast. Some folks might also get tired of some of the more monotonous areas of the game, as flying a helicopter to tranquilize an escaped dinosaur the first dozen times you do it is exhilarating, but after that it can start to get a little stale. Additionally, there are some tasks that simply take time to complete such as waiting for a specific type of dinosaur to finish incubating before moving on to the next phase of the mission. As stated above there are ways to help pass the time (drive a Jeep and take some pictures for example), but an option to speed up the time just a bit would have been a real benefit. All-in-all though, these are pretty minor issues I had with an overall amazing game.

The developer Frontier is known for regularly updating their other games, including free (and paid) releases. While I think this game launches with an already incredible amount of variety, I suspect that Frontier will continue to add additional content and dinosaurs to the game. Considering the game launched without mod support (and whether mods will be supported in the future is still unclear) it’s important to have a developer who will continue to update the game and keep things fresh. This is an area that I believe Frontier will do an amazing job.

Jurassic World Evolution isn’t the perfect theme park simulation, but it’s pretty darn close. If you enjoy theme park simulators but have been intimidated by others on the market, you certainly should give this game a try. If you love dinosaurs or ever dreamed of owning your own Jurassic Park someday then this game is an absolute no brainer purchase. I was excited when I got my hands on it at E3, and the final release lived up to all my expectations and more. It’s truly an incredible game in one of this generations most beloved franchises. So, jump in the Jeep and “Welcome to Jurassic Park” (cue the Jurassic Park theme song).

What I liked: Stunning graphics, Accessible theme park management, Huge variety of dinosaurs

What I liked less: Some missions needing to be repeated for no reason