
Emma @ The Movies (1786 KP) rated Live Free or Die Hard (2007) in Movies
Sep 25, 2019
I don't know what it is with Die Hard ladies renouncing the McClane name, I'm not sure I'd prefer Gennaro.
After 4.0 came out it definitely became my favourite. I like the more modern subject matter mixed with some traditional Die Hard personal grudge violence. Yet again we get a fun little double act, but this time with the slightly innocent Farrell with the technophobe McClane.
This movie shines a light on shoddy building work. I worry about the state of Farrell's whole building if McClane can punch through the (admittedly partly destroyed) wall to pull a bad guy's head through it.
Why do I like this film? Because he kills a helicopter with a car. I'm fairly sure that it wouldn't have worked, but I love the movie magic that made me believe it could. I presume that this is the same movie magic that allowed McClane to drive a car through a building and drive it up Maggie Q's... well, anyway...
While there's movie magic there's also completely ridiculous stuff... I mean come on... who's going to believe that the guy at Woodlawn managed to plug all those cables in the right way round first try?! What a joke!

Leader of the Pack (Andy Carpenter #10)
Book
Over the course of his legal career, Andy Carpenter has lost a few cases. But that doesn't mean he...

Charlie Cobra Reviews (1840 KP) rated Gemini Man (2019) in Movies
Jul 7, 2020

Phillip McSween (751 KP) rated Sixteen Candles (1984) in Movies
May 3, 2018
Acting: 10
Beginning: 10
Characters: 10
Cinematography/Visuals: 8
There are a number of memorable shots that stick out, including the opening scene where you're first introduced to Samantha's family in her Chicago home. Everything is pure chaos causing for a hilarious beginning. A number of other scenes stick out from Samantha's grandma feeling her up to Samantha's convo with The Geek (Anthony Michael Hall) inside the hollowed-out car in the school's garage. A lot of different set pieces kept the film interesting.
Conflict: 6
One of the weaker portions of the film for me. So people forgot her birthday, boo hoo. Don't get me wrong, Samantha is a very likable character and there was a large part of me that felt sorry for her. I'm just not sure her situation warranted an entire film. Perhaps a different angle would have created more conflict for me.
Genre: 8
Very solid 80's comedy. You can't name films within the decade that stand out without mentioning this one. Coming of age films? This ranks right up there although not quite as strong as some of the ones I've seen in recent years, masterpieces like Boyhood and Lady Bird.
Memorability: 10
Pace: 10
Plot: 7
The story itself is fine. It's believable even as comedies go. Again, the lack of conflict made things a little bland for me. I will say that the number of memorable moments helped pick up the slack from what the film lacked in conflict.
Resolution: 3
Overall: 82
Another 80's classic I can check off the list. A fun film that still stands the test of time.

Matthew Krueger (10051 KP) rated Codenames in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
I learn about this game through the Funhaus Channel. And personality wanted to buy it after watching it. It looked easy, fun and entertaining. So when i saw it at Pax i knew i had to by it. If you dont know what Codenames is or never heard of it. Let me explain.
Codenames is a party deduction word card name for 2-8 people. It came out in 2015, designed by Vlaada Chvátil and published by Czech Games Edition.
The Objective: Two teams compete by each having a "spymaster" give one-word clues that can point to multiple words on the board. The other players on the team attempt to guess their team's words while avoiding the words of the other team.
The Gameplay:
Players split into two teams: red and blue. One player of each team is selected as the team's spymaster; the others are field operatives.
Twenty-five Codename cards, each bearing a word, are laid out in a 5×5 rectangular grid, in random order. A number of these words represent red agents, a number represent blue agents, one represents an assassin, and the others represent innocent bystanders.
The hint's word can be chosen freely, as long as it is not (and does not contain) any of the words on the code name cards still showing at that time. Code name cards are covered as guesses are made.
After a spymaster gives the hint with its word and number, their field operatives make guesses about which code name cards bear words related to the hint and point them out, one at a time. When a code name card is pointed out, the spymaster covers that card with an appropriate identity card – a blue agent card, a red agent card, an innocent bystander card, or the assassin card – as indicated on the spymasters' map of the grid. If the assassin is pointed out, the game ends immediately, with the team who identified him losing. If an agent of the other team is pointed out, the turn ends immediately, and that other team is also one agent closer to winning. If an innocent bystander is pointed out, the turn simply ends.
The game ends when all of one team's agents are identified (winning the game for that team), or when one team has identified the assassin (losing the game).
Its a fun entertaining deduction party card game and can be played over and over again without losing its charm. Its excellent board game and a must buy if you haven't bought it yet.

The Last Time I Saw You
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The internationally bestselling author of The Last Mrs. Parrish follows that success with an...
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Ties That Bind ( Detective Madison Knight Series Book 1)
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Three victims. One method. One motive. When dead bodies start piling up, Detective Madison...
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A Distant View of Everything
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Isabel Dalhousie now has a second child - another boy, Magnus. He comes home with her at the...

India and the Unthinkable: Backwaters Collective on Metaphysics and Politics
Vinay Lal and Roby Rajan
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A remarkable but little commented on feature of the various discourses on India circulating today is...

Acanthea Grimscythe (300 KP) rated Bird Box in Books
May 16, 2018
Imagine with me what living in a world, robbed suddenly of sight, might be like. We rely heavily on our senses and, as an avid reader, I highly value my ability to be able to see the written word. I can't even begin to fathom what it would be like to find myself forced into an eternally dark void, and never have I thought of a scenario in which I would choose to be blind.
In Bird Box, Malorie and her children aren't given that option. Stranded in a home that is not her own, and faced with dwindling supplies and a lack of social interaction with anyone but her two children, Malorie must embark on a dangerous mission to find a new, safer haven for her small family: only their destination isn't very close to them, and they are not alone. There's a fourth party traveling with them and they are helpless to identify the newcomer.
The entire story does not follow that journey alone, though. In fact, it simultaneously takes place prior to Malorie's endeavor, introducing us to an entire cast of characters ranging from lovable to untrustworthy; from the purely innocent to those whose madness goes beyond all help. Though I'm not a huge fan of the constant back and forth chronology (in fact, I find it to be extremely distracting), the manner in which Malerman reveals bits and pieces of his story is crucial to progression: it gives readers the opportunity to develop their own feelings for Malorie and how she handles her problems. I also found that the odd way in which he split the story kept me reading, if only because more often that not, I found myself wondering how or why something was the way it was presently if, at the beginning of the end, everything seemed to be headed in a totally different direction.
Like most stories that take place after the world as we know it has met its doom, whether by nuclear fallout, bio-warfare, or the collapse of government, Bird Box brings out the best, and more readily, the worst in people. They become desperate or panicked, sometimes to the point that their actions defy all logic: such as the voluntary or involuntary blinding of oneself to avoid madness. Perhaps I so easily love post-apocalyptic books for that reason alone. They have a habit of reminding us exactly how pathetic and disgusting our own race can be; how often we are willing to put ourselves first, despite the suffering of others, should the situation call for it.