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Funkoverse Strategy Game: Harry Potter 100
Funkoverse Strategy Game: Harry Potter 100
2019 | Fighting, Miniatures
Because I haven’t given my readers enough insight into my nerdiness, here are a few more things I’m into: Harry Potter, the MCU, and Doctor Who. I also have several Funko Pops! characters somewhere here in this house: the Tenth Doctor, the Twelfth Doctor, Captain America, Ms. Marvel, Ant-Man, and Dr. Strange to name a few. So when I heard that a game was coming out where I could possibly use my Funkos for something other than sitting on my armoire, I got excited. Oh, also it’s Harry Potter themed? COUNT ME IN!

Funkoverse Strategy Game: Harry Potter (which I will now refer to as HP Funko) is a tactics-based strategy game where effectively using Action Points is the determining factor in victory. Each player will take charge of a 2- or 3-character team engaged in one of four included scenarios to gain VP (the awesome teal shards). This is done in different fashions, and for this review we used the “Territories” scenario.

DISCLAIMER: The Tenth Doctor and Dr. Strange are not included in the game, I supplied them. In the box are discs to represent a generic Auror (Ten) and Death Eater (Strange). If you choose to use a supplementary Funko Pop! please know that they may be much larger in size and difficult to maneuver on the board. Also, I will not be detailing every rule in the rulebook as there are just too many. For full rules, download the rulebook today or pick up a copy at your FLGS! -T


To setup follow the instructions in the rulebook and the chosen scenario. For Territories, it will look similar to the setup below, but the characters may not be facing a camera, as mine are. Once the players are satisfied with setup, the first player token is flipped coin-toss style to see which team will lead the first round. The game is now underway!
Turns are somewhat simple: each character can do two actions, which include: Move, Challenge, Interact, Assist, Rally, and Use Ability/Items. Movement is two squares, with diagonals allowed, but not through any part of an obstruction. In fact, obstructions and line-of-sight are big parts of the game, as several pages of the rulebook are devoted to them. To Challenge another character is the combat of the game. The attacker will typically throw two dice to initiate an attack and the defender will use as many dice as is printed on their character card. However, this is a Harry Potter game, so Challenges will also allow characters to use magic spells to augment their attacks or inflict other debilitations or statuses on their targets. Simple majority of successful results rolled wins the Challenge. Characters may be knocked down as a result of a Challenge, and if already knocked down and successfully attacked again, may also be knocked out of the game for a certain number of rounds (usually one).

To Interact with a token on the board a character will need to position themselves either directly on the token or one space adjacent. These tokens could be merely points on the board that earn points, as in the current scenario.

If adjacent to a downed ally, a player could use an Assist action to stand up the ally. However, a character may stand themselves up on their turn by using both actions to Rally. This is the character’s entire turn worth of actions, but may be necessary to avoid being knocked out and placed on the Cooldown Track.

Lastly, characters may need to spend actions to use an ability or an item in their possession. Each ability and item will have its own instructions written on their respective cards. These will be instantly recognizable to fans of the HP universe and will use Ability Tokens or require the user to place the Item Card on the Cooldown Track to be used on a future turn.


After alternating characters on each team has exhausted every character, the round ends. Players will refresh their characters and move all tokens or cards down a space on the Cooldown Track. Should end of turn activities score teams VPs, they will claim the shards for their collection. Once the scenario’s objective has been met a player will be crowned victor and forced to cast Riddikulus on their opponent(s).
Components. This game does not ship with a ton of components, but the bits and pieces contained in the box are wonderful. The cardboard map and pieces are nice, the cards are good quality, and all the tokens are great as well. I really enjoy the VP shards and of course the smaller Pops! that are the main characters. They are a bit smaller than all the Pops! I have, but I’m not really a huge Pops! collector, so that may be the norm nowadays. The art throughout is really well-done and evocative of the theme. Overall the components are brilliant.

I am no fan of Mage Wars style games, as I typically find those types of tactical games tiresome. I usually end up just moving around and casting a spell every once in a while, but then it’s just a tedious game of cat and mouse that I just don’t feel like ever playing. However, with the scenarios provided with HP Funko I feel like I have a mission other than knocking out my opponents. Yes, I could still do that during a scenario, but that’s not the main focus. I like that quite a bit. In fact, there are generic tokens in the game that would even allow players to create their own scenarios. I might be interested in creating my own to play with a younger crowd even.

Moving those big heads around is fun and makes me giggle a bit, especially when they knock into each other and fall down because of the elephantitis of the noggin. I also like being able to send in my Tenth Doctor to use his Sonic Screwdriver to take out he-who-must-not-be-named whilst Dr. Strange looks on in amusement. Being able to use your own Pops! is a great twist and I am definitely a fan.

I guess I DO like tactical move-around-the-board-and-do-stuff games after all! I just needed a little direction and a good theme to pull me into the genre. I also have the expandalone for the HP version of this that includes Malfoy and Ron, and can’t wait to add those in as well. And let me tell you how much I need the next expandalone that includes Dumbledore, Hagrid, Snape, and Umbridge. I need, like, I NEED to deal some damage to that pink witch SO MUCH. In any case, Purple Phoenix Games gives this one a patronus-fueled 10 / 12. If you are on the fence about this gimmicky-looking game, then let me help you – get it. Play it a lot and play it with lots of other people (when possible). Extra points to Hufflegriffinsnake if you yell out the spell names a la Harold Potter in the movies.
  
Divinus
Divinus
2022 | Dice Game, Fantasy, Mythology
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.

Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.

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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.

Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.


Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!

So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.

All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.

I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
  
Tenet (2020)
Tenet (2020)
2020 | Action
Due to circumstances we have all lived with now for about 8 months, that scarce need a word more said about them, this has remained only the second film I have seen at a cinema in 2020, following an early January viewing of The Rise of Skywalker. And it will probably be the last film I head out to see on the big screen for a while. This, naturally, breaks my heart. It does, however, place Christopher Nolan’s complex thriller into a very peculiar and memorable place in the collective psyche of film lovers.

For many it will have been the film that brought them out of lockdown number one into a world of slight hope that normality was returning. As it co-incided with my daughter’s birthday it became part of a treat day out that although socially distanced was my first attempt to do all the things I hadn’t done for a while; eat out in a restaurant, have a pint in a bar, and then see a movie. The experience, whilst still enjoyable and memorable, was tainted by how surreal and empty the world felt – the meal was in an half empty and cold Hard Rock Cafe, with no music and a smell of disinfectant; the pint was in a pop up outside bar that only took orders via a phone app in advance; and the movie was attended by six people, of which we were two, separated by not two metres but at least ten!

I have been in some screenings that were dead quiet before, but not for a film so anticipated and more or less mainstream. It was odd. Hats off to the staff of Everyman, Glasgow, however, who were exemplary in their courtesy, welcoming and safety precautions. It wasn’t their fault it was empty, and I applaud them for keeping the ball rolling at that time around the start of September. At least the sofas were comfy, the place was warm and the smell was still of popcorn and not domestos.

I had been looking forward to the film immensely. The hype and build-up to it had come with a lot of baggage, with rumours of production delays and script issues going back a few years. It was shrouded in mystery, with even the trailer being delayed until the very last moment and critics not getting to see it until a day before release, such was the fear of spoilers leaking out. My first concern, being so excited by the prospect of another time bending classic to join Memento, Interstellar and Inception in the ranks of “OK, what just happened” masterpieces, was that the sound during the trailers was very very low – if they kept it that low during the actual film I would demand my money back… I needn’t have worried…

Never in my life have I felt as if my eardrums were about to burst whilst watching a film! Literally, at times, Hans Zimmer’s powerful and emotive score was vibrating my testicles! Add to that the fact that a lot of the dialogue seemed mumbled and drowned out by it, and it made the first 45 minutes very difficult to enjoy. Was this horrendous sound mix a mistake? Or very much part of the plan to overwhelm the senses and confuse the brain? Was it part of the puzzle or a massive technical oversight? As almost everyone seems to have the same complaint about it, the jury is still out on that one…

And so, it took a little while for me to atune to the tone, regardless of how hard you had to focus to take in anything of what was going on. There was a point where I became certain I wasn’t going to like it – I braced myself for disappointment. And then… at a certain moment in a certain scene the penny dropped and so did my jaw, as the full realisation of where this was going, and how unique and mind blowing that concept was, finally kicked in. From that moment on it just got better and better, as the technical achievement required, let alone intelligence, to pull this off surpassed all previous levels of anything I can ever remember.

The “Wow” moments just kept on coming as the action, tension and intrigue kept rising to fever pitch. In the end, so profoundly bewildering were the potential possibilities of the plot and premise that I gave up trying to meet it intellectually and just allowed it to wash over me emotionally, knowing that repeat viewings would allow me to engage with it in that way later.

John David Washington as “the protagonist” is suitably neutral and unshowy in the role; threatening to be compared to Bond or Bourne, but never quite being either, as this world, despite it’s surface glamour and underground seediness feels much closer to DiCaprio’s suit wearing mind spy in Inception than either of those. For anyone who didn’t yet catch his terrific turn in BlacKkKlansman this may be their first encounter with him, and you’d have to say he has a very solid, dependable quality, without ever being starry or attention seeking. Watchable, for sure, but never chewing the scenery at the cost of the story – and surely that is why Nolan chose him.

Beside Washington is another excellent performance by the increasingly impressive Robert Pattinson. His role as the enigmatic Neil here grows on you minute to minute during the film, and afterwards you wonder if he wasn’t the best thing about the entire production… there is a subtlety of meaning in all his scenes that is only revealed late on, and demands a further watch or two to get every nuance from. He gives the impression he is entirely in control of the full meaning of the film and his own performance, so much so he strikes me as the pivot that would tip you either way on whether you liked the film or not.

And I have to admit not liking it is a valid option. You couldn’t possibly watch it whilst tired or in a bad mood, it is just too full on, bordering on oppressive at times. There are also a few supporting roles that I’m not 100% certain of, most notably Kenneth Brannagh as the seeming villain of the piece, Sator. His accent is a distraction, and it feels like a character you’ve seen him play before – fine in most ways, but nothing special – and I found myself wishing they had cast someone else in that role. Likewise with the less exposed Elizabeth Debicki – adequate, but not transcendent, as her character might have been with a more charismatic actress.

My overall impression was definitely affected by how much my daughter enjoyed it – she loves having a mystery to solve, especially if it involves time or some other sci-fi concept. The pleasure of it was chatting it over excitedly afterwards, to see if either of us had truly understood the full story, in the same way I remember doing with others about all Nolan’s concept pieces over the years. If you come to it being less than bothered about having to unlock a puzzle box then it may very well piss you off, to the extent you either just give up or sit back and enjoy the ride. However, I would assert confidently that it is worth the effort and will reward multiple viewings over time. Especially as more clues to its meaning are discussed and revealed.

One thing that can be said with certainty is that there is no other film like this that has ever been made. It feels different and beyond comparison in many crucial ways. The ambition of Nolan has to be applauded. I only wish he would go back and sort out that sound design before I get around to seeing it again.
  
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Charlie Cobra Reviews (1840 KP) rated the Xbox One version of Xuan Yuan Sword 7 in Video Games

Oct 4, 2021  
Xuan Yuan Sword 7
Xuan Yuan Sword 7
2020 | Action/Adventure, Role-Playing
Beautiful looking world and nice graphics (2 more)
Pretty enjoyable story and gameplay
Interesting mix of fantasy and history
Lacks the polish that could have made it great (2 more)
Too linear and doesn’t open up enough
Combat could have been further refined
Interesting and Ambitious but Ultimately Average
So to start this review I got to say that I'm pretty mixed on how I feel about this game. For one it definitely has a lot of potential and enough going for it that it could have been a really good. But on the other hand it had a lot of things that I feel could have been done better and falls far from being a great game to just around average for me. The story itself isn't terrible but it suffers from bad writing and performance of the voice actors. The world itself seems like it could have been a lot more interesting but it just wasn't engaging enough half the time.

 It seemed like it was going to be an open world game but wound up being very linear in nature although it had aspects of an open world game like side quests, fast travel, and even treasure chests scattered throughout the game world as well. There's a climbing mechanic that seemed kind of pointless because it was pretty much just a cut scene of in game graphics of you climbing a little cliff or sometimes it would turn into an interactive part where you had to move the analog stick to move the character. Still it was better than these weird times that the game gave you control of the character for a scene in which your only movement was preset like a ride on a rail that couldn't veer off a road.

 I liked that it was an action-RPG meaning instead of turn based combat like most RPG's it had an active combat system where you could move at your own leisure and consisted of hack and slash combat with some martial art skills, blocking, dodging, and some riposte (parrying). There are four basic martial art skills which can be learned as you progress through the game, Bull, Wolf, Bear, and Tiger. They become stronger and increase the length or hits of their combo the more you use them. A big draw back is that you could only equip or use two at one time although they can be changed at anytime through the talent menu. Then there are three special martial art skills which are Taowu, Tundou and ?

 The combat was one of the things that had me really conflicted. A cool thing I liked about the combat was that there was a meter that would go up when you would attack an enemy and if it filled all the way you could perform an execution on them. Otherwise it was very unresponsive most of the time making dodging and parrying really hard and kind of useless. I found the blocking especially useless because of how much damage you still incurred. There is a skill tree for new martial arts and you can create and upgrade structures in Elysium that can enhance various things, such as weapon, armor, accessories and more. You can also use the fusion to capture the souls of enemies in combat and fuse them together in Elysium to equip them for bonus stats and effects.

Your able to carry items in your inventory which are mainly objects like items that don't do anything except advance the story or quest and some like healing weapons. There is an equipment screen for weapons and accessories but you only stay with one weapon the whole game. It does change and become stronger and its appearance changes too. You can even change outfits. I'm not sure if you get any in the game as the version I played came with a couple of additional weapons/costumes. You do wind up getting some party members which is customary of some RPG's and they help out by attacking enemies on their own. You can control them by activating some abilities or special attacks that have cooldown times for when you can use them again. There's a minigame called Zhuolu chess and it can be pretty fun and a nice change of pace but not what you were looking for when you bought the game.

 You can save your game and recover health at random campfires throughout the game world as well as listen to some party dialogue when you choose to rest. The dialogue tends to repeat often and doesn't really advance the story much or fit where you are at in the story that often. These game mechanics are similar to Dark Souls as resting respawns enemies when you save at a bonfire and get healed too. As I mentioned earlier the game employs a fast travel system consisting of waypoints called guard stones that you can activate when found. There is an element of puzzle solving in the game but they don't seem to be that hard to figure out and some can even be skipped if you don't want to bother with it.

 The graphics were pretty solid and the game surely looks good for the most part. The textures are sometimes rough in the environment and sometimes there's very noticeable instances of "pop-ins" but overall aesthetic and style is beautiful. You really never get to play games where you get to see ancient Chinese castles, cities, or kingdoms so that was nice. The leaves in the trees are even ruffled by the wind, which is a nice touch. The main characters like Zhao and his sister Xiang look great and so do most of the secondary characters like Chu-Hong and Mo Huang. It just makes it that more disappointing when you see sub-par detail in the NPC's and stiff cutscenes because you know they could have done better on those too. Maybe they didn't have enough time, man power or budget.

 The music was probably one of the best additions to the game as a whole. Containing traditional Chinese sounds and instruments befitting the setting the music was great. There are some instances where there is no music and the void is filled with nothing but awkward silence or the sound of footsteps. Only the subpar voice acting fills the dead air and background music would have added more depth to certain parts and scenes of the game. There's no English dubbing for the voice acting in the game it's only in Mandarin/Chinese which isn't bad in itself except the performances are kind of hit and miss and not very balanced.

Verdict: [5/10]

 The game seemed very rough around the edges, it lacked that "polished" feel that it would have gotten if it had been a "AAA" game instead of a "AA" game. It's linear aspects left little to no deviation for exploring the world other than the main quest making it feel like going through a tunnel from location to the next. The distances between the towns and villages also made the world feel really small which it probably was. The story and gameplay were enjoyable enough but writing and especially acting/voice acting in key cutscenes needed work. The combat was was so uninspired I felt like I was doing the same sword attacks the whole game and they never really changed. And last thing, even if it doesn't help or is in any way useful, I like to be able to make my character jump and this game didn't let you do that either. So in conclusion I have to give Xuan Yuan Sword 7 a 5/10. It's an average or ok game, which has it's moments but nothing to write home about. However if they make a Xuan Yuan Sword 8, I'd be looking forward to see what kind of improvements they would make in the next installment.
  
Tropico 6
Tropico 6
2018 | Simulation
I used to spend my time dreaming of what it would be like to live in a tropical paradise. No concerns in the world except for when my next umbrella drink was to arrive and how long I could nap before flipping over and beginning the whole process again. The leisurely island lifestyle seemed to be the perfect escape from the non-stop chaotic life that has become my own. Getting my hands-on Tropico 6, developer Limbic Entertainment’s latest installment of the popular city-builder series, quickly turned my peaceful dreams into a hectic, fast-paced adventure. Now instead of wondering what the difference between SPF 15 and SPF 30 in my sunblock are, I was forced to quell revolutions, ensure that my people had enough entertainment and housing, and promising improvement in healthcare…all in the hopes of getting re-elected and I loved every minute of it.

Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.

For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.

There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.

Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.

Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.

Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.

Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.

Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!

What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals

What I liked less: Road tool seems a bit finicky, some items are difficult to locate
  
A Million Ways to Die in the West (2014)
A Million Ways to Die in the West (2014)
2014 | Comedy, Western
Neil Patrick Harris is delightfully devious. (1 more)
MacFarlane shows he has potential in his on-screen acting debut.
The humor is at times very vulgar and immature. (2 more)
The film is slow-paced and overly long.
"A Dozen Ways to Die in the West" would have been a more appropriate title.
A Million Ways to Die in the West is good for a few laughs but it feels like it goes on unreasonably long. Still, if you're a fan of MacFarlane's other works, you'll most likely enjoy his parody of the Old West.
Following the success of his directorial debut, Ted, Seth MacFarlane steps in front of the movie camera for the first time in his new film, A Million Ways to Die in the West. MacFarlane is best known as the creator of the popular animated television series, Family Guy, and he was also the host of the Oscars just two years ago. Now he’s taking the starring role in a film he wrote and directed himself. Here MacFarlane plays a cowardly sheep farmer named Albert who is miserably living in the dangerous Old West. Or rather, the not-so-dangerous Old West. Despite what the title suggests, there’s not a whole lot of dying going on in A Million Ways to Die in the West. You won’t find a whole lot of substance either, but there are a fair amount of laughs if you’re able to tolerate the crude toilet humor and dirty jokes. All in all, MacFarlane does a decent job in this comedy, but his jokes stick too close to his own conventions, and much like life on the frontier, the film can be kind of a drag.

If you’ve ever seen Family Guy, you should feel right at home with the humor in this film. It’s crass, edgy, violent, and full of pop culture references. Although, given that this is an R-rated movie, MacFarlane’s able to push the limits further than usual, and he makes sure to do that by including a lot of raunchy humor and toilet-gags. Oh, and in case you were wondering, yes, male genitals are still the hottest thing in comedy right now. As you’ve no doubt deduced, this is certainly not a film you’d want to take your kids to see. Nor is it for the easily-offended. Though in the film’s defense, it’s not entirely tasteless, and its use of vulgarity isn’t overly frequent. There’s plenty of great slapstick physical comedy and some pretty hilarious dialogue. I laughed more than I thought I would, and was never so disgusted that I wanted to walk out. It’s an entertaining film, it just happens to run a little long and lose momentum down the stretch. Plus the main premise of the film is never all that compelling to begin with.

In A Million Ways to Die in the West, MacFarlane’s character Albert is a man entirely self-aware of the time and place he’s living in, as well as the many dangers that come with it. He sheepishly lives his life, terrified by the threat of death that lurks around every corner. When his beloved girlfriend leaves him for a man with a mighty mustache, Albert has to cowboy up to prove his machismo and try to win her back. Luckily for him, he meets a gun-toting woman named Anna who’s happy to help him face his fears and show him the ropes of being a cowboy. Unfortunately however, this new friendship ends up putting Albert right into the crosshairs of Clinch Leatherwood, the deadliest outlaw around.

While MacFarlane does a respectable job in his first foray into acting, his character feels rather uninspired. I couldn’t help but see him as a hodgepodge of various Family Guy characters, having the clumsiness of Peter Griffin, the self-consciousness of Chris Griffin, and the intelligence and charm of Brian. Given that he created that show, perhaps that should be expected, but it just felt like Albert was lacking a unique and consistent identity. He’s a character who can be charming and funny, but he also comes off seeming like a jerk. All in all, the film has a good cast of actors, with Neil Patrick Harris being the stand-out of the bunch. He plays the pompous, mustached snob, Foy, who steals the heart of Albert’s girlfriend, Louise. Giovanni Ribisi and Sarah Silverman are likable as the flawed, clueless couple who serve as Albert’s close friends, Edward and Ruth. Although their characters stay pretty comfortably within the realm of what you would expect from their respective actors, with Edward being the naïve nice guy, while Silverman’s Ruth is the seemingly-sweet-and-innocent, foul-mouthed hussy. Charlize Theron does a fine job as Albert’s mentor, Anna. She has a strong presence in the film and is fun to watch, but despite her best efforts, the emotional element she brings to the story ends up feeling forced and unconvincing. Though that’s no fault of her own. It’s just hard to imagine her, or anyone, falling head over heels so easily and suddenly for a guy like Albert. Then, of course, there’s Liam Neeson, who is effective in his performance as the intimidating villain, Clinch, but would have benefitted from more screen-time.

A Million Ways to Die in the West proficiently parodies the western film genre, capturing the right atmosphere for the setting and time period. Visually it’s a pleasant film to look at, with good camera-work, well-created sets, and lots of beautiful scenery. This makes it all the more disappointing then that the filmmakers decided to place a visual filter over the entirety of the film to give it a more old-fashioned look. As a result, there is a constant flickering throughout the whole movie, and while not quite seizure-inducing, it certainly is distracting. At times you kind of get used to it and forget about it, but it really stands out in scenes with heavy lighting and most of the movie takes place in broad daylight. On the audio side of things, the music is appropriately fitting, but little of it is particularly noteworthy. There is a great song about mustaches, accompanied with a well-orchestrated dance number led by Neil Patrick Harris in what is undoubtedly one of the highlights of the film. Additionally the film’s theme song is appropriately fun. The visual effects in the movie, although limited, are done quite well and nicely add to the film’s comedic effect. Although I’m sure I speak for everyone when I say the movie could have done just fine without all of the animated urinating sheep.

I think the film’s greatest flaw is the fact that it’s doing too much as it tries to incorporate all of the main stereotypes of the western genre. It has duels, bar brawls, jailbreaks, horse chases, and even capture by Indians thrown in for good measure. In trying to cover all of the bases, the movie ends up running too long and becomes a little boring and tired. Rather than building up to a climax, the film diverges with some unnecessary scenes, and then concludes with a lackluster ending. It would have been cool to see Clinch and his group of bandits lay siege to the main town, which could have given the filmmakers an opportunity to create a wide variety of deaths, and allow Albert to exercise his newly developed skills before setting up to an ultimate final showdown. Maybe that would be adding to the long list of clichés, but at least it would have given this slow-paced film some much needed adrenaline and would have made it more true to its misleading title. There are also several cameo appearances in the film, and while a couple of them are great conceptually, I don’t think any of them are quite as satisfying as they should be. They end up feeling out of place, like last-second additions that have no purpose other than to acknowledge other films. I can appreciate the attempt but the cameos aren’t particularly funny and they just seems to emphasize how much better those other films are.

Seth MacFarlane’s A Million Ways to Die in the West is good for a few laughs, but just like his character Albert’s long-winded ramblings, it feels like it goes on unreasonably long. It’s still an entertaining film regardless, and if you’re a fan of MacFarlane’s other work, you’ll most likely enjoy his parody of the Old West. The movie has a talented cast, some truly great scenes such as a bar brawl and a memorable dance, as well as plenty of good old-fashioned slapstick, and witty dialogue. If you can handle the occasional gross-out gag, you’ll probably have a good time. Just don’t expect to actually see the many ways people can die In the Old West. The movie doesn’t show many deaths at all, and all the best ones you likely already saw in the trailer.

(This review was originally posted at 5mmg.com on 6.3.14.)
  
Damn. by Kendrick Lamar
Damn. by Kendrick Lamar
2017 | Rhythm And Blues
Kendrick Lamar is an iconic hip-hop artist outta Compton, California. Not too long ago, he released his fourth studio album, entitled, “DAMN.”.

1) Kendrick Lamar – “BLOOD.”
Lamar tackles the issue of life and death. He poses several questions over a melodic instrumental produced by Lamar, Bēkon, and Anthony “Top Dawg” Tiffith. One of them being, “Are we gonna live or die?” Lamar tells a brilliant story about him walking down a block, and he sees a blind lady in search of something she had lost. He goes over to help, and then he asks, “Hello, ma’am, can I be of any assistance? It seems to me that you have lost something. I would like to help you find it.” She replied, “Oh yes, you have lost something. You’ve lost your life.” And then we hear a gunshot. Lamar is shot. Did he lose his life? The dire ending answers the probing question posed in the beginning—we gonna die.

2) Kendrick Lamar – “DNA.”
Lamar explains why his DNA differs from a sucker’s DNA. His deoxyribonucleic acid consists of going through the school of hard knocks. He endured a rugged street life, prisons, money, drugs, alcohol, sex, murder, mayhem, loyalty, royalty, joy, etc. This is because his DNA comprises of things shared collectively by African-Americans who have been through the struggle. Lyrically, Lamar leaves earth, while rapping over an explosive track produced by Mike WiLL Made-It. From beginning to end, he doesn’t take a bar off and shows why conscience rap has resurrected into the new norm.

3) Kendrick Lamar – “YAH.”
Lamar let it be known that he’s diagnosed with real ni^^a conditions, and keeps it a hunnit by calling out Geraldo Rivera because of criticism Lamar received from a FOX NEWS segment. The kid Capri intro adds a classic east coast authenticity over a laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, Sounwave, and DJ Dahi. Preconceived lies told by White slave masters to African slaves are melting like hot butter in the sun. Lamar, a descendant of those slaves, has awakened and knows himself.

4) Kendrick Lamar – “ELEMENT.”
Lamar, who Capri calls the ‘New Kung Fu Kenny’, continues his Shaolin-rap assault over a Wu-Tang-like track produced by Bēkon, Tae Beast, James Blake, Sounwave, and Ricci Riera. Lamar is simply on another level than his peers. He’s been through more sh*t than them, and he’s ready to put the Bible down and go eye for an eye for this sh*t. When he said, “I been stomped out in front of my mama / my daddy commissary made it to commas / B*tch, all my grandmas dead / So, ain’t nobody prayin’ for me, I’m on your head.”

5) Kendrick Lamar – “FEEL.”
Lamar beautifully expresses how he feels on a dope Sounwave-produced track, where Lamar raps, “I feel like the whole world want me to pray for ’em / But who the f*ck prayin’ for me?” Lamar feels that nobody ain’t prayin’ for him, and this void has him with a chip on his shoulders, looking at life from a dark, and troubled point of view. He feels pain and doesn’t see hope. Did the incident with the blind lady cause him to feel this way? Why does he feel this way? Kendrick raps, “I feel like it ain’t no tomorrow f*ck the world / The world is endin’, I’m done pretendin’… I feel like this gotta be the feelin’ what ‘Pac was…”

But Lamar knows ill-thinking is bad for his health, and he acknowledges the source of his negative thinking, “The feelin’ is toxic, I feel like I’m boxin’ demons / Monsters, false prophets schemin’,” and the list goes on and on. If no one is, just know that we are praying for you Kendrick, YAH-willing.

6) Kendrick Lamar – “LOYALTY” (FEAT. RIHANNA.)
Lamar and Rihanna explore one of the key elements in Lamar’s DNA, loyalty; and they pose a simple question—who are you loyal to? Is it your family? Friends? Or yourself? Maybe it’s money, weed, or alcoholic? Where does it begin and where does it end? Lamar and Rihanna do a wonderful job over a beautify track produced by Anthony “Top Dawg” Tiffith, Terrace Martin, Sounwave, and DJ Dahi.

7) Kendrick Lamar – “PRIDE.”
The Steve Lacy’s intro, “Love’s gonna get you killed, but pride’s gonna be the death of you and me,” fits perfect in the scheme of things. Lamar, a spiritual intellectual, understands Proverbs 16: 18, which states, “Pride goes before destruction, and a haughty spirit before a fall.” So, Lamar uses those reference points to further expound his faith. In the beginning, Lamar’s love for the blind lady got him shot. And now, will his pride, the great satisfaction he feels when he reviews all that he has achieved, will that be the death of him? Over a smooth/laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, and Steve Lacy, Lamar states that he can’t fake being humble, just because people are insecure.

He answers the question of pride
Lamar raps, “Sick venom in men and women overcome with pride. A perfect world is never perfect, only filled with lies. Promises are broken and more resentment come alive. Race barriers make inferior of you and I. See, in a perfect world, I’ll choose faith over riches. I’ll choose work over b*tches, I’ll make schools out of prison. I’ll take all the religions and put ‘em all in one service. Just to tell ’em we ain’t sh*t, but He’s been perfect.”

If Lamar maintains his Israelite faith over riches, and keep that equation as the top priority, he won’t be a victim of pride. But the question is—can Lamar remain humble amidst all the madness?

8) Kendrick Lamar – “HUMBLE.”
Lamar shows that being humble is easier said than done. Over a bouncy-head-nodding track produced by Mike WiLL Made-It, Lamar speaks his mind and gives zero f*cks on what people think about him. He’s braggadocios, confident, and asserts himself as the king of rap music. He sends a cryptic message to his competition, “Watch my soul speak, you let the meds talk. If I kill a ni^^a, it won’t be the alcohol. I’m the realest ni^^a after all, b*tch, be humble.”

9) Kendrick Lamar – “LUST.”
Lamar tackles the issue of lust, one of the main causes that fuel what we do. He begins by creating a scene, where lust has him trying to stick the tip of his phallus inside a woman’s vagina. She agrees, causing blood to run through his favorite vein. His logic, it doesn’t matter what you do—just make it count.

So, over a chilled- track produced by BADBADNOTGOOD, Sounwave, and DJ Dahi, Lamar raps, “Hop in the shower, put on your makeup, lace your weave up. Touch on yourself, call up your ni^^a, tell him he ain’t sh*t. Credit card scam, get you a Visa, make him pay your rent. Hop on the ‘Gram, flex on the b*tches that be hatin’ on you. Pop you a pill, call up your b*tches, have ‘em waitin’ on you. Go to the club, have you some fun, make that ass bounce. It’s whatever, just make it count.”

10) Kendrick Lamar – “LOVE.” (FEAT. ZACARI.)
Lamar turns the lights down over a contemporary R&B love song, produced by Anthony “Top Dawg” Tiffith, Greg Kurstin, Sounwave, and Teddy Walton. The theme of love and lust continues, but this time, into a more unchartered direction. Zacari’s melodic cadence compliments Kung Fu Kenny’s intimate love-lyrics to the love of his life, probably his fiancé Whitney Alford, Lamar’s high school sweetheart.

11) Kendrick Lamar – “XXX.” (FEAT. U2.)
Lamar gets political over an NWA-type track produced By Bēkon, Anthony “Top Dawg” Tiffith, DJ Dahi, Sounwave, and Mike WiLL Made-It. The theme is America and the plight and strife of young African-American males trying to make ends meet. Lamar talks about a man who calls him, needing prayer and advice because his son had been murdered. He wants to know what to do and seeks advice from Lamar because he’s anointed.

But Lamar doesn’t sugarcoat his advice. He tells the man straight up, “If somebody kills my son, that means somebody’s gettin’ killed.” Then, Lamar goes on to tell the man how he would go about doing the killing. America is an eye-for-an-eye nation, and forgiveness is hardly practiced.

12) Kendrick Lamar – “FEAR.”
Lamar deeps dig into his soul to confront his fears. He does so over a conversation track produced by The Alchemist. Lamar uses Deuteronomy 28:28 to make sense of his damnation, where the title track derived from. “The Lord shall smite thee with madness, and blindness, and astonishment of heart…,” states the biblical commandment. Lamar reasons that YAH cursed the Israelites (so-called Blacks, Hispanics, and Native American Indians) because of their iniquity. So, that explains their conditions in the wilderness of North America.

Pride
So, Lamar’s fear of lose it all like the biblical character forced him or scared him to not spend a dime. Not because he is cheap, but because he didn’t want to spend money because he feared running out of money, and going back to Section 8. Lamar raps, “30 shows a month and I still won’t buy me no Lexus.” Not a lot of people can say this.

13) Kendrick Lamar – “GOD.”
Lamar talks about the success that he doesn’t want to lose. He compares it to what it was like when he didn’t have fame and fortune. Even though he chooses faith over riches, he’s still feeling good laughing to the bank like aha. Over a laid-back track produced by Bēkon, Anthony “Top Dawg” Tiffith, Cardo, Sounwave, Ricci Riera, and DJ Dahi, Lamar tells listeners, “Don’t judge me,” because this is what God feels like. Matthew 7:1 states,

14) Kendrick Lamar – “DUCKWORTH.”
Lamar uses his last name, Duckworth, as a song to explain the relationship between his father, Ducky, and Anthony Tiffith, CEO of Top Dawg Entertainment. Lamar explained if Tiffith had killed Ducky, then he would be serving life, and Lamar would’ve grown up without a father. And there would have been no Top Dawg Entertainment, and probably no Kendrick Lamar.
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Red Dead Redemption 2 in Video Games

Oct 30, 2018 (Updated Nov 20, 2018)  
Red Dead Redemption 2
Red Dead Redemption 2
2018 | Action/Adventure
Slow West
I have decided to do something totally different for my Red Dead 2 review; instead of just reviewing it as a whole once I am finished with it, I am going to start my review just now and then continually add to it the further through it I progress. There are a few reasons for this, firstly because this game is huge and is probably too vast to sum up in just a few paragraphs once I have completed the story. Secondly, because we would all be waiting weeks for me to review it; I am not going to be done with this thing anytime soon. Third is because it's something new, a break from my traditional structure of writing reviews. Finally, because I feel that my opinion on this game is going to change based on the different things that I experience during my playthrough, along with my score of the game. There will also most likely be spoilers as we move on through the game, so maybe just read up to where you have also played to. Once I have completed the game, I may write a summary of my thoughts at the bottom of this review, or I might just scrap this and write a whole new review from scratch, we shall see.

So far, I think I have played between 3 - 4 hours of the game and already I have been through a range of emotions. The game opened in a very cinematic fashion and I was on-board right away. The shots used and atmosphere that was present was very reminiscent of The Hateful 8. Then you get to a small group of shacks and are forced to play through the first few story missions consecutively, which act as tutorials for a lot of the games systems. This part is pretty laborious, but thankfully just as I was starting to get bored, you progress to Chapter 2 and the game opens up.

I must admit, I didn't enjoy the first few hours I spent wandering through the game's world. Arthur moves so damn slowly and every task takes an age to complete, in fact every part of the game seems slow. Horse riding to a location takes forever, the few moments of gunplay are sparse and the aiming controls are anything but smooth. Other than that, the time is spent chopping wood or doing other chores. The word CHORE, is actually adequate to describe the gameplay up to this point.

To break up this slow pace, I decided to go exploring and do some outlaw activities. The problem is that this game's witness/bounty system is ridiculous. You can't so much as lift a finger in the Valentine town centre without the lawmen hunting you and your bounty climbing higher and higher. I'm talking anything from accidently bumping someone with your horse to walking beside another citizen for too long - it is ridiculously harsh and Rockstar seem to favour 'realism,' over fun with this mechanic. So, because I am getting so much grief from the lawmen in Valentine and racking up a bounty way higher than I can afford at this early stage, I decide to go off the beaten path and look for loners to rob. The problem here is, even if you meticulously look around the area to make sure that the coast is clear and then rob your victim, someone out of the blue will appear, halfway across the map and run toward the nearest town to report you. So, naturally you hunt down that witness and kill them, then another witness sees this occur and start running to report you and the cycle continues until someone inevitably reports or shoots you. It's as if Rockstar don't want you to have fun and play the outlaw in their game about playing as an outlaw.

Reading back on what I've read so far, I feel like I have bashed this game pretty hard. As an aspiring game developer myself, I have an idea of what goes into a project like this and what Rockstar have achieved in that sense is truly astonishing and inspiring. The lighting work along with the cinematic camera and near photo-realistic graphics make this game a visual beauty. The world also feels genuinely alive, the voice acting is brilliant and the small touches and intricate level of detail present is insane. Presentation wise, this game is flawless.

Okay, at this point I am about 5 or 6 hours into the game. I am still on chapter 2 and have only done a couple more story missions, but I have done a good bit of exploring too. So far, I have experienced 2 bugs. One was when a story mission required me to get on a horse to take and sell at the Valentine stable and the horse was invisible during the cutscene and non-existent when it switched to gameplay. A quick restart solved this, but still the bug was present during a main story mission.

The other happened during a random stranger encounter. I was riding through an open area full of lumberjacks cutting down trees and one of the trees fell on a guy's leg. I got off my horse and ran over to help, but while doing so, I saw a bunch of bounty hunter symbols appear on the mini map. I ignored them and pressed the button prompt to help lift the tree, but while doing so, the bounty hunters appeared and fired their guns in the air. The rest of the men fled and I was left standing beside the guy that was trapped under the tree, unable to move or do anything. As I stood and spammed every button trying to make Arthur move, the bounty hunters just surrounded me and pointed their guns towards me, but none of them shot. We were left in this awkward standoff for a few minutes before I eventually gave up and had to restart. This second bug is probably the more egregious of the two I've had so far, as I now have no way of knowing if I am going to be able to get that random encounter again.

This is annoying as the random encounters are by far the best part of this game so far. I don't want to spoil too many of them here, but they range from exciting to terrifying to just plain sad and all of them are brilliant.

As I settle into Arthur as a character, I realise more and more how much I prefer and miss playing as John. John was cool where Arthur is goofy. John was smooth where Arthur is wooden. Don't get me wrong, Arthur is well written and acted, but I really think he would play better as a side character rather than a protagonist. Plus the way I play him totally contradicts his whole attitude. I'm playing him as a ruthless killer who shoots entire groups of people on sight and he is still a lovable, goofy rogue in cutscenes.

I have played a few more hours over the last few nights, I must be around 10 hours in now, (although there doesn't seem to be any way of checking that for sure.) I am still on Chapter 2 in terms of the story, but I have been doing a lot of exploring and have found/bought a decent amount of better gear and weapons for Arthur. It also turns out that there is some fast travel in this game, if you upgrade Dutch's tent via the camp ledger and then upgrade your own, (costs about $500 all in,) you can fast travel from the camp to any major location that you have previously visited. Unfortunately while I was fast travelling last night to a location, I experience the first occurrence of pop-in that I have seen so far in the game. I understand that this game is extremely vast and there is a great deal to load in, but when every other aspect of the game is so polished in terms of presentation, it stuck out like a sore thumb.

In terms of exploration, I have probably spent less than half of my 10 hours in the game so far doing story missions and instead spent the majority of my time just riding/walking around and taking in the sights, or speaking to strangers, or violently robbing and killing them at gunpoint whenever the notion takes me. Strawberry is a cool little town, it is quite similar to Valentine in terms of the size and the available shops etc. St Denis is another story. Located at the south-east corner of the map, it is a huge, bustling city with an overwhelming amount to take in. Without spoiling too much, it will also open up a few more opportunities for Arthur once you get there.

I have played a lot more of the game since I last updated this, I'd guess I am closer to 20 hours playtime than 10 at this point. I have finally progressed to Chapter 3, the gang has moved camp to near another small town called Rhodes, which has lots to see and do considering it's small size. That is one thing that Rockstar have undoubtedly nailed in this game, making these towns truly feel alive and like they continue to exist even when you are not riding through them. I'd go as far as to say that this open world feels more alive than any other one that I have spent time in.

The story missions up until this point are touch and go. Some are really fun and exciting and some are monotonous and boring and feel more like busywork than progress. I much prefer the side missions up to this point. The debt collecting missions and the bounty missions are satisfying and feel worthwhile. The robbery side missions that you do with certain gang members are also a nice, more engaging change from the slower pace of the story.

In terms of the game's characters, I am just as much of as a fan of John Marston as I was in the last game and I must admit that spending more time with Arthur has made him grow on me slightly. As for the rest of the gang though, it's a mixed bag. I like Sean, Charles, Javier and Lenny, but the rest are just annoying and a chore to be around. One major disappointment regarding the characters for me, is that I thought that this game was going to make me sympathise with Dutch and see things from his perspective, the way that MGS 3 did for Big Boss, but no. Apparently he was always an unlikable dick.
  
Show all 4 comments.
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Andy K (10821 KP) Oct 30, 2018

I think the open world stuff will be better. So far kind of limiting. I'll write a review when I'm further along.

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Daniel Boyd (1066 KP) Oct 31, 2018

Looking forward to reading it.

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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Star Wars Jedi: Fallen Order in Video Games

Mar 1, 2020 (Updated Mar 1, 2020)  
Star Wars Jedi: Fallen Order
Star Wars Jedi: Fallen Order
2019 | Action/Adventure, Fighting
Lightsaber Customisation (0 more)
Almost everything else (0 more)
Wasted Potential
So I just finished Jedi: Fallen Order and it's left me feeling confused. Not because of some complex twist or story revelation, but because on paper I should have loved every minute of this game. You take the parkour movement and sense of adventure from a game like Uncharted and you give it to a Jedi, who we follow during some of the darkest days in the Star Wars lore and what do you get?

Apparently you get something that doesn't feel like Star Wars.

I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.

First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.

I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.

The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.

I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.


Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?

My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.

There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.

So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.
  
TEN
TEN
2021 | Card Game
When it comes to game mechanics, set collection is my JAM. Auction/bidding and push your luck, not so much….. So when Alderac Entertainment Group brought TEN into my life, I was a bit wary at first. A game of collecting sequences/sets of numbers? Awesome!! Add in bidding for Wildcards or pushing your luck to not Bust each turn? A bit too risky, at least for my gaming tastes. After having had the opportunity to play TEN, were my initial feelings misplaced? Spoiler: Yes. For me, TEN was a prime example of “Don’t judge a game by its mechanics.” Keep reading to find out why.

Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L

TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.

On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).

So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.


If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.

When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!


To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.