Search
Search results

Gareth von Kallenbach (980 KP) rated Madagascar 3: Europe's Most Wanted (2012) in Movies
Aug 7, 2019
After being shipped from New York to Madagascar and then leaving Madagascar only to end up stranded in Africa, our four favorite zoo animals are back and causing a ruckus once again, but this time in Europe.
Madagascar 3: Europe’s Most Wanted starts off where Madagascar: Escape 2 Africa left off, with Alex the lion(Ben Stiller), Marty the zebra(Chris Rock), Gloria the hippo (Jada Pinkett Smith) and Melman the giraffe (David Schwimmer) are stranded in Africa longing to get back to their beloved zoo in New York City. They realize the only way they will be able to return home is by relying on their super competent penguin buddies who have made their way to Monte Carlo with their chimp powered plane and the loot of jewels and money they squandered upon in Africa during the second movie.
So the quartet of four legged lovable characters along with a few familiar lemurs, King Julien (Sacha Baron Cohen), the self proclaimed King of Madagascar and his assistants Maurice (Cedric the Entertainer) and Mort (Andy Richter), decide to make their way to Monte Carlo, find the penguins, the chimpanzees, and head to New York.
Once the gang arrives in Monte Carlo it doesn’t take long for them to incite panic. Enter Captain Chantal Dubois (Francis McDormand), an impassive, somewhat indestructible animal control officer, who wants nothing more than to add a lion to her already impressive collection of animal heads mounted on her office wall. Due to her relentless pursuit and unconventional hunting techniques the animals are forced to take refuge aboard a circus train where they are welcomed by a simple-minded sea lion named Stefano (Martin Short). Stefano introduces the group to the rest of the animal circus performers and they each demonstrate their amazing tricks. The train is on its way to London and the circus crew hopes their show will garner the attention of a big time U.S. circus promoter looking to bring a show to New York. This was Alex and company’s ticket home! But would they be up to the challenge of putting on the greatest show anyone has ever seen AND evade Dubois who is hot on their tails every step of the way?
The simple storyline of animals wanting to get home has been the common thread in all three Madagascar movies. Dreamworks Animation rarely reaches the emotional expertise of Pixar, but they always manage to create movies that are still very much engaging, humorous and visually stunning. Eric Darnell and Tom McGrath, who directed the first two movies, come together once again and steer clear from the choppy, thrown together sequence of events that have plagued some sequels and trilogies. I truly believe that keeping with the same directoral chemistry plays a big part in this movie’s well-paced and entertaining storyline.
This movie is definitely geared toward the kindergarten and preschool aged audience with much of the action in the movie involving the circus performance and its Cirque du Soleil-type entertainment. Let’s add the 3D component and voila! An amazing, kaleidoscope of lights and pyrotechnics along with wonderful performances of acrobats, seal shot from cannon, high wire dancing giraffe and hippo, and flying penguins. It’s like a box of animal crackers come to life!
Madagascar 3: Europe’s Most Wanted starts off where Madagascar: Escape 2 Africa left off, with Alex the lion(Ben Stiller), Marty the zebra(Chris Rock), Gloria the hippo (Jada Pinkett Smith) and Melman the giraffe (David Schwimmer) are stranded in Africa longing to get back to their beloved zoo in New York City. They realize the only way they will be able to return home is by relying on their super competent penguin buddies who have made their way to Monte Carlo with their chimp powered plane and the loot of jewels and money they squandered upon in Africa during the second movie.
So the quartet of four legged lovable characters along with a few familiar lemurs, King Julien (Sacha Baron Cohen), the self proclaimed King of Madagascar and his assistants Maurice (Cedric the Entertainer) and Mort (Andy Richter), decide to make their way to Monte Carlo, find the penguins, the chimpanzees, and head to New York.
Once the gang arrives in Monte Carlo it doesn’t take long for them to incite panic. Enter Captain Chantal Dubois (Francis McDormand), an impassive, somewhat indestructible animal control officer, who wants nothing more than to add a lion to her already impressive collection of animal heads mounted on her office wall. Due to her relentless pursuit and unconventional hunting techniques the animals are forced to take refuge aboard a circus train where they are welcomed by a simple-minded sea lion named Stefano (Martin Short). Stefano introduces the group to the rest of the animal circus performers and they each demonstrate their amazing tricks. The train is on its way to London and the circus crew hopes their show will garner the attention of a big time U.S. circus promoter looking to bring a show to New York. This was Alex and company’s ticket home! But would they be up to the challenge of putting on the greatest show anyone has ever seen AND evade Dubois who is hot on their tails every step of the way?
The simple storyline of animals wanting to get home has been the common thread in all three Madagascar movies. Dreamworks Animation rarely reaches the emotional expertise of Pixar, but they always manage to create movies that are still very much engaging, humorous and visually stunning. Eric Darnell and Tom McGrath, who directed the first two movies, come together once again and steer clear from the choppy, thrown together sequence of events that have plagued some sequels and trilogies. I truly believe that keeping with the same directoral chemistry plays a big part in this movie’s well-paced and entertaining storyline.
This movie is definitely geared toward the kindergarten and preschool aged audience with much of the action in the movie involving the circus performance and its Cirque du Soleil-type entertainment. Let’s add the 3D component and voila! An amazing, kaleidoscope of lights and pyrotechnics along with wonderful performances of acrobats, seal shot from cannon, high wire dancing giraffe and hippo, and flying penguins. It’s like a box of animal crackers come to life!

ClareR (5885 KP) rated The Mercies in Books
Feb 25, 2020 (Updated Feb 25, 2020)
The Mercies is a slow burn of a novel, set in the Arctic town of Vardø in 1617 (Norway, the part that was called Finnmark). On Christmas Eve, whilst all of the men are out fishing, a storm blows in and kills them all. The women are left without their husbands, brothers and fathers, and must learn to fend for themselves. Maren Magnusdatter is one of these women. She watches as her father, brothers and future husband are drowned.
Three years later, a Scot, Absalom Cornet and his young Norwegian wife, Ursa, arrive. Absalom has been appointed Commissioner of Vardø, and is adamant that witchcraft was the cause of the storm three years ago. The fact that the women are surviving and taking on the roles of their dead menfolk doesn’t help their case. Absalom only sees evil, and women who have forgotten their place as servants of God. He is a witch finder, and has been responsible for the prosecution and death of women at home in Scotland. Unsurprisingly, he’s not a very nice character, and I liked NOT liking him, although I couldn’t help but feel sorry for Ursa. She is shy and inexperienced in the ways of the world. She has been shut away, caring for her sick younger sister. She knows nothing of what is expected of her as a wife - in every sphere. She doesn’t know how to keep a house at all. This is where Maren steps in as an advisor. They become good friends, and there is the beginnings of something more than just a simple friendship. I loved the interactions between these two women. Maren, strongly independent, competent and lonely, and Ursa, inexperienced, unhappy and lonely. In other circumstances, theirs could have been a good friendship - but unlikely because of social status, I should think.
The writing in this is gorgeous. The descriptions of the landscape and the sea made me feel as though I was standing there with them (warmer though!), and I loved getting to know the women, even the ultra-religious women who were only too keen to give up their fellow towns-women as witches. This part doesn’t happen for quite a while, so we’re given the chance to become emotionally invested in these characters. So when we read of their treatment at the hands of Absalom and his fellow witch hunters, it makes it all the more appalling. If it wasn’t bad enough already.
I love historical fiction, and I really liked how this was written in such a way that these didn’t really seem to be women separated from us by 400 years. They were normal women, working hard to survive and make lives for the,selves. Which made it all the more sad. There’s no way I could detach myself and NOT read this with a modern woman’s eye. These women were punished for something that we take for granted: independence.
Despite the terrible things that happen, it’s a beautifully written, very enjoyable book that I would easily recommend to anyone, even though it’s just like I would imagine the landscape around Finnmark is: bleak, yet beautiful.
Many thanks to NetGalley and the publisher for my copy of this book to read and review.
Three years later, a Scot, Absalom Cornet and his young Norwegian wife, Ursa, arrive. Absalom has been appointed Commissioner of Vardø, and is adamant that witchcraft was the cause of the storm three years ago. The fact that the women are surviving and taking on the roles of their dead menfolk doesn’t help their case. Absalom only sees evil, and women who have forgotten their place as servants of God. He is a witch finder, and has been responsible for the prosecution and death of women at home in Scotland. Unsurprisingly, he’s not a very nice character, and I liked NOT liking him, although I couldn’t help but feel sorry for Ursa. She is shy and inexperienced in the ways of the world. She has been shut away, caring for her sick younger sister. She knows nothing of what is expected of her as a wife - in every sphere. She doesn’t know how to keep a house at all. This is where Maren steps in as an advisor. They become good friends, and there is the beginnings of something more than just a simple friendship. I loved the interactions between these two women. Maren, strongly independent, competent and lonely, and Ursa, inexperienced, unhappy and lonely. In other circumstances, theirs could have been a good friendship - but unlikely because of social status, I should think.
The writing in this is gorgeous. The descriptions of the landscape and the sea made me feel as though I was standing there with them (warmer though!), and I loved getting to know the women, even the ultra-religious women who were only too keen to give up their fellow towns-women as witches. This part doesn’t happen for quite a while, so we’re given the chance to become emotionally invested in these characters. So when we read of their treatment at the hands of Absalom and his fellow witch hunters, it makes it all the more appalling. If it wasn’t bad enough already.
I love historical fiction, and I really liked how this was written in such a way that these didn’t really seem to be women separated from us by 400 years. They were normal women, working hard to survive and make lives for the,selves. Which made it all the more sad. There’s no way I could detach myself and NOT read this with a modern woman’s eye. These women were punished for something that we take for granted: independence.
Despite the terrible things that happen, it’s a beautifully written, very enjoyable book that I would easily recommend to anyone, even though it’s just like I would imagine the landscape around Finnmark is: bleak, yet beautiful.
Many thanks to NetGalley and the publisher for my copy of this book to read and review.

Lyndsey Gollogly (2893 KP) rated Some Will Not Sleep: Selected Horrors in Books
Jun 22, 2021
90 of 250
Kindle
Some Will Not Sleep: selected horrors
By Adam Nevill
Once read a review will be written via Smashbomb and link posted in comments
A bestial face appears at windows in the night.
In the big white house on the hill angels are said to appear.
A forgotten tenant in an isolated building becomes addicted to milk.
A strange goddess is worshipped by a home-invading disciple.
The least remembered gods still haunt the oldest forests.
Cannibalism occurs in high society at the end of the world.
The sainted undead follow their prophet to the Great Dead Sea.
A confused and vengeful presence occupies the home of a first-time buyer.
In ghastly harmony with the nightmarish visions of the award-winning writer's novels, these stories blend a lifelong appreciation of horror culture with the grotesque fascinations and childlike terrors that are the author's own.
So I wrote a few notes on each story that I enjoyed!
They are just little rambling I’m far from a in depth critic!
1. Where Angels come in
I’ve read this before and it it’s stuck with me for some reason. We all had that one house as kids that spooked us, only luckily mine was never full of creepy things.
2. The Original Occupant
A man determined to spend time in a Swedish forest finds himself disturbing a sacred ritual only to disappear after writing a frantic letter to his friends. After a search of the house and forest he’s never seen again! Really good and quite creepy never mess with someone’s sacred alter!
3. Mother’s Milk
Well that’s just made my stomach turn! A man thinks he’s found lodgings and a job finds himself turned into a milk fiend the source of the milk is definitely an interesting one.
4. Yellow Teeth
An old friend comes to visit and never leaves. This was creepy I’d just hate having someone around me that filthy and smelly.
5. Pig Thing
A strange little piggy tale after a family move to New Zealand
6. What God have Wrought
This follows a soldier searching across desert for the creature that holds his sister! For some reason this didn’t grab me.
7. Doll Hands
This is what will happen when the world comes to an end the over privileged using the poor souls as meat! Quite chilling!
8. To Forget and be Forgotten
I loved this! It reminded me of his Apartment 16 which is a book I fell totally in love with and the first book I read of Adams and this was in that style. A lot of the paragraphs struck home with me especially at the start! Solitude is something we all seek at some point and being around people can be taxing.
9. The Ancestors
This is the second time I’ve read this and it still creeps me out! A little girl makes friends with a ghost and some toys that have dark intentions and definitely dislike parents!
10.!The Age of Entitlement
11. Florrie
Another brilliant short! I think a good cleansing of all newly brought houses is in order to prevent this!
Overall I absolutely love his writing style each story even ones I didn’t quite click with transports you to that scene you’re reading. I’m building a steady collection of Adams books I highly recommend anyone of them!
Kindle
Some Will Not Sleep: selected horrors
By Adam Nevill
Once read a review will be written via Smashbomb and link posted in comments
A bestial face appears at windows in the night.
In the big white house on the hill angels are said to appear.
A forgotten tenant in an isolated building becomes addicted to milk.
A strange goddess is worshipped by a home-invading disciple.
The least remembered gods still haunt the oldest forests.
Cannibalism occurs in high society at the end of the world.
The sainted undead follow their prophet to the Great Dead Sea.
A confused and vengeful presence occupies the home of a first-time buyer.
In ghastly harmony with the nightmarish visions of the award-winning writer's novels, these stories blend a lifelong appreciation of horror culture with the grotesque fascinations and childlike terrors that are the author's own.
So I wrote a few notes on each story that I enjoyed!
They are just little rambling I’m far from a in depth critic!
1. Where Angels come in
I’ve read this before and it it’s stuck with me for some reason. We all had that one house as kids that spooked us, only luckily mine was never full of creepy things.
2. The Original Occupant
A man determined to spend time in a Swedish forest finds himself disturbing a sacred ritual only to disappear after writing a frantic letter to his friends. After a search of the house and forest he’s never seen again! Really good and quite creepy never mess with someone’s sacred alter!
3. Mother’s Milk
Well that’s just made my stomach turn! A man thinks he’s found lodgings and a job finds himself turned into a milk fiend the source of the milk is definitely an interesting one.
4. Yellow Teeth
An old friend comes to visit and never leaves. This was creepy I’d just hate having someone around me that filthy and smelly.
5. Pig Thing
A strange little piggy tale after a family move to New Zealand
6. What God have Wrought
This follows a soldier searching across desert for the creature that holds his sister! For some reason this didn’t grab me.
7. Doll Hands
This is what will happen when the world comes to an end the over privileged using the poor souls as meat! Quite chilling!
8. To Forget and be Forgotten
I loved this! It reminded me of his Apartment 16 which is a book I fell totally in love with and the first book I read of Adams and this was in that style. A lot of the paragraphs struck home with me especially at the start! Solitude is something we all seek at some point and being around people can be taxing.
9. The Ancestors
This is the second time I’ve read this and it still creeps me out! A little girl makes friends with a ghost and some toys that have dark intentions and definitely dislike parents!
10.!The Age of Entitlement
11. Florrie
Another brilliant short! I think a good cleansing of all newly brought houses is in order to prevent this!
Overall I absolutely love his writing style each story even ones I didn’t quite click with transports you to that scene you’re reading. I’m building a steady collection of Adams books I highly recommend anyone of them!

Emma @ The Movies (1786 KP) rated Dark Tide (2012) in Movies
Aug 5, 2020
I always wonder what makes me not watch shark films, Dark Tide has Halle Berry, I like Halle Berry... so why have I never seen it?
Kate Mathieson has sworn off sharks ever since a dive went wrong and cost the life of one of her closest friends. Sharks were her life, and only doing tame tourist trips out on her boat means she's about to lose her business. Out of the blue, Kate's ex arrives with a man who's looking for more thrill than any regular dive can offer and he's convinced him that Kate is the only one who can do it. He's willing to pay big, but is the money worth reliving that memory?
Firstly, it was good to see a film with actual shark footage. I watch so many with terrible CGI that I sometimes forget that sharks aren't horribly pixelated and snarly. That is probably where the good comments end.
For a film with action in it I knew something was off almost instantly, there was no real hook into the film. It started out extremely calm and even the initial burst of energy didn't do anything to help and then almost as quickly we switch to present day and it's all calm again. Some might say that the up and down nature of the film reflects how quickly things can change at sea, I personally feel like saying they made a bad judgement call by giving it the pace of a terrible romance film.
Not helping the situation were the characters. Halle Berry always seems to have slightly brusk roles and although Kate doesn't start that way she certainly veers off when her ex shows up and the change in character is so sharp that it loses anything believable. Both Jeff (the ex) and Brady (the businessman) are unlikeable, one devious and the other arrogant, had they ditched some of the storyline between Kate and Jeff there might have been less tension and we'd have had something a little easier to watch. The few additional characters beyond these three were definitely light enough to lift parts of the film but they weren't in nearly enough to have a major effect.
The film was long, painfully long. It's not often I realise so early on that I'm struggling with a film, but for the entire length it felt like a slog. For some reason IMDb is listing 1 hour 34 (that would have been much better) but I checked the copy I watched and it says 1 hour 54. Perhaps 1,34 is how long we all wish it was. There was easily 20 minutes to shed from the runtime, but I don't know if it would have helped much without changes elsewhere too.
One last major change I would have like to have seen was to the whole ending. When things come to their climax it is almost impossible to tell what's going on, it doesn't make it anymore thrilling or intriguing, it's merely frustrating. A successful thriller can show me an almost pitch black scene and I'll be edging forward, eyes wide, waiting for whatever is going to make me jump out of my seat, but Dark Tide successfully bypasses that feeling in favour of leaving the viewer squinting at blackness.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/08/dark-tide-movie-review.html
Kate Mathieson has sworn off sharks ever since a dive went wrong and cost the life of one of her closest friends. Sharks were her life, and only doing tame tourist trips out on her boat means she's about to lose her business. Out of the blue, Kate's ex arrives with a man who's looking for more thrill than any regular dive can offer and he's convinced him that Kate is the only one who can do it. He's willing to pay big, but is the money worth reliving that memory?
Firstly, it was good to see a film with actual shark footage. I watch so many with terrible CGI that I sometimes forget that sharks aren't horribly pixelated and snarly. That is probably where the good comments end.
For a film with action in it I knew something was off almost instantly, there was no real hook into the film. It started out extremely calm and even the initial burst of energy didn't do anything to help and then almost as quickly we switch to present day and it's all calm again. Some might say that the up and down nature of the film reflects how quickly things can change at sea, I personally feel like saying they made a bad judgement call by giving it the pace of a terrible romance film.
Not helping the situation were the characters. Halle Berry always seems to have slightly brusk roles and although Kate doesn't start that way she certainly veers off when her ex shows up and the change in character is so sharp that it loses anything believable. Both Jeff (the ex) and Brady (the businessman) are unlikeable, one devious and the other arrogant, had they ditched some of the storyline between Kate and Jeff there might have been less tension and we'd have had something a little easier to watch. The few additional characters beyond these three were definitely light enough to lift parts of the film but they weren't in nearly enough to have a major effect.
The film was long, painfully long. It's not often I realise so early on that I'm struggling with a film, but for the entire length it felt like a slog. For some reason IMDb is listing 1 hour 34 (that would have been much better) but I checked the copy I watched and it says 1 hour 54. Perhaps 1,34 is how long we all wish it was. There was easily 20 minutes to shed from the runtime, but I don't know if it would have helped much without changes elsewhere too.
One last major change I would have like to have seen was to the whole ending. When things come to their climax it is almost impossible to tell what's going on, it doesn't make it anymore thrilling or intriguing, it's merely frustrating. A successful thriller can show me an almost pitch black scene and I'll be edging forward, eyes wide, waiting for whatever is going to make me jump out of my seat, but Dark Tide successfully bypasses that feeling in favour of leaving the viewer squinting at blackness.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/08/dark-tide-movie-review.html

Purple Phoenix Games (2266 KP) rated Pirate's Mark in Tabletop Games
Mar 29, 2021
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.
Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.
If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.
There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.
So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.
Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.
I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.
Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.
So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.
If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.
There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.
So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.
Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.
I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.
Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.
So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?

Purple Phoenix Games (2266 KP) rated Tranquility in Tabletop Games
Oct 21, 2021
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!

Haley Mathiot (9 KP) rated It's Not Summer Without You (Summer, #2) in Books
Apr 27, 2018
Everything changed after Susannah died. Her two sons, both of whom Belly loves in different ways, have changed. Jeremiah is older. Conrad is empty. Belly's mother is different. And Belly is different, too. After her painful break-up with Conrad, she isn't expecting to enjoy summer, she just wants to get through it. But when Jeremiah calls her and tells her that Conrad has vanished from summer school, she goes with him to find him… and try to make things write. But Conrad has his own agenda, and his own idea of what is right. Belly has to decide if she's willing to let her heart get torn and healed by Conrad's ever-changing emotions in relation to her—as changing as the sea at her summer house—or if she's ready to let go.
After having just finished It's Not Summer Without You, I'm not sure if I feel like smiling, or if I feel smug, or if I want to kill Conrad—or at least hit him—or maybe I want to kill Jeremiah, or maybe I want to cry. I think I feel like Belly. I feel sorry for her, that's for sure.
It's Not Summer Without You is beautiful in a painful kind of way. I loved the way the story was woven, but I'm not sure I liked the way it turned out. It's the kind of story that starts looking scary, because you know that in the end everyone is going to get hurt, and that someone is going to have to choose between two good things, and you'll never be completely satisfied with the choice. But then, maybe that's the way it is in the real world. That's what makes this story good: it's real.
I read it in one sitting, on the same day I got it, and I couldn't put it down. Just like The Summer I Turned Pretty, the main aspect of the book is the characters. They are what keep you reading, they are what makes you care about the book. I care about Belly, I care about Conrad, I care about Jeremiah. I just don't care about them in the same ways I used to.
The writing felt smooth, poetic, and lyric, but the entire book had a negative energy to it. It felt depressing to read. I don't feel like I just read a summer romance, I feel like I just read a sad book and I need a light summer romance to cheer me up. That's not to say I didn't like it, but it was rather depressing to read.
The whole thing, from start to finish, felt like a lost cause with a possible hopeful end—meaning Belly and Conrad would never be together again, everything is falling apart after Susannah's death, and nothing will ever be good again…unless, unless, unless—and I'm not quite sure if it had that end. It wasn't enough of an ending for me. There wasn't enough closure between the characters, I'm still not exactly sure what happened and where everyone stands, and the epilogue wasn't enough to decode what was being said. Hopefully, more was added to the epilogue in the finished copy of the book. That's the only reason I gave it four stars and not five: I didn't enjoy it enough. It was good, it was just hard to read and hard to enjoy.
All in all, I did like it, I liked most of what happened, and I liked how real it was. It's Not Summer Without You evokes real emotions because it plays out in the real world.
Content: Some language
Recommendation: Ages 16+
After having just finished It's Not Summer Without You, I'm not sure if I feel like smiling, or if I feel smug, or if I want to kill Conrad—or at least hit him—or maybe I want to kill Jeremiah, or maybe I want to cry. I think I feel like Belly. I feel sorry for her, that's for sure.
It's Not Summer Without You is beautiful in a painful kind of way. I loved the way the story was woven, but I'm not sure I liked the way it turned out. It's the kind of story that starts looking scary, because you know that in the end everyone is going to get hurt, and that someone is going to have to choose between two good things, and you'll never be completely satisfied with the choice. But then, maybe that's the way it is in the real world. That's what makes this story good: it's real.
I read it in one sitting, on the same day I got it, and I couldn't put it down. Just like The Summer I Turned Pretty, the main aspect of the book is the characters. They are what keep you reading, they are what makes you care about the book. I care about Belly, I care about Conrad, I care about Jeremiah. I just don't care about them in the same ways I used to.
The writing felt smooth, poetic, and lyric, but the entire book had a negative energy to it. It felt depressing to read. I don't feel like I just read a summer romance, I feel like I just read a sad book and I need a light summer romance to cheer me up. That's not to say I didn't like it, but it was rather depressing to read.
The whole thing, from start to finish, felt like a lost cause with a possible hopeful end—meaning Belly and Conrad would never be together again, everything is falling apart after Susannah's death, and nothing will ever be good again…unless, unless, unless—and I'm not quite sure if it had that end. It wasn't enough of an ending for me. There wasn't enough closure between the characters, I'm still not exactly sure what happened and where everyone stands, and the epilogue wasn't enough to decode what was being said. Hopefully, more was added to the epilogue in the finished copy of the book. That's the only reason I gave it four stars and not five: I didn't enjoy it enough. It was good, it was just hard to read and hard to enjoy.
All in all, I did like it, I liked most of what happened, and I liked how real it was. It's Not Summer Without You evokes real emotions because it plays out in the real world.
Content: Some language
Recommendation: Ages 16+

Ryan Hill (152 KP) rated Guardians of the Galaxy (2014) in Movies
May 10, 2019
“You said it yourself bitch, we’re the Guardians of the Galaxy”
The Marvel marathon continues. We started with the story of a soldier out of time. Now we move on to the tale of a group of losers having to learn not to kill each other and maybe, just maybe, becoming friends along the way. Guardians of the Galaxy I view as the movie that fully cemented Marvel Studios as the powerhouse we know today. The popularity of Iron Man and Thor spiked after their respective films, but I'm gonna guess if you pulled someone random off the street and asked them who either character was before their movies were released, they could probably at least tell you who they are. Now, not too far separated from the humongous success of The Avengers, here comes Marvel with a film about characters next to no one, not even some avid fans of comics, knew existed. And wouldn't you know, five years after Guardians came out and made Groot a household word, it's still one of their best films Marvel has made.
Guardians of the Galaxy almost off the bat confronts two major complaints I hear about Marvel flicks. First, that they don't look cinematic. Call it the "TV show aesthetic." Moderately flat shots, muted colors, forgettable music, etc. Second, that they're too heavy on witty banter and don't leave enough room for genuinely meaty substance. In regards to the first point, this film looks gorgeous. The color palette and cinematography are both creative and have an absolute blast with the concept of creating a grandiose space opera with equal parts charm and toilet humor. Each planet has its own distinct decor and aliens. Gunn managed to create a fleshed-out, lively, and unique galaxy. In regards to the second point, while there is all sorts of banter to be found throughout, including a Jackson Pollock cum joke, Guardians of the Galaxy has to have the biggest heart out of any film in the MCU. The movie is a full measured ton of fun, but it tugs at the heartstrings in a way few modern blockbusters have been able to achieve.
Four of the five Guardians have something in their life that lead to great tragedy. Peter and Drax lost family very close to them. Gamora and Rocket were tortured and bred to be bloodthirsty warriors. But then, there's Groot. Sweet, unassuming Groot. A beast in battle, but a gentle giant otherwise. His existence seems simple. He eats a leaf off of his shoulder, he drinks water straight from a fountain, and he's more than willing to grow and give a flower to a small girl. He's perhaps the closest we have to a lead character who is wholly happy. The Guardians all start off as renegades, loners, folks reasonably hardened by lives that have enjoyed fucking them over. We get to see them by the end of the film not just grow into heroes, but friends and good people. I am Groot. You are Groot. We are Groot.
Marvel took a big gamble with this movie, but it payed off so absurdly well. The humor is great, the characters even better, and the atmosphere equal parts fun and emotional. Guardians of the Galaxy stands out in the sea of superhero films as a movie that wears its heart on its sleeve. It's weird, but it's damn proud of the fact that it is. Maybe it's alright to be a loser. The world could use a few more losers to help us along the way of life. I think what I'm trying to get down to is this: It was polite of James Gunn to make a movie to go along with his sick mixtape.
Guardians of the Galaxy almost off the bat confronts two major complaints I hear about Marvel flicks. First, that they don't look cinematic. Call it the "TV show aesthetic." Moderately flat shots, muted colors, forgettable music, etc. Second, that they're too heavy on witty banter and don't leave enough room for genuinely meaty substance. In regards to the first point, this film looks gorgeous. The color palette and cinematography are both creative and have an absolute blast with the concept of creating a grandiose space opera with equal parts charm and toilet humor. Each planet has its own distinct decor and aliens. Gunn managed to create a fleshed-out, lively, and unique galaxy. In regards to the second point, while there is all sorts of banter to be found throughout, including a Jackson Pollock cum joke, Guardians of the Galaxy has to have the biggest heart out of any film in the MCU. The movie is a full measured ton of fun, but it tugs at the heartstrings in a way few modern blockbusters have been able to achieve.
Four of the five Guardians have something in their life that lead to great tragedy. Peter and Drax lost family very close to them. Gamora and Rocket were tortured and bred to be bloodthirsty warriors. But then, there's Groot. Sweet, unassuming Groot. A beast in battle, but a gentle giant otherwise. His existence seems simple. He eats a leaf off of his shoulder, he drinks water straight from a fountain, and he's more than willing to grow and give a flower to a small girl. He's perhaps the closest we have to a lead character who is wholly happy. The Guardians all start off as renegades, loners, folks reasonably hardened by lives that have enjoyed fucking them over. We get to see them by the end of the film not just grow into heroes, but friends and good people. I am Groot. You are Groot. We are Groot.
Marvel took a big gamble with this movie, but it payed off so absurdly well. The humor is great, the characters even better, and the atmosphere equal parts fun and emotional. Guardians of the Galaxy stands out in the sea of superhero films as a movie that wears its heart on its sleeve. It's weird, but it's damn proud of the fact that it is. Maybe it's alright to be a loser. The world could use a few more losers to help us along the way of life. I think what I'm trying to get down to is this: It was polite of James Gunn to make a movie to go along with his sick mixtape.

Movie Metropolis (309 KP) rated How to Train Your Dragon 2 (2014) in Movies
Jun 10, 2019
Watch out pixar
Dreamworks’ How to Train Your Dragon was an example of setting your expectations low and coming out pleasantly surprised. The first film proved that the studio could create animated masterpieces and it left audiences across the globe hooked.
However, expectation has never been higher for its sequel, How to Train Your Dragon 2, but does it soar to the dizzying heights of its predecessor?
Thankfully the answer is a resounding yes. From beautiful animated dragons to breathtaking aerial-bound sequences, this sequel just about surpasses the original in every way.
Following on five years after events in the first film, Dragon 2 follows a 20-year-old Hiccup, voiced wonderfully by Jay Baruchel, and his sidekick Toothless in their home town of Berk as the residents come to terms with living peacefully alongside dragons.
Being Hiccup, he is naturally curious to learn about a legendary ‘dragon master’ who can enslave the beasts to form an army and sets out to persuade him to care for the animals like the villagers. This plot point is sidetracked from the outset however as we are introduced to Valka – Hiccup’s long lost mother, voiced by a rather miscast Cate Blanchett.
The bond between Hiccup and Toothless has grown massively in the five year break between films and this makes them even more enjoyable to watch. Yes, each of the villagers has their own dragon to look after, but it is the relationship between the two primary characters which we really care about the most.
Feline similarities in Toothless will not go unnoticed, his cat-like qualities give him an air of cuteness that you wouldn’t expect to come from such a menacing and ultimately deadly creature, and it is testament to Dreamworks that they have managed to craft such a personality for a character that never speaks.
The animation is also absolutely stunning, from the crystal waters of the sea around Berk to the people and dragons themselves, everything has been given an upgrade after the first film’s success and the battle scenes are beautiful in their simplicity – there’s no worrying about losing track of characters here.
However, it’s not all smoke and mirrors, the story has real meaning. Family values are explored, the way to treat animals is also looked at brieflyrs_634x1024-140205120546-634.cate-blanchett-bp.cm.2514 and ultimately, this is about one young man’s journey to maturity.
Unfortunately, the vocal performance of Cate Blanchett detracts somewhat from the overall magic. Her peculiar Scottish accent, which travels all over Europe by the time the end credits roll, is of particular annoyance and it’s a better film when she is not playing a central part. This is a shame as the realisation that Hiccup’s mother isn’t dead should be one of great consequence, but Blanchett’s strange acting hampers the scenes.
How to Train Your Dragon is to Dreamworks what WALL-E is to Pixar, each film is one of, if not the best animated feature from either studio and Dragon 2 follows that trend. It is the rare sequel that is superior to the first film – a la Spider-Man 2.
It’s an emotional rollercoaster too, and in some places very dark, possibly too much for children, but for teenagers and adults alike, there is something to enjoy here. From the engaging plot to the mesmerising soundtrack.
Overall, How to Train Your Dragon 2 is a fine film, helped along the way by some incredible animation, amazingly deep characters and a meaningful story. Only a poor showing by Cate Blanchett stops it achieving perfection.
https://moviemetropolis.net/2014/07/16/watch-out-pixar-how-to-train-your-dragon-2-review/
However, expectation has never been higher for its sequel, How to Train Your Dragon 2, but does it soar to the dizzying heights of its predecessor?
Thankfully the answer is a resounding yes. From beautiful animated dragons to breathtaking aerial-bound sequences, this sequel just about surpasses the original in every way.
Following on five years after events in the first film, Dragon 2 follows a 20-year-old Hiccup, voiced wonderfully by Jay Baruchel, and his sidekick Toothless in their home town of Berk as the residents come to terms with living peacefully alongside dragons.
Being Hiccup, he is naturally curious to learn about a legendary ‘dragon master’ who can enslave the beasts to form an army and sets out to persuade him to care for the animals like the villagers. This plot point is sidetracked from the outset however as we are introduced to Valka – Hiccup’s long lost mother, voiced by a rather miscast Cate Blanchett.
The bond between Hiccup and Toothless has grown massively in the five year break between films and this makes them even more enjoyable to watch. Yes, each of the villagers has their own dragon to look after, but it is the relationship between the two primary characters which we really care about the most.
Feline similarities in Toothless will not go unnoticed, his cat-like qualities give him an air of cuteness that you wouldn’t expect to come from such a menacing and ultimately deadly creature, and it is testament to Dreamworks that they have managed to craft such a personality for a character that never speaks.
The animation is also absolutely stunning, from the crystal waters of the sea around Berk to the people and dragons themselves, everything has been given an upgrade after the first film’s success and the battle scenes are beautiful in their simplicity – there’s no worrying about losing track of characters here.
However, it’s not all smoke and mirrors, the story has real meaning. Family values are explored, the way to treat animals is also looked at brieflyrs_634x1024-140205120546-634.cate-blanchett-bp.cm.2514 and ultimately, this is about one young man’s journey to maturity.
Unfortunately, the vocal performance of Cate Blanchett detracts somewhat from the overall magic. Her peculiar Scottish accent, which travels all over Europe by the time the end credits roll, is of particular annoyance and it’s a better film when she is not playing a central part. This is a shame as the realisation that Hiccup’s mother isn’t dead should be one of great consequence, but Blanchett’s strange acting hampers the scenes.
How to Train Your Dragon is to Dreamworks what WALL-E is to Pixar, each film is one of, if not the best animated feature from either studio and Dragon 2 follows that trend. It is the rare sequel that is superior to the first film – a la Spider-Man 2.
It’s an emotional rollercoaster too, and in some places very dark, possibly too much for children, but for teenagers and adults alike, there is something to enjoy here. From the engaging plot to the mesmerising soundtrack.
Overall, How to Train Your Dragon 2 is a fine film, helped along the way by some incredible animation, amazingly deep characters and a meaningful story. Only a poor showing by Cate Blanchett stops it achieving perfection.
https://moviemetropolis.net/2014/07/16/watch-out-pixar-how-to-train-your-dragon-2-review/

Movie Metropolis (309 KP) rated Finding Dory (2016) in Movies
Jun 11, 2019
Is it a return to form for Pixar/
For years, Pixar was an unstoppable force. The studio combined stunning animation with thought-provoking stories that adults and children could enjoy. From Toy Story to Wall.E, everyone, at some point will have watched a Pixar film.
Then a few things caused the bubble to burst. Firstly, other companies upped their game, big time, with Dreamworks in particular being hot on the heels of their rival. Secondly, Pixar’s own partner, Disney started churning out great animated films with Zootropolis and Wreck-it Ralph worth a mention.
Finally, Pixar lost its way. Cars and its dreadful sequel, followed by an underwhelming prequel to Monsters Inc and the marketing disaster that was The Good Dinosaur all culminated in a studio damaged by its own high standards. Now, in 2016, we have a sequel to arguably Pixar’s best film, Finding Nemo, but does Finding Dory build on its predecessor or sink faster than a stone?
Dory (Ellen DeGeneres) is a wide-eyed, blue tang fish who suffers from memory loss. The one thing she can remember is she somehow became separated from her parents as a child. With help from Nemo and Marlin, Dory embarks on an epic adventure to find them. Her journey brings her to the Marine Life Institute, a rehabilitation centre for diverse ocean species and from there; she tries to reunite with her long-lost relatives.
Finding Dory opens with a neatly packaged throwback to its predecessor, providing an easy way of getting the audience up to speed with what came before it – after all, it’s been 13 years since the release of the first film. From then on, it’s full steam ahead with a story that lacks the subtlety of Finding Nemo, but is engaging nonetheless.
The animation is you guessed it, exceptional. Nemo was one of the best films to showcase Pixar’s talents and its sequel continues that trend. The vibrancy of the colour palette is breath-taking and each shimmering wave makes you feel part of the watery depths. The blacks feel endless and the diversity of marine life just adds to the sparkle.
For adults, there are some cracking references to other films. Would you believe me if I told you Pixar managed to shoehorn an Alien homage in there? Well, they did, and it works beautifully. Couple that with a surprise turn from Sigourney Weaver as a park announcer and it’s a recipe for laughs all around.
Ellen DeGeneres takes centre stage this time around and rightly so. Dory is a loveable character, especially in her wide-eyed youth, and a very well-written one, despite her constant forgetfulness. Elsewhere, Idris Elba provides some laughs as a lazy sea lion and Ed O’Neill steals the show as a grumpy octopus.
Unfortunately, the final act of the film delves into unnecessarily and uncharacteristically silly territory. The joy of Pixar’s other works is that, despite their often out-of-this-world themes, they still feel grounded in reality. Dory’s finale is so ridiculous that it spoils the effect of the plot.
Nevertheless, you’ll be reaching for your tissues more than once as director and scriptwriter Andrew Stanton combines that heart-warming story with some lovely dialogue that will resonate with all generations.
Overall, Finding Dory isn’t the outright success it could’ve been, but it doesn’t continue the slip in Pixar’s quality either. The animation is truly wonderful and some of the references to more adult films are worked in very cleverly – but that final act; it’s just awful.
https://moviemetropolis.net/2016/08/01/is-it-a-return-to-form-for-pixar-finding-dory-review/
Then a few things caused the bubble to burst. Firstly, other companies upped their game, big time, with Dreamworks in particular being hot on the heels of their rival. Secondly, Pixar’s own partner, Disney started churning out great animated films with Zootropolis and Wreck-it Ralph worth a mention.
Finally, Pixar lost its way. Cars and its dreadful sequel, followed by an underwhelming prequel to Monsters Inc and the marketing disaster that was The Good Dinosaur all culminated in a studio damaged by its own high standards. Now, in 2016, we have a sequel to arguably Pixar’s best film, Finding Nemo, but does Finding Dory build on its predecessor or sink faster than a stone?
Dory (Ellen DeGeneres) is a wide-eyed, blue tang fish who suffers from memory loss. The one thing she can remember is she somehow became separated from her parents as a child. With help from Nemo and Marlin, Dory embarks on an epic adventure to find them. Her journey brings her to the Marine Life Institute, a rehabilitation centre for diverse ocean species and from there; she tries to reunite with her long-lost relatives.
Finding Dory opens with a neatly packaged throwback to its predecessor, providing an easy way of getting the audience up to speed with what came before it – after all, it’s been 13 years since the release of the first film. From then on, it’s full steam ahead with a story that lacks the subtlety of Finding Nemo, but is engaging nonetheless.
The animation is you guessed it, exceptional. Nemo was one of the best films to showcase Pixar’s talents and its sequel continues that trend. The vibrancy of the colour palette is breath-taking and each shimmering wave makes you feel part of the watery depths. The blacks feel endless and the diversity of marine life just adds to the sparkle.
For adults, there are some cracking references to other films. Would you believe me if I told you Pixar managed to shoehorn an Alien homage in there? Well, they did, and it works beautifully. Couple that with a surprise turn from Sigourney Weaver as a park announcer and it’s a recipe for laughs all around.
Ellen DeGeneres takes centre stage this time around and rightly so. Dory is a loveable character, especially in her wide-eyed youth, and a very well-written one, despite her constant forgetfulness. Elsewhere, Idris Elba provides some laughs as a lazy sea lion and Ed O’Neill steals the show as a grumpy octopus.
Unfortunately, the final act of the film delves into unnecessarily and uncharacteristically silly territory. The joy of Pixar’s other works is that, despite their often out-of-this-world themes, they still feel grounded in reality. Dory’s finale is so ridiculous that it spoils the effect of the plot.
Nevertheless, you’ll be reaching for your tissues more than once as director and scriptwriter Andrew Stanton combines that heart-warming story with some lovely dialogue that will resonate with all generations.
Overall, Finding Dory isn’t the outright success it could’ve been, but it doesn’t continue the slip in Pixar’s quality either. The animation is truly wonderful and some of the references to more adult films are worked in very cleverly – but that final act; it’s just awful.
https://moviemetropolis.net/2016/08/01/is-it-a-return-to-form-for-pixar-finding-dory-review/