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Movie Metropolis (309 KP) rated Mad Max: Fury Road (2015) in Movies
Jun 10, 2019
Cinematic Redbull
Up until a week ago, I was really looking forward to this film. Mad Max as a series has a criminally underestimated impact on our pop culture psyche thanks to its unique aesthetic. Everyone now knows exactly what they want to do in the event of the apocalypse; strap dustbin lids and S&M gear to our bodies.
Then I remembered that other recent reboot of a beloved 80’s sci-fi film, 2014’s Robocop. Specifically, I remembered that it was absolutely awful, a broken train-wreck of a movie that doesn’t understand and full on resents the original film, and drained all the personality out of a film bursting with it. 2012’s Total Recall shared similar problems, so the question came; would this modern reboot of an 80’s genre classic be the first of its kind to match the quality of the original?
The answer is no. It is far, far better.
The original Mad Max films each had the budget of a school nativity play and relied entirely on the scrapyard aesthetic and charismatic villains rather than action. Fury Road, on the other hand, is the cinematic equivalent of Red Bull; fast paced, frenetic and wild. The action sequences are almost constant, only broken up when the audience’s hearts are about to burst, accompanied by one of the most energetic and brilliant soundtracks I’ve ever heard. In the hands of a lesser filmmaker it would be too much to handle, but Miller makes sure to frame and edit each scene in a way that allows the audience to always follow the action.
Visually, the film is much more in line with Alejandro Jodorowsky’s failed Dune adaptation than anything else, with its deformed mutants, impractical clothes and grungy mechanics. Every image on screen is madder than the last; the audience will probably ask “Why does that guy have a flamethrower guitar?” or “Why is there a fat dude in a business suit with his nipples exposed?” and the film just says “Because you wanted to see it and didn’t know you did.” And it is totally right. Like Big Game, the landscapes are achingly beautiful too, turning a barren desert into a sea of colours.
The plot is utter gibberish; there is absolutely no reason that any series of events would lead to the world looking the way it does and the characters looking and acting the way they do. Most films would be ashamed of this and try to handwave it away or explain it; Fury Road, however, takes the smarter option, and full on embraces the insanity. Characters spout lines like “I have seen the three gates” and “You will ride with silver and chrome” without irony, and it all just works, sweeping the audience up into a world where logic is superfluous as long as what you’re saying is cool.
This wouldn’t work if the acting wasn’t on point, but every single actor is completely game for the madcap lunacy that is the
script. Everyone sings their lines, which might be nonsense but just sound so good. The only weak spot is Tom Hardy as Max himself, who tries to be a calming anchor to contrast everyone else but instead seems like he came out of a different, much more boring film. In fact, Max seems here only so the film can be called Mad Max, because really it is Charlize Theron’s movie; Imperator Furiosa is the true main character and Theron easily gives the most nuanced performance.
Upon seeing this film, I genuinely had to go for a jog to get all of the energy out of me. This film is mad glory from beginning to end, a fireworks show for the eyes and ears. One of the best action films of the year in an already good year for the genre. Certainly a much better reboot than Robocop. Now if you excuse me, I’m going to make a suit of armour out of washing machine parts and ball gags.
https://moviemetropolis.net/2015/05/19/cinematic-red-bull-mad-max-fury-road-review/
Then I remembered that other recent reboot of a beloved 80’s sci-fi film, 2014’s Robocop. Specifically, I remembered that it was absolutely awful, a broken train-wreck of a movie that doesn’t understand and full on resents the original film, and drained all the personality out of a film bursting with it. 2012’s Total Recall shared similar problems, so the question came; would this modern reboot of an 80’s genre classic be the first of its kind to match the quality of the original?
The answer is no. It is far, far better.
The original Mad Max films each had the budget of a school nativity play and relied entirely on the scrapyard aesthetic and charismatic villains rather than action. Fury Road, on the other hand, is the cinematic equivalent of Red Bull; fast paced, frenetic and wild. The action sequences are almost constant, only broken up when the audience’s hearts are about to burst, accompanied by one of the most energetic and brilliant soundtracks I’ve ever heard. In the hands of a lesser filmmaker it would be too much to handle, but Miller makes sure to frame and edit each scene in a way that allows the audience to always follow the action.
Visually, the film is much more in line with Alejandro Jodorowsky’s failed Dune adaptation than anything else, with its deformed mutants, impractical clothes and grungy mechanics. Every image on screen is madder than the last; the audience will probably ask “Why does that guy have a flamethrower guitar?” or “Why is there a fat dude in a business suit with his nipples exposed?” and the film just says “Because you wanted to see it and didn’t know you did.” And it is totally right. Like Big Game, the landscapes are achingly beautiful too, turning a barren desert into a sea of colours.
The plot is utter gibberish; there is absolutely no reason that any series of events would lead to the world looking the way it does and the characters looking and acting the way they do. Most films would be ashamed of this and try to handwave it away or explain it; Fury Road, however, takes the smarter option, and full on embraces the insanity. Characters spout lines like “I have seen the three gates” and “You will ride with silver and chrome” without irony, and it all just works, sweeping the audience up into a world where logic is superfluous as long as what you’re saying is cool.
This wouldn’t work if the acting wasn’t on point, but every single actor is completely game for the madcap lunacy that is the
script. Everyone sings their lines, which might be nonsense but just sound so good. The only weak spot is Tom Hardy as Max himself, who tries to be a calming anchor to contrast everyone else but instead seems like he came out of a different, much more boring film. In fact, Max seems here only so the film can be called Mad Max, because really it is Charlize Theron’s movie; Imperator Furiosa is the true main character and Theron easily gives the most nuanced performance.
Upon seeing this film, I genuinely had to go for a jog to get all of the energy out of me. This film is mad glory from beginning to end, a fireworks show for the eyes and ears. One of the best action films of the year in an already good year for the genre. Certainly a much better reboot than Robocop. Now if you excuse me, I’m going to make a suit of armour out of washing machine parts and ball gags.
https://moviemetropolis.net/2015/05/19/cinematic-red-bull-mad-max-fury-road-review/

Margaret A. Young (1 KP) rated Bears vs Babies in Tabletop Games
Nov 3, 2018 (Updated Nov 3, 2018)
Fun family or party game. (1 more)
Perfect for teens
Beasts vs Babies
Although my sons are known for loving their tech, we find table top games a great way to connect as a family. We really enjoy family game nights,but I have also been surprised by how much time my teen age son spends playing table top games when his friends come to visit. Everyone who comes to visit seems to love our game collection and they usually spend more time with card and board games than computers and gaming consoles.
We bought Bears vs. Babies because my sons loved Exploding Kittens which was created by the same people. While being a completely different game, I think this would appeal to anyone who enjoyed Exploding Kittens.
Bears vs Babies comes packaged in a sturdy box which is covered with fake fur. Although this is attractive, we bought a separate case for travel as the box it comes in is a bit bulky for camping and scouting trips, does not lock closed and the fur would get dirty quite easily. However, if you simply want it to keep it on a shelf it is fine, and the unique box does seem nice for a gift item.
Inside the box is the deck of cards, a rule book, another book of frequently asked questions, which I fact contains more rules, and a cloth playing mat. The frequently asked questions book says that you don't need to read it, but you really do. It shouldn't take more than a couple of minutes to read both, so do yourself a favour and have a quick read before starting the game.
This game has been played by my sons and their friends, ranging in ages from 8 - 13. This game is recommended for ages 10+, but I think it could be played with children as young as six with minor assistance, and my youngest was 9 when we got this.
Although the game is called Bears vs Babies, there is really only one bear unless you count a water bear, which isn't a bear at all. I think Beasts vs Babies would be a more accurate name. Some of the beasts you can make include a Grizzly Bear, a Llama, a Velociraptor, a Manatee and an undead looking rabbit. Or at least you can create creatures which look like a sin against nature with these heads. You collect and play other cards to add a body, legs, arms and accessories to your monsters, trying to get as many points as possible. The monsters are pitted against babies whose also look like abominations, though this is clearly intentional.
Game play is pretty simple. You are allowed to actions per turn. So you can add parts to your monsters, play an action card, draw cards or provoke babies. Babies and monsters are divided into three categories, land, sea and air. When a baby is provoked, all the babies of that category attack all monsters of the same category on the table. The one with the most points wins.
As with any game, we add a few personal twists to it. Instead of just calling provoke to start a battle with babies, you can make each player come up with a unique way to provoke them... energy drink in the baby bottles, hide their teddy bears, and so on. Adding sound effects for the winning monster can add to the fun as well.
While I wouldn't say this is game that can keep children or teens entertained for hours, it is something that is chosen regularly, by both my own children and visitors. A round of the game can take perhaps 20 minutes and this is usually played once in a session before moving on to another game. To be fair, the boys do say they prefer Exploding Kittens, And Exploding Kittens does get played more frequently, but this is still a very welcome addition to our games collection and I am well pleased with our purchase.
We bought Bears vs. Babies because my sons loved Exploding Kittens which was created by the same people. While being a completely different game, I think this would appeal to anyone who enjoyed Exploding Kittens.
Bears vs Babies comes packaged in a sturdy box which is covered with fake fur. Although this is attractive, we bought a separate case for travel as the box it comes in is a bit bulky for camping and scouting trips, does not lock closed and the fur would get dirty quite easily. However, if you simply want it to keep it on a shelf it is fine, and the unique box does seem nice for a gift item.
Inside the box is the deck of cards, a rule book, another book of frequently asked questions, which I fact contains more rules, and a cloth playing mat. The frequently asked questions book says that you don't need to read it, but you really do. It shouldn't take more than a couple of minutes to read both, so do yourself a favour and have a quick read before starting the game.
This game has been played by my sons and their friends, ranging in ages from 8 - 13. This game is recommended for ages 10+, but I think it could be played with children as young as six with minor assistance, and my youngest was 9 when we got this.
Although the game is called Bears vs Babies, there is really only one bear unless you count a water bear, which isn't a bear at all. I think Beasts vs Babies would be a more accurate name. Some of the beasts you can make include a Grizzly Bear, a Llama, a Velociraptor, a Manatee and an undead looking rabbit. Or at least you can create creatures which look like a sin against nature with these heads. You collect and play other cards to add a body, legs, arms and accessories to your monsters, trying to get as many points as possible. The monsters are pitted against babies whose also look like abominations, though this is clearly intentional.
Game play is pretty simple. You are allowed to actions per turn. So you can add parts to your monsters, play an action card, draw cards or provoke babies. Babies and monsters are divided into three categories, land, sea and air. When a baby is provoked, all the babies of that category attack all monsters of the same category on the table. The one with the most points wins.
As with any game, we add a few personal twists to it. Instead of just calling provoke to start a battle with babies, you can make each player come up with a unique way to provoke them... energy drink in the baby bottles, hide their teddy bears, and so on. Adding sound effects for the winning monster can add to the fun as well.
While I wouldn't say this is game that can keep children or teens entertained for hours, it is something that is chosen regularly, by both my own children and visitors. A round of the game can take perhaps 20 minutes and this is usually played once in a session before moving on to another game. To be fair, the boys do say they prefer Exploding Kittens, And Exploding Kittens does get played more frequently, but this is still a very welcome addition to our games collection and I am well pleased with our purchase.

Gareth von Kallenbach (980 KP) rated Mid90s (2018) in Movies
Jul 2, 2019
It doesn’t take much to remember that Jonah Hill (writer and director) had already acted in one of the greatest coming-of-age movies at the age of 24. A cursory glance at Superbad shows it to be a hilarious and quotable movie. But a deeper look at the film reveals the true story. Two high school friends (Hill and Michael Cera) who realize they are drifting apart because of incoming adulthood and that they are powerless to stop it. Keeping that in mind, Hill was quoted during the production of Mid 90s as saying that coming-of-age films are cliché and what he really wanted was to make a skateboarding movie that avoided the 80s “cowabunga” tropes. The result of that focus is Mid 90s.
Sunny Suljic plays 13-year-old Stevie, a quiet and often confused boy looking to escape his bleak and abusive home life by connecting with a group of local skater kids. While Suljic absolutely steals the show with his superb acting, his (mostly no name) costars deserve massive kudos for this endeavor as well. Lucas Hedges (Manchester by the Sea, Three Billboards outside of Ebbing Missouri) plays Stevie’s abusive older brother Ian. Though he is quickly established in the opening shot as the antagonist, his character arc throughout the film is one of the greatest and you find yourself soon empathetic to his plight nearly as much as Stevie’s. The skater gang is comprised of Ray (Na-kel Smith), Fuckshit (Olan Prenatt), 4th Grade (Ryder McLaughlin) and Ruben (Gio Galicia). These four seem apathetically content to take Stevie under their wing after he begins hanging out at their skate shop. During this time they expose Stevie to a world of drinking, smoking, drugs and sex as well as a complex set of personalities that Stevie struggles to understand but tries desperately to emulate. This reverence begins to lead him down a path that worry not only his mother and brother, but also occasionally members of his new social group. The actors playing his newfound friends all bring a beautiful authenticity to their roles. They certainly aren’t playing “themselves”, but their personalities don’t feel concocted or forced.
The original score for the film was done by Trent Reznor and Atticus Ross as well as a selection of 1990s Hip Hop. And while the original music by Reznor and Ross accents the film perfectly, the 90s throwback songs struggle to do more than remind the viewer of the period and provide the sporadic nostalgia kick. In fact, most of the 90s nostalgia does little to add to the film. Thus, while the opportunity was there to give us a solid examination and social commentary on 1990s culture, Hill seems to fall short of that concept and instead uses the references as a gimmick to tie in smaller plot points.
In addition to the music, there are a few other elements that add to the hipster vintage nature of the film. It was shot entirely on 16mm and is presented in square 1:1 ratio. While this is certainly an unusual choice as more movies are shifted to wide screen formats and square televisions are no longer produced, it pushes the film closer towards the verité genre that is necessary to keep it within the indie style guide.
Mid 90s, along with Eighth Grade have positioned A24 studios in a fantastic place. They’ve demonstrated their willingness to get behind first time writer/directors and the results have been impressive to say the least. If they can remain on this type of pace I could see how the Academy would take notice come awards season.
So despite his view that they are cliché, Jonah Hill has once again created a poignant and powerful coming-of-age movie and he’s managed to wrap it into just enough skateboarding reality to give us the love letter he was hoping to produce. The film is not without its faults, but it’s not one you should miss.
Sunny Suljic plays 13-year-old Stevie, a quiet and often confused boy looking to escape his bleak and abusive home life by connecting with a group of local skater kids. While Suljic absolutely steals the show with his superb acting, his (mostly no name) costars deserve massive kudos for this endeavor as well. Lucas Hedges (Manchester by the Sea, Three Billboards outside of Ebbing Missouri) plays Stevie’s abusive older brother Ian. Though he is quickly established in the opening shot as the antagonist, his character arc throughout the film is one of the greatest and you find yourself soon empathetic to his plight nearly as much as Stevie’s. The skater gang is comprised of Ray (Na-kel Smith), Fuckshit (Olan Prenatt), 4th Grade (Ryder McLaughlin) and Ruben (Gio Galicia). These four seem apathetically content to take Stevie under their wing after he begins hanging out at their skate shop. During this time they expose Stevie to a world of drinking, smoking, drugs and sex as well as a complex set of personalities that Stevie struggles to understand but tries desperately to emulate. This reverence begins to lead him down a path that worry not only his mother and brother, but also occasionally members of his new social group. The actors playing his newfound friends all bring a beautiful authenticity to their roles. They certainly aren’t playing “themselves”, but their personalities don’t feel concocted or forced.
The original score for the film was done by Trent Reznor and Atticus Ross as well as a selection of 1990s Hip Hop. And while the original music by Reznor and Ross accents the film perfectly, the 90s throwback songs struggle to do more than remind the viewer of the period and provide the sporadic nostalgia kick. In fact, most of the 90s nostalgia does little to add to the film. Thus, while the opportunity was there to give us a solid examination and social commentary on 1990s culture, Hill seems to fall short of that concept and instead uses the references as a gimmick to tie in smaller plot points.
In addition to the music, there are a few other elements that add to the hipster vintage nature of the film. It was shot entirely on 16mm and is presented in square 1:1 ratio. While this is certainly an unusual choice as more movies are shifted to wide screen formats and square televisions are no longer produced, it pushes the film closer towards the verité genre that is necessary to keep it within the indie style guide.
Mid 90s, along with Eighth Grade have positioned A24 studios in a fantastic place. They’ve demonstrated their willingness to get behind first time writer/directors and the results have been impressive to say the least. If they can remain on this type of pace I could see how the Academy would take notice come awards season.
So despite his view that they are cliché, Jonah Hill has once again created a poignant and powerful coming-of-age movie and he’s managed to wrap it into just enough skateboarding reality to give us the love letter he was hoping to produce. The film is not without its faults, but it’s not one you should miss.

Night Reader Reviews (683 KP) rated The Devil's Workshop in Books
Jan 10, 2020
Honest Review for Free Copy of Book
The Devil’s Workshop by Donnally Miller is one of the few books that I felt like I had to read twice, and did. Even after that I still feel like I am missing quite a bit of what this book has to offer. If there were ever a book that deserves to be torn apart (and I mean that in the best possible sense) and be studied in depth to have all the hidden meanings exposed this is it. However, I am not the one to do it.
Tom and Katie love each other to the point that when Tom leaves to work on a ship for a while, Katie gives him an extremely special engraved pocket watch to take with him. Little does Tom know, he helped bury the Son of Light shortly before leaving and this has thrown the world into chaos. Katie loses her job at the mansion where she lives and finds herself traveling with a dog and a lovesick man whom she has no affection for on a journey to find Tom. Meanwhile, Tom has lost Katie’s pocket watch, was thrown overboard, and is trying to make his way back to her. Thanks to Deirdre, The Queen of the Witches, the journey these two lovers are on is excruciatingly long and dangerous.
The Indians who live peacefully in the Forest have started to band together in preparation for driving “the white man” back into the sea where they came from. Slaves have also started rebelling all along the Coast and are being hunted by a military who wants them destroyed. Making things even worse Pirates are causing the roads to be unsafe for travelers and Tom finds himself mixed up with them. All the while Deirdre is playing her games with each of the separate groups. The only way to set everything right once more is to create a new Child of Light.
I enjoyed how all the characters seem to cross paths at one point or another in ways that are more natural than forced by the author. All the trials that Tom and Katie are willing to endure in an attempt to see each other again restore a person’s faith in humanity and love. At the same time, the book forces the reader to question just what is love and why will we go to the ends of the Earth for it. What I did not like was that there were a few different times where I would lose track of who was talking or what was going on. I am not sure if this was in any way due to how the book was written or because I was not devoting the amount of attention to the book as it deserves. Even so philosophical books are expected to confuse readers at times and force them to re-evaluate passages, so it in no way changes my opinion of this book.
I would only recommend this book to adult readers. While there is nothing inappropriate for readers in high school, the philosophy would probably be a bit much for them. The casual reader should also be prepared for a long and at times difficult read. Nonetheless, I rate this book to be a perfect 4 out of 4. People who do not realize what kind of book this is would probably put it down during the first few chapters and give it a low rating for being hard to read. Those that realize what they are reading will find that the seemingly random ramblings do make sense if you slow down. There is a wonderful plotline and a beautiful love story (thankfully not a mushy one) that takes place throughout the book if readers are willing to take their time and look.
https://www.facebook.com/nightreaderreviews
Tom and Katie love each other to the point that when Tom leaves to work on a ship for a while, Katie gives him an extremely special engraved pocket watch to take with him. Little does Tom know, he helped bury the Son of Light shortly before leaving and this has thrown the world into chaos. Katie loses her job at the mansion where she lives and finds herself traveling with a dog and a lovesick man whom she has no affection for on a journey to find Tom. Meanwhile, Tom has lost Katie’s pocket watch, was thrown overboard, and is trying to make his way back to her. Thanks to Deirdre, The Queen of the Witches, the journey these two lovers are on is excruciatingly long and dangerous.
The Indians who live peacefully in the Forest have started to band together in preparation for driving “the white man” back into the sea where they came from. Slaves have also started rebelling all along the Coast and are being hunted by a military who wants them destroyed. Making things even worse Pirates are causing the roads to be unsafe for travelers and Tom finds himself mixed up with them. All the while Deirdre is playing her games with each of the separate groups. The only way to set everything right once more is to create a new Child of Light.
I enjoyed how all the characters seem to cross paths at one point or another in ways that are more natural than forced by the author. All the trials that Tom and Katie are willing to endure in an attempt to see each other again restore a person’s faith in humanity and love. At the same time, the book forces the reader to question just what is love and why will we go to the ends of the Earth for it. What I did not like was that there were a few different times where I would lose track of who was talking or what was going on. I am not sure if this was in any way due to how the book was written or because I was not devoting the amount of attention to the book as it deserves. Even so philosophical books are expected to confuse readers at times and force them to re-evaluate passages, so it in no way changes my opinion of this book.
I would only recommend this book to adult readers. While there is nothing inappropriate for readers in high school, the philosophy would probably be a bit much for them. The casual reader should also be prepared for a long and at times difficult read. Nonetheless, I rate this book to be a perfect 4 out of 4. People who do not realize what kind of book this is would probably put it down during the first few chapters and give it a low rating for being hard to read. Those that realize what they are reading will find that the seemingly random ramblings do make sense if you slow down. There is a wonderful plotline and a beautiful love story (thankfully not a mushy one) that takes place throughout the book if readers are willing to take their time and look.
https://www.facebook.com/nightreaderreviews

Bob Mann (459 KP) rated Stan & Ollie (2018) in Movies
Sep 28, 2021
When the laughter has to end.
The problem with any comedy double act is that if illness or death get in the way (think Dustin Gee and Les Dennis; or Morecambe and Wise) the wheels can come off for the other partner. “Stan and Ollie” tells the story of the comic duo starting in 1937 when they reached their peak of global popularity, albeit when Laurel was hardly on speaking terms with their long-term producer Hal Roach (Danny Huston).
As you might guess from this, the emotional direction for the film is downwards, but not necessarily in a totally depressing way. The film depicts the duo’s tour of Laurel’s native country (he was born in Lancashire) and this has its ups as well as its downs.
Not knowing their life story, this is one where when the trailer came on I shut my eyes and plugged my ears so as to avoid spoilers: as such I will say nothing further on the details of the plot.
My wife and I were reminiscing after seeing this flick about how our parents used to crack up over the film antics of Laurel and Hardy. And they were, in their own slapstick way, very funny indeed. The film manages to recreate (impecably) some of their more famous routines and parodies others: their travel trunk gallops to the bottom of the station steps, mimicking the famous scenes with a piano from 1932’s “The Music Box”. “Do we really need that trunk” Hardy deadpans to Laurel.
The turns
There are four star turns at the heart of the film and they are John C. Reilly as Ollie; Steve Coogan as Stan; Shirley Henderson (forever to be referenced as “Moaning Myrtle”) as Ollie’s wife Lucille and Nina Arianda (so memorable as the ‘pointer outer’ in the ‘Emperor’s New Clothes’ segment of “Florence Foster Jenkins“) as Stan’s latest wife Ida.
Coogan and Reilly do an outstanding job of impersonating the comic duo. Both are simply brilliant, playing up to their public personas when visible but subtly delivering similar traits in private. Of the two, John C. Reilly’s performance is the most memorable: he IS Oliver Hardy. Not taking too much away from the other performance, but there are a few times when Coogan poked through the illusion (like a Partridge sticking its head out from a Pear Tree you might say).
Henderson and Arianda also add tremendous heart to the drama, and Arianda’s Ida in particular is hilarious. Also delivering a fabulous supporting role is Rufus Jones as the famous impressario Bernard Delfont: all smarm and Machiavellian chicanery that adds a different shape of comedy to the film.
Another Fine Mess?
Actually, no: it’s one of those pleasant and untaxing cinema experiences that older audiences in particular will really enjoy. However, the film’s far from perfect in my view: the flash-forwards/flash-backs I felt made the story bitty and disjointed; and ultimately the life story of the duo doesn’t have a huge depth of drama in it to amaze or excite, the way that 2004’s “Beyond the Sea” (the biopic of Bobby Darin) did for example. But the film never gets boring or disappoints.
I’d like to say that the script by Jeff Pope (“Philomena“) is historically accurate, but a look at the wikipedia entries for the pair show that it was far from that. Yes, the tours of the UK and Europe did happen, but over multiple years and the actual events in their lives are telescoped into a single trip for dramatic purposes. But I think the essence of the pair comes across nicely. Laurel’s wikipedia entry records a nice death-bed scene that sums up the guy:
“Minutes before his death, he told his nurse that he would not mind going skiing, and she replied that she was not aware that he was a skier. “I’m not,” said Laurel, “I’d rather be doing that than this!” A few minutes later, the nurse looked in on him again and found that he had died quietly in his armchair.”
“Stan and Ollie” has a few preview screenings before the New Year, but goes on UK general release on January 11th. Recommended.
As you might guess from this, the emotional direction for the film is downwards, but not necessarily in a totally depressing way. The film depicts the duo’s tour of Laurel’s native country (he was born in Lancashire) and this has its ups as well as its downs.
Not knowing their life story, this is one where when the trailer came on I shut my eyes and plugged my ears so as to avoid spoilers: as such I will say nothing further on the details of the plot.
My wife and I were reminiscing after seeing this flick about how our parents used to crack up over the film antics of Laurel and Hardy. And they were, in their own slapstick way, very funny indeed. The film manages to recreate (impecably) some of their more famous routines and parodies others: their travel trunk gallops to the bottom of the station steps, mimicking the famous scenes with a piano from 1932’s “The Music Box”. “Do we really need that trunk” Hardy deadpans to Laurel.
The turns
There are four star turns at the heart of the film and they are John C. Reilly as Ollie; Steve Coogan as Stan; Shirley Henderson (forever to be referenced as “Moaning Myrtle”) as Ollie’s wife Lucille and Nina Arianda (so memorable as the ‘pointer outer’ in the ‘Emperor’s New Clothes’ segment of “Florence Foster Jenkins“) as Stan’s latest wife Ida.
Coogan and Reilly do an outstanding job of impersonating the comic duo. Both are simply brilliant, playing up to their public personas when visible but subtly delivering similar traits in private. Of the two, John C. Reilly’s performance is the most memorable: he IS Oliver Hardy. Not taking too much away from the other performance, but there are a few times when Coogan poked through the illusion (like a Partridge sticking its head out from a Pear Tree you might say).
Henderson and Arianda also add tremendous heart to the drama, and Arianda’s Ida in particular is hilarious. Also delivering a fabulous supporting role is Rufus Jones as the famous impressario Bernard Delfont: all smarm and Machiavellian chicanery that adds a different shape of comedy to the film.
Another Fine Mess?
Actually, no: it’s one of those pleasant and untaxing cinema experiences that older audiences in particular will really enjoy. However, the film’s far from perfect in my view: the flash-forwards/flash-backs I felt made the story bitty and disjointed; and ultimately the life story of the duo doesn’t have a huge depth of drama in it to amaze or excite, the way that 2004’s “Beyond the Sea” (the biopic of Bobby Darin) did for example. But the film never gets boring or disappoints.
I’d like to say that the script by Jeff Pope (“Philomena“) is historically accurate, but a look at the wikipedia entries for the pair show that it was far from that. Yes, the tours of the UK and Europe did happen, but over multiple years and the actual events in their lives are telescoped into a single trip for dramatic purposes. But I think the essence of the pair comes across nicely. Laurel’s wikipedia entry records a nice death-bed scene that sums up the guy:
“Minutes before his death, he told his nurse that he would not mind going skiing, and she replied that she was not aware that he was a skier. “I’m not,” said Laurel, “I’d rather be doing that than this!” A few minutes later, the nurse looked in on him again and found that he had died quietly in his armchair.”
“Stan and Ollie” has a few preview screenings before the New Year, but goes on UK general release on January 11th. Recommended.

Bob Mann (459 KP) rated Hell or High Water (2016) in Movies
Sep 29, 2021
“Sometimes a blind pig finds a truffle”.
One of the joys (and stresses) of the run up to the Oscar weekend is to try to catch all the major award films before the big event. As I bitched about in my BAFTA write-up, UK release dates do NOT make this an easy task, with some films like Paul Verhoeven’s “Elle”, featuring Best Actress nominee Isabelle Huppert, not released until mid March.
This week I have had the chance to catch up on two of the films with award potential that I missed at the cinema, and this is the write up of the first of those: “Hell or High Water”, was first released in September 2016, and what an excellent film it is.
Bank robberies have been featured in many hundreds of films since the early days of cinema: The Great Train Robbery for example dates back to 1903! More recent heist classics such as “Oceans 11”, “Die Hard”, “Run Lola Run” and “The Dark Knight Rises” tend towards the stylised end of the act. Where this film delivers interest is in aligning the protagonists’ drivers with the banking and mortgage ‘crimes’ featured in last year’s “The Big Short”. Add in to the movie Nutribullet a soupçon of the West Texan setting from Arthur Penn’s 1967 “Bonnie and Clyde”, turn it on and you have “Hell or High Water”.
Chris Pine (“Star Trek”) and Ben Foster (“Inferno“, “The Program“) play brothers Toby and Tanner Howard trying to rescue their deceased mother’s ranch from being foreclosed on by Texas Midlands bank. Rather than taking one of the “get out of debt” offers advertised on billboards – cleverly and insistently introduced in long panning highway shots – the brothers have their own financial plan: a scheme that involves early morning raids of the cash drawers of small-town Texas Midlands branches. But the meticulous planning of Toby, as the calm and intelligent one, are constantly at risk of upset by the unpredictable and violent actions of the loose-cannon Tanner.
Since the amounts of cash stolen are in the thousands rather than the millions, the FBI aren’t interested and the case is handed instead by aged and grumpy Texas Ranger Marcus Hamilton (Jeff Bridges, “True Grit”) and his partner Alberto (Gil Birmingham). The pair have a respectful relationship but one built around racial banter, with Hamilton constantly referring to Alberto’s Mexican/Comanche heritage. A cat and mouse game ensues with the lawmen staking out the most likely next hits. The sonorous cello strings of the soundtrack portend a dramatic finale, and we as viewers are not disappointed.
The performances of the main leads are all excellent, with Chris Pine given the chance to show more acting chops than he has had chance to with his previous Kirk/Jack Ryan characters. His chemistry with Ben Foster is just sublime. Similarly, Jeff Bridges and Gil Birmingham make for a formidable double act. It is Jeff Bridges though who has the standout performance and one that is Oscar nominated for Best Supporting Actor. (In fact with Michael Shannon also getting nominated in the same category for “Nocturnal Animals”, we can add ‘West Texan lawman’ to ‘Holocaust movies’ (a Winslet “Extras” reference there!) as the prime bait for Oscar nomination glory!)
The real winner here though is the whip-smart screenplay by Taylor Sheridan (“Sicario“) which sizzles with great lines: lines that make you grin inanely at the screen regularly through the running time.”In your last days in the nursing home, you’ll think of me and giggle” schmoozes Tanner to the pretty hotel check-in girl: a come-on clearly worth remembering as it delivers the goods, as it were.
The trick here is in building up a degree of empathy and sympathy for the characters on both sides. The ‘bad guys’ here are successfully portrayed as the banks. At the moment you can get 25/1 odds on this winning the Best Original Screenplay Oscar – but I would personally rate it right up there with “Manchester by the Sea“.
Deftly directed by Scot David Mackenzie (“Starred Up”) this is a film (the first of two!) that might well have elbowed it’s way into my Top 10 of 2016 if I’d seen it during its cinema release. Well worth catching on the small screen.
This week I have had the chance to catch up on two of the films with award potential that I missed at the cinema, and this is the write up of the first of those: “Hell or High Water”, was first released in September 2016, and what an excellent film it is.
Bank robberies have been featured in many hundreds of films since the early days of cinema: The Great Train Robbery for example dates back to 1903! More recent heist classics such as “Oceans 11”, “Die Hard”, “Run Lola Run” and “The Dark Knight Rises” tend towards the stylised end of the act. Where this film delivers interest is in aligning the protagonists’ drivers with the banking and mortgage ‘crimes’ featured in last year’s “The Big Short”. Add in to the movie Nutribullet a soupçon of the West Texan setting from Arthur Penn’s 1967 “Bonnie and Clyde”, turn it on and you have “Hell or High Water”.
Chris Pine (“Star Trek”) and Ben Foster (“Inferno“, “The Program“) play brothers Toby and Tanner Howard trying to rescue their deceased mother’s ranch from being foreclosed on by Texas Midlands bank. Rather than taking one of the “get out of debt” offers advertised on billboards – cleverly and insistently introduced in long panning highway shots – the brothers have their own financial plan: a scheme that involves early morning raids of the cash drawers of small-town Texas Midlands branches. But the meticulous planning of Toby, as the calm and intelligent one, are constantly at risk of upset by the unpredictable and violent actions of the loose-cannon Tanner.
Since the amounts of cash stolen are in the thousands rather than the millions, the FBI aren’t interested and the case is handed instead by aged and grumpy Texas Ranger Marcus Hamilton (Jeff Bridges, “True Grit”) and his partner Alberto (Gil Birmingham). The pair have a respectful relationship but one built around racial banter, with Hamilton constantly referring to Alberto’s Mexican/Comanche heritage. A cat and mouse game ensues with the lawmen staking out the most likely next hits. The sonorous cello strings of the soundtrack portend a dramatic finale, and we as viewers are not disappointed.
The performances of the main leads are all excellent, with Chris Pine given the chance to show more acting chops than he has had chance to with his previous Kirk/Jack Ryan characters. His chemistry with Ben Foster is just sublime. Similarly, Jeff Bridges and Gil Birmingham make for a formidable double act. It is Jeff Bridges though who has the standout performance and one that is Oscar nominated for Best Supporting Actor. (In fact with Michael Shannon also getting nominated in the same category for “Nocturnal Animals”, we can add ‘West Texan lawman’ to ‘Holocaust movies’ (a Winslet “Extras” reference there!) as the prime bait for Oscar nomination glory!)
The real winner here though is the whip-smart screenplay by Taylor Sheridan (“Sicario“) which sizzles with great lines: lines that make you grin inanely at the screen regularly through the running time.”In your last days in the nursing home, you’ll think of me and giggle” schmoozes Tanner to the pretty hotel check-in girl: a come-on clearly worth remembering as it delivers the goods, as it were.
The trick here is in building up a degree of empathy and sympathy for the characters on both sides. The ‘bad guys’ here are successfully portrayed as the banks. At the moment you can get 25/1 odds on this winning the Best Original Screenplay Oscar – but I would personally rate it right up there with “Manchester by the Sea“.
Deftly directed by Scot David Mackenzie (“Starred Up”) this is a film (the first of two!) that might well have elbowed it’s way into my Top 10 of 2016 if I’d seen it during its cinema release. Well worth catching on the small screen.

Dana (24 KP) rated Empire of Storms in Books
Mar 23, 2018
This review will have a lot of spoilers for the books, so if you haven't read it, I suggest you turn away now. This is going to be a long review!
Let's start off with a character analysis section:
The Little Folk: I loved how they gave Aelin little gifts. I want more interaction with them in the next book!!
Elide Lochan: Elide doesn't see her own strength. She has been through hell, but still knows kindness and love. She has so much hope and is loyal to a fault. She loves Lorcan, but is constantly stopped by this idiocy. She has three freaking guardian angels: Aelin, Manon, and Aedion. She is a half-witch, which is cool! She was able to withstand the torment of the wyrdkey with little side effects! She is protected by the God of Death's consort which is cool because the God of Death is Lorcan's protector. She learns from and is strengthened by her crappy past. She can STILL LOVE AFTER EVERYTHING! Also, she is such a tricky schemer and a great liar!
Lorcan Salvaterre: He is a dummy and is too fixated on Maeve to see that he can have real love with Elide. He is death-protected by Hellas-and is a great hunter. He has a heart of gold underneath all that grime. He freaking makes Elide a brace for her ankle for goodness sake! Lorcan is vengeful as f, especially when Elide is threatened. I feel like he's going to be a big help to Aelin's course!
Aedion Ashryver: He's Bisexual!!! He is so in Love with Lysandra and is a flirtatious bastard. He doubts Aelin too much and questions her all the time. I get it, but it gets disheartening. He has a bad ass shot (that sea wyvern shot though!!) and is obviously a skilled warrior. He has an interestingly complicated relationship with his father. I love the the White Wolf of the North! I love his tattoo: the knot made of the courts' names!
Lysandra: Oh my goodness, she is so freaking strong! I love her powers! She is so protective of her girls, especially Evangeline. Her Snow Leopard and Sea Dragon forms are my favorite! She can and will conquer as many men as need be (mainly in killing, not sex). She loves Aedion and is so loyal to Aelin that she would literally become her.
Evangeline: She is the innocence of the group. When she goes, the group is harder and lacks the absolute faith that everything will be alright.
Fleetfoot: I love her, that is all.
Dorian Havillard: A king without a kingdom. He is a boy with powers he has no idea how to control. A boy whose friends left him. He has to learn his powers alone like he has all his life. He is trusting but questions things-he knows when he should hold back. He loves Manon and oh my sweet goodness, that cabinet scene. He is great at riddles too!
Mannon Blackbeak: OUR QUEEN!!!! She protects her own and can let go of prejudices when she needs to do the best for her people. She is so savage! She is a great leader willing to die for her thirteen. I can't wait until she kills her grandmother. SHE WILL BRING PEACE FOR HER PEOPLE!!!!! She obviously has feelings for Dorian.
Abraxos: He is the best damned wyvern ever. Even though Manon tells him to "go hide," he finds a freaking army and saves the day!
Gavriel: He's not the best dad, but he's working on it! He is too loyal to Maeve, but he cares about people. He is a lot more emotional than I would have guessed. Lol, Uncle Kitty-Cat.
Fenrys: He is such a sarcastic little ass, but a great warrior (both in the battlefield and in bed ;D). He kinda reminds me of Cassian. His situation sucks with Maeve because both he and his brother are basically prisoners and sex objects for the queen. I hope he will find a way to break the blood bond for him and his brother to help Aelin. Also, WINNOWING!!!
Queen Maeve: She is a witch with a capital B and I hate her.
Erawan: Power hungry as hell.
Elena: She is so dumb. I get it, she made a mistake, but she was still dumb. She acts before thinking and doesn't understand sacrifice or strategy. She pushed a war onto a group of children for goodness sake!
Rowan Whitethorn: He has come such a long way since Heir of Fire. He is so emotional and a freaking worry wart, loyal and trusting as hell, but he is still bad ass. He lets his woman fight when she needs to. He embraces the past mistakes of his friends and family. He is a horny little hawk. HE IS AELIN'S MATE AND HUSBAND!!! And he is the KING OF TERRASAN!!!!!!!!!!!!!!! Strategic as hell-the thing with the Whitethorn cousins-hell yes! When he gets his hands on Maeve, shit will go down! VENGEANCE WILL BE HIS and Maeve will die horribly!! His reaction when he found out Aelin was captured was gut wrenching! Also, I loved it when he called Aelin Milady. Freaking great!
Aelin Ashryver Galanthys: She is always 500 steps ahead of everyone else. She shuts everyone down with her witty comebacks. She lets Aedion think the worst of her because she doesn't want to get their hopes up. She is not too trusting but is willing to sacrifice herself for everyone else. "But your faces are so wonderful when I get to reveal them." WOW AELIN!! When Deanna took over Aelins super power moment-I was terrified. I hate that she has to sacrifice herself. I just want her to be happy!! I loved how she pulled all of the characters from The Assassin's Blade into this! She's bloody brilliant! Using all of those Life Debts!! Her reaction to Elide is heartbreaking. Killing all of the Valg was great! When she slipped into the Celeana person, I go so freaking excited!! She was so close to settling and Maeve had to freaking ruined it all! She could have lived forever and been so happy!
Now onto some plot analysis:
So this book had a pretty awesome start since we got a flashback to the first war with Elena and Erawan. I love the little history throughout the book! The flashbacks with Elena and Nehemia were so freaking sad. I cried when they talked about Nehemia and Aelin's respective sacrifices. I feel like we get to go deeper into the history even though this is the second to last book!
Nicknames in all of Sarah J Maas' books are so cute! I love how Aelin and Rowan call each other Fireheart and Buzzard.
Family (especially chosen and made family) is so important in all of Sarah J Maas' books. Characters are willing to die to protect those they love and I think that's something important to put into books. The fact that you can always find a home in your people is very nice to see.
Women are the ones to be truly feared in this series because they have the most power. They are all so badass and never take shit from the male characters!
The multiple PoVs were very well done. As you may have realized from my other reviews, I am not a fan on multiple PoV novels much, so the fact I loved this one is great!
I think it was really cool how each character is being guided by at least one God. I have a crackpot theory about this that connects this series to the ACOTAR series. So it is stated multiple times that the Gods want to "go home" because they are trapped, right? So what if they are our Night Court Crew? Some of the descriptions of the powers fit!
I loved how SJM described the process of the magic weilding.
There was a great plot structure and pacing.
The Mycenians are so interesting! I called it that Rolfe was a Mycenian before I got to that part!
I want to know what Rowan said to Rolfe back at Skull's Bay.
All the ships got to have fun time together. Well, except for Elide and Lorcan.
I wish we could have had Choal and Nesryn in this book, but I understand why we didn't.
One thing I didn't like was how similar some of the plot points and characters were to ACOTAR and ACOMAF. Even thought they're both by SJM, I wish there wasnt' as much overlap.
Overall, I loved this book--a few thinggs could have been changed to keep it more significantly different from ACOTAR but it was still great.
Some Quotes I loved:
"Because destroying a symbol can break the spirits of men as much as bloodshed." (44)
"To call in old debts and promises. To raise an army of assassins and thieves and exiles and commoners. To finish what was started long, long ago." (72)
"One does not deal with Celeana Sardothian. One survives her." (241)
"Even when this world is a forgotten whisper if dust between the stars, I will love you." (350)
Let's start off with a character analysis section:
The Little Folk: I loved how they gave Aelin little gifts. I want more interaction with them in the next book!!
Elide Lochan: Elide doesn't see her own strength. She has been through hell, but still knows kindness and love. She has so much hope and is loyal to a fault. She loves Lorcan, but is constantly stopped by this idiocy. She has three freaking guardian angels: Aelin, Manon, and Aedion. She is a half-witch, which is cool! She was able to withstand the torment of the wyrdkey with little side effects! She is protected by the God of Death's consort which is cool because the God of Death is Lorcan's protector. She learns from and is strengthened by her crappy past. She can STILL LOVE AFTER EVERYTHING! Also, she is such a tricky schemer and a great liar!
Lorcan Salvaterre: He is a dummy and is too fixated on Maeve to see that he can have real love with Elide. He is death-protected by Hellas-and is a great hunter. He has a heart of gold underneath all that grime. He freaking makes Elide a brace for her ankle for goodness sake! Lorcan is vengeful as f, especially when Elide is threatened. I feel like he's going to be a big help to Aelin's course!
Aedion Ashryver: He's Bisexual!!! He is so in Love with Lysandra and is a flirtatious bastard. He doubts Aelin too much and questions her all the time. I get it, but it gets disheartening. He has a bad ass shot (that sea wyvern shot though!!) and is obviously a skilled warrior. He has an interestingly complicated relationship with his father. I love the the White Wolf of the North! I love his tattoo: the knot made of the courts' names!
Lysandra: Oh my goodness, she is so freaking strong! I love her powers! She is so protective of her girls, especially Evangeline. Her Snow Leopard and Sea Dragon forms are my favorite! She can and will conquer as many men as need be (mainly in killing, not sex). She loves Aedion and is so loyal to Aelin that she would literally become her.
Evangeline: She is the innocence of the group. When she goes, the group is harder and lacks the absolute faith that everything will be alright.
Fleetfoot: I love her, that is all.
Dorian Havillard: A king without a kingdom. He is a boy with powers he has no idea how to control. A boy whose friends left him. He has to learn his powers alone like he has all his life. He is trusting but questions things-he knows when he should hold back. He loves Manon and oh my sweet goodness, that cabinet scene. He is great at riddles too!
Mannon Blackbeak: OUR QUEEN!!!! She protects her own and can let go of prejudices when she needs to do the best for her people. She is so savage! She is a great leader willing to die for her thirteen. I can't wait until she kills her grandmother. SHE WILL BRING PEACE FOR HER PEOPLE!!!!! She obviously has feelings for Dorian.
Abraxos: He is the best damned wyvern ever. Even though Manon tells him to "go hide," he finds a freaking army and saves the day!
Gavriel: He's not the best dad, but he's working on it! He is too loyal to Maeve, but he cares about people. He is a lot more emotional than I would have guessed. Lol, Uncle Kitty-Cat.
Fenrys: He is such a sarcastic little ass, but a great warrior (both in the battlefield and in bed ;D). He kinda reminds me of Cassian. His situation sucks with Maeve because both he and his brother are basically prisoners and sex objects for the queen. I hope he will find a way to break the blood bond for him and his brother to help Aelin. Also, WINNOWING!!!
Queen Maeve: She is a witch with a capital B and I hate her.
Erawan: Power hungry as hell.
Elena: She is so dumb. I get it, she made a mistake, but she was still dumb. She acts before thinking and doesn't understand sacrifice or strategy. She pushed a war onto a group of children for goodness sake!
Rowan Whitethorn: He has come such a long way since Heir of Fire. He is so emotional and a freaking worry wart, loyal and trusting as hell, but he is still bad ass. He lets his woman fight when she needs to. He embraces the past mistakes of his friends and family. He is a horny little hawk. HE IS AELIN'S MATE AND HUSBAND!!! And he is the KING OF TERRASAN!!!!!!!!!!!!!!! Strategic as hell-the thing with the Whitethorn cousins-hell yes! When he gets his hands on Maeve, shit will go down! VENGEANCE WILL BE HIS and Maeve will die horribly!! His reaction when he found out Aelin was captured was gut wrenching! Also, I loved it when he called Aelin Milady. Freaking great!
Aelin Ashryver Galanthys: She is always 500 steps ahead of everyone else. She shuts everyone down with her witty comebacks. She lets Aedion think the worst of her because she doesn't want to get their hopes up. She is not too trusting but is willing to sacrifice herself for everyone else. "But your faces are so wonderful when I get to reveal them." WOW AELIN!! When Deanna took over Aelins super power moment-I was terrified. I hate that she has to sacrifice herself. I just want her to be happy!! I loved how she pulled all of the characters from The Assassin's Blade into this! She's bloody brilliant! Using all of those Life Debts!! Her reaction to Elide is heartbreaking. Killing all of the Valg was great! When she slipped into the Celeana person, I go so freaking excited!! She was so close to settling and Maeve had to freaking ruined it all! She could have lived forever and been so happy!
Now onto some plot analysis:
So this book had a pretty awesome start since we got a flashback to the first war with Elena and Erawan. I love the little history throughout the book! The flashbacks with Elena and Nehemia were so freaking sad. I cried when they talked about Nehemia and Aelin's respective sacrifices. I feel like we get to go deeper into the history even though this is the second to last book!
Nicknames in all of Sarah J Maas' books are so cute! I love how Aelin and Rowan call each other Fireheart and Buzzard.
Family (especially chosen and made family) is so important in all of Sarah J Maas' books. Characters are willing to die to protect those they love and I think that's something important to put into books. The fact that you can always find a home in your people is very nice to see.
Women are the ones to be truly feared in this series because they have the most power. They are all so badass and never take shit from the male characters!
The multiple PoVs were very well done. As you may have realized from my other reviews, I am not a fan on multiple PoV novels much, so the fact I loved this one is great!
I think it was really cool how each character is being guided by at least one God. I have a crackpot theory about this that connects this series to the ACOTAR series. So it is stated multiple times that the Gods want to "go home" because they are trapped, right? So what if they are our Night Court Crew? Some of the descriptions of the powers fit!
I loved how SJM described the process of the magic weilding.
There was a great plot structure and pacing.
The Mycenians are so interesting! I called it that Rolfe was a Mycenian before I got to that part!
I want to know what Rowan said to Rolfe back at Skull's Bay.
All the ships got to have fun time together. Well, except for Elide and Lorcan.
I wish we could have had Choal and Nesryn in this book, but I understand why we didn't.
One thing I didn't like was how similar some of the plot points and characters were to ACOTAR and ACOMAF. Even thought they're both by SJM, I wish there wasnt' as much overlap.
Overall, I loved this book--a few thinggs could have been changed to keep it more significantly different from ACOTAR but it was still great.
Some Quotes I loved:
"Because destroying a symbol can break the spirits of men as much as bloodshed." (44)
"To call in old debts and promises. To raise an army of assassins and thieves and exiles and commoners. To finish what was started long, long ago." (72)
"One does not deal with Celeana Sardothian. One survives her." (241)
"Even when this world is a forgotten whisper if dust between the stars, I will love you." (350)

Purple Phoenix Games (2266 KP) rated Small Islands in Tabletop Games
Oct 13, 2021
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?
Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.
During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.
Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.
After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.
During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.
The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.
Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.
Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.
If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.
During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.
Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.
After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.
During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.
The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.
Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.
Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.
If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.

Purple Phoenix Games (2266 KP) rated Wreck Raiders in Tabletop Games
Jun 13, 2019
“X marks the spot.” But what happens after the pirates sail off with the treasure? Usually the next time we see it, it’s in a shipwreck at the bottom of the ocean. How did it get there? I’m not exactly sure. But your job as a Wreck Raider is to get that treasure out of the water, onto land, and into museums to start earning you some serious cash!
Wreck Raiders is a dice rolling game of worker placement and set collection in which you are trying to collect sunken treasures for museum exhibits and build extravagant aquariums that will earn you a fortune once opened to the public. Players take turns claiming dice, moving Divers to underwater wrecks, collecting treasures for museum exhibits, and safely collecting exotic sea creatures for display in aquariums. Can you find the rarest and most desired underwater treasures, or will your competitors take all the goods and leave unimpressive baubles for you?
DISCLAIMER: There are a few mini-expansions for this game, and we do have them. We are reviewing only the base game for now. Should we decide to review the mini expansions, we will either update this post or link to the new post here. -T
I don’t own a lot of worker placement games. I don’t usually enjoy ‘take that’ type actions, and in most worker placement games, when one player monopolizes a single spot on the board (either to amass those resources or block their opponents), it can certainly escalate the tension of the game. Wreck Raiders is a worker placement game, but with a twist. When you place one of your Divers at a wreck, any players in the adjacent spots also receive the benefit of your placement. If a dive site is full, you have the ability to bump your opponents to the beach, where they will also collect that resource. Nobody can truly be blocked in this game, and that makes it feel like a friendlier game. Don’t get me wrong, you’re still competing for the most end-game points, it just doesn’t feel as cutthroat because you know that you can still have access to the resources you need.
With that said, Wreck Raiders requires a whole lot more strategy than meets the eye. All collected treasures are public information – you know what your opponents have gathered, and they know what you have. Since your worker placement could benefit Divers in adjacent spaces, you really have to think about what resources you need, and what resources you are willing to hand to your opponents, free of charge. If you have enough Divers at a site, you could multiply your own collection, but if your opponent holds the majority, you could be handing them end-game points if you decide to place your Diver there. It’s a game of give-and-take, and a single placement decision could inadvertently affect the entire outcome of the game. Another aspect of this game that I really like, regarding strategy, is that there are several ways to earn points. You can earn points for completing museum exhibits, collecting matching sets of artifacts for your personal vault, and building as many aquariums as possible. There’s no single path to victory, and the options provided make for a different game every play. Make sure you keep an eye on your opponents, though. How can you inhibit their strategy while maximizing yours? I guess you’ll just have to play to find out for yourself!
Wreck Raiders looks like a daunting game with a lot of moving parts, but it really is quite simple to learn and to play. That is a huge positive for me because I am not the greatest board game teacher (yet!), so if a game is pretty intuitive, it makes it easier for me to teach. The gameplay itself is not too complicated, and that makes it fun and fast to play. Yes, you’ve got to be constantly strategizing, but there aren’t so many options that you feel overwhelmed and unsure of what moves to make. This game is a great balance of strategy and ease of play and I will never turn down an opportunity to play it.
Wreck Raiders is a game that I Kickstarted, and I am so glad that I did. The artwork is neat, the components are high-quality, and the game itself plays extremely well. There are so many strategic paths open to you, every game is going to be different. Wreck Raiders is one hidden treasure that I am happy to have discovered! Purple Phoenix Games gives it a seaworthy 10 / 12.
LR
Wreck Raiders is a dice rolling game of worker placement and set collection in which you are trying to collect sunken treasures for museum exhibits and build extravagant aquariums that will earn you a fortune once opened to the public. Players take turns claiming dice, moving Divers to underwater wrecks, collecting treasures for museum exhibits, and safely collecting exotic sea creatures for display in aquariums. Can you find the rarest and most desired underwater treasures, or will your competitors take all the goods and leave unimpressive baubles for you?
DISCLAIMER: There are a few mini-expansions for this game, and we do have them. We are reviewing only the base game for now. Should we decide to review the mini expansions, we will either update this post or link to the new post here. -T
I don’t own a lot of worker placement games. I don’t usually enjoy ‘take that’ type actions, and in most worker placement games, when one player monopolizes a single spot on the board (either to amass those resources or block their opponents), it can certainly escalate the tension of the game. Wreck Raiders is a worker placement game, but with a twist. When you place one of your Divers at a wreck, any players in the adjacent spots also receive the benefit of your placement. If a dive site is full, you have the ability to bump your opponents to the beach, where they will also collect that resource. Nobody can truly be blocked in this game, and that makes it feel like a friendlier game. Don’t get me wrong, you’re still competing for the most end-game points, it just doesn’t feel as cutthroat because you know that you can still have access to the resources you need.
With that said, Wreck Raiders requires a whole lot more strategy than meets the eye. All collected treasures are public information – you know what your opponents have gathered, and they know what you have. Since your worker placement could benefit Divers in adjacent spaces, you really have to think about what resources you need, and what resources you are willing to hand to your opponents, free of charge. If you have enough Divers at a site, you could multiply your own collection, but if your opponent holds the majority, you could be handing them end-game points if you decide to place your Diver there. It’s a game of give-and-take, and a single placement decision could inadvertently affect the entire outcome of the game. Another aspect of this game that I really like, regarding strategy, is that there are several ways to earn points. You can earn points for completing museum exhibits, collecting matching sets of artifacts for your personal vault, and building as many aquariums as possible. There’s no single path to victory, and the options provided make for a different game every play. Make sure you keep an eye on your opponents, though. How can you inhibit their strategy while maximizing yours? I guess you’ll just have to play to find out for yourself!
Wreck Raiders looks like a daunting game with a lot of moving parts, but it really is quite simple to learn and to play. That is a huge positive for me because I am not the greatest board game teacher (yet!), so if a game is pretty intuitive, it makes it easier for me to teach. The gameplay itself is not too complicated, and that makes it fun and fast to play. Yes, you’ve got to be constantly strategizing, but there aren’t so many options that you feel overwhelmed and unsure of what moves to make. This game is a great balance of strategy and ease of play and I will never turn down an opportunity to play it.
Wreck Raiders is a game that I Kickstarted, and I am so glad that I did. The artwork is neat, the components are high-quality, and the game itself plays extremely well. There are so many strategic paths open to you, every game is going to be different. Wreck Raiders is one hidden treasure that I am happy to have discovered! Purple Phoenix Games gives it a seaworthy 10 / 12.
LR