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Gaz Coombes recommended World Music by Goat in Music (curated)
Andrew Kennedy (199 KP) rated Saw II (2005) in Movies
Aug 30, 2019
The best of the Saw sequels and the only one I went to the cinema to see.
The original Saw is fantastic and the twist you dont see coming ending is one of, if not the best I have ever seen.
Saw 2 is nearly as good. The main house trap is a stroke of genius and the solo traps for each of the victims are so well planned and just look so devilious.
Darren Lynn Bousman directs (as he will the new Saw reboot involving Chris Rock) as Tobin Bell, with that amazing voice, retruns to play John Krammer/Jigsaw and he is hunted down by Mark Whalbergs detective Eric Matthews.
This leads to a tense standoff in Jigsaws lair as Matthews discovers his son, Daniel is one of the participants in the house trap. A house slowly filling with nerve gas.
Also returning is Shawnee Smith as Amanda who is also playing the game again in the house.
As the film twists towards its shocking ending you realise all you have to do is follow the rules to win the game.
Game Over
The original Saw is fantastic and the twist you dont see coming ending is one of, if not the best I have ever seen.
Saw 2 is nearly as good. The main house trap is a stroke of genius and the solo traps for each of the victims are so well planned and just look so devilious.
Darren Lynn Bousman directs (as he will the new Saw reboot involving Chris Rock) as Tobin Bell, with that amazing voice, retruns to play John Krammer/Jigsaw and he is hunted down by Mark Whalbergs detective Eric Matthews.
This leads to a tense standoff in Jigsaws lair as Matthews discovers his son, Daniel is one of the participants in the house trap. A house slowly filling with nerve gas.
Also returning is Shawnee Smith as Amanda who is also playing the game again in the house.
As the film twists towards its shocking ending you realise all you have to do is follow the rules to win the game.
Game Over
MSR: Metropolis Street Racer
Video Game
With Metropolis: Street Racer, you can drive 40 licensed vehicles from 14 manufacturers including:...
Aeon's End
Tabletop Game
The survivors of a long-ago invasion have taken refuge in the forgotten underground city of...
LeftSideCut (3778 KP) rated Justice League (2017) in Movies
Oct 11, 2019
Oof
I had a horrible horrible feeling that Justice League was going to be rubbish. After the double whammy of raw sewage that was BvS and Suicide Squad, my hopes for a third ensemble film weren't high at all.
The finished result was worse than I thought it was going to be be though...
Firstly, we will start with the characters - a collection of some of the finest heroes the world of comics has to offer.
Batman, who I thought was the best part about BvS, is relegated to a boring and tired waste, who acts as occasional comic relief. It doesn't help that at this point, Ben Affleck seems completely uninterested in even being involved (can't blame the guy).
After a pretty good solo outing, Wonder Woman has gone from an empowered female badass, to someone who mopes around about her ex boyfriend (but is still admittedly badass).
The Flash (one of my favourite DC characters) is LITERALLY useless from start to finish.
Cyborg has the remnants of a potential interesting back story, but the rushed nature of the whole affair gives us next to nothing there.
Aquaman isn't too bad, but is there, like Batman, for light comic relief whilst he shouts generic gym-bro nonsense everywhere.
Superman, when he turns up, is ok. Just not really given much to do - it's all just a big mess.
The villain of the piece is Steppenwolf, a bland, forgettable and generic CGI demon who has little-to-no impact as he shouts his way through the bare bones narrative.
Talking of the CGI, it's just not that great, again. I'm not sure how this keeps happening with the amount of money being pumped into these things?
The third act of the film is draped in CGI, and it all looks cheap! And I just can't get my head around it! Ahhhhh!
(I'm not even going to talk about Henry Cavill's now infamous and hideous CGI mouth)
When it comes to the DCEU, the better films have been the solo outings, and it really shows here - the three characters who had not yet appeared properly at this point (Cyborg, Aquaman, and The Flash) just seem hugely wasted in a movie that is obviously trying to play catch up with the MCU - something that's not necessary! DC has a wealth of great source material to draw from, and it's yet to be utilised properly!
It would seem that going forward, Warner Bros are concentrating more on these solo films, and judging by the putrid mess of Justice League, that's is definitely the right direction to go in.
The finished result was worse than I thought it was going to be be though...
Firstly, we will start with the characters - a collection of some of the finest heroes the world of comics has to offer.
Batman, who I thought was the best part about BvS, is relegated to a boring and tired waste, who acts as occasional comic relief. It doesn't help that at this point, Ben Affleck seems completely uninterested in even being involved (can't blame the guy).
After a pretty good solo outing, Wonder Woman has gone from an empowered female badass, to someone who mopes around about her ex boyfriend (but is still admittedly badass).
The Flash (one of my favourite DC characters) is LITERALLY useless from start to finish.
Cyborg has the remnants of a potential interesting back story, but the rushed nature of the whole affair gives us next to nothing there.
Aquaman isn't too bad, but is there, like Batman, for light comic relief whilst he shouts generic gym-bro nonsense everywhere.
Superman, when he turns up, is ok. Just not really given much to do - it's all just a big mess.
The villain of the piece is Steppenwolf, a bland, forgettable and generic CGI demon who has little-to-no impact as he shouts his way through the bare bones narrative.
Talking of the CGI, it's just not that great, again. I'm not sure how this keeps happening with the amount of money being pumped into these things?
The third act of the film is draped in CGI, and it all looks cheap! And I just can't get my head around it! Ahhhhh!
(I'm not even going to talk about Henry Cavill's now infamous and hideous CGI mouth)
When it comes to the DCEU, the better films have been the solo outings, and it really shows here - the three characters who had not yet appeared properly at this point (Cyborg, Aquaman, and The Flash) just seem hugely wasted in a movie that is obviously trying to play catch up with the MCU - something that's not necessary! DC has a wealth of great source material to draw from, and it's yet to be utilised properly!
It would seem that going forward, Warner Bros are concentrating more on these solo films, and judging by the putrid mess of Justice League, that's is definitely the right direction to go in.
Purple Phoenix Games (2266 KP) rated Shadows of Kilforth: A Fantasy Quest Game in Tabletop Games
Sep 3, 2020
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
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
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.
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
Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.
Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.
To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.
All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.
Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.
Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.
Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.
So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
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