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Purple Phoenix Games (2266 KP) rated Big Easy Busking in Tabletop Games
Sep 15, 2020
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
![40x40](/uploads/profile_image/66b/f31425ec-713b-433c-bd97-d4b6b416c66b.jpg?m=1603222928)
Purple Phoenix Games (2266 KP) rated Haven in Tabletop Games
May 1, 2021
Have you ever been a spirit of the forest fighting to keep it from falling into the hands of a greedy nearby city? No? What about the greedy nearby city – ever been one of those? No?? Then you are in luck because Haven is all about pitting the inhabitants of the Forest against the expansion of the nearby City in a fight for the rights to the mysterious Forest. Who will champion the battlefield and further their agendas? Read on to find out!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
Haven is a two player area control card game with elements of classic games in an amazingly themed skin. Players will be playing cards jockeying for position to gain Lore from the forest Elementals by winning combats and lore challenges (a la Battle Line and Hanamikoji). These battles are won and forest Elementals influenced to gain control of shrines within the forest. By claiming the majority of shrines in an enclosed area players will be able to place ownership tokens that will assist in scoring at the end of the game. The player with the most points at game’s end will be the winner!
To setup, place the main game board between the players, give each player (Forest and City) their respective components, arrange each player’s starting hand of cards, randomly place forest Elementals per the rule book, and place out Lore Tokens between the players to act as the line. The game may now begin!
On a turn a player will take two actions to begin. These actions are playing a Lore Power card (once only per turn), placing a Seeker, or removing a Seeker from play. In Haven, players are attempting to claim shrines on the board in order to have majority in a region so they may place their tokens within that area. To achieve this, players will be battling for influence chips and Lore Tokens at the same time. Assigning Seekers to the Lore Tokens with more weapon symbols than the opponent will result in won influence chips to be placed on shrines. Owning the team of Seekers that matches or comes closest to the Lore Token’s number threshold will earn that player the Lore Token to be scored at the end of the game. A team of Seekers whose total numbers surpass the threshold on the Lore Token will bust and be disqualified from winning the Lore Token.
After two actions have been completed, players will draw two cards from any of the three decks in front of them. These are Seekers, Offerings, and Lore Power cards. These draws can be of any combination as long as the player is left with at least one Offering card at the end of their turn.
Once the player’s two cards have been drawn and added to their hand, the player will then add an Offering card to one of the Lore Tokens’ battlefield. For once a battlefield has three or more Offerings upon it, the battle for the influence chips and Lore Tokens will commence.
Elementals will be moving throughout the forest once battles are won to be conquered and pressed for precious Lore. Once an Elemental has no more shrines to visit or if one of the stacks of Lore Tokens ever runs out the game ends and points are tallied to determine if the Forest has been protected by the Forest player or if it falls to the City and its champion.
Components. This game is absolutely gorgeous, as most Ryan Laukat illustrated games are. The art style is recognizably Laukat, but the theme is a little darker than some. The board is nice sized to place between two people, and all cardboard bits are great quality. The Elemental standees are just fine (vs having minis), and all the cards are small and entirely functional. The cogeeples and leafeeples (grr) are nice touches and add a pop of color onto the board once placed. I have no issues with the components at all.
It’s obvious from my score above that I absolutely love Haven. From my very first learning game (I usually play each game solo but multi-handed before introducing to other players) I knew this is my type of game. The out-thinking of your opponents, and the playing Seekers to different Lore Tokens to win areas on the board are just wonderful here. Granted, I’ve never played Battle Line, but I have played Hanamikoji tons, and I prefer the way that mechanic is used in Haven. I have played so many area control games, but I like the movement of the Elementals from shrine to shrine as targets for players to claim on the board. I love that both sides are completely balanced and any one game could award victory to either side. Having agency over the draw piles from which you must draw cards is great. I simply love everything about this game.
It was a complete surprise to me that I would end up falling for this game as I initially picked up from my FLGS clearance rack. It also took me a long time to get it to the table, but once I did it was magic for me. If you and I share similarities in the games we enjoy I implore you to assign your Seekers to track down a copy of Haven. It is perfect for couples or just any two people who enjoy great games. Purple Phoenix Games gives Haven a very well-loved GOLDEN FEATHER AWARD! Let’s show this hidden gem the love it deserves!
![40x40](/uploads/profile_image/b26/4fceea14-87e1-4455-b98c-cda626154b26.jpg?m=1549634223)
Gareth von Kallenbach (980 KP) rated the PlayStation 3 version of BulletStorm in Video Games
Jun 19, 2019
One of the most enjoyable and action-packed games I have ever played has arrived in Bulletstorm which combines action, humor, and enjoyable gameplay to create a winning product. The game was created by Electronic Arts, People Can Fly, and Epic Games and tells the story of privateer Grayson Hunt who has spent the last ten years of his life on a mission of revenge against a corrupt general who has wronged him and his crew. When the opportunity for revenge arises, Grayson crashes his own ship in order to bring the generals ship down which strands them on the hostile world of Stygia. Stygia used to be a resort world and now scores of mutants, monsters, dangerous plants, and more roam the landscape making short work of all they encounter.
With his friend Sato in need of medical care following the crash, Grayson and Sato set out to find the general in order to get off the planet and to get Sato proper medical care less his cyborg implants take over his body. Along the way Grayson and Sato must face many challenges and battle against never ending hordes of bad guys. Thankfully they have some awesome firepower at their disposal ranging from shotguns to assault rifles as well as sniper rifles and rocket launchers. The game requires players to purchase new weapons and ammo as well as the ability to upgrade your weapons from dropships which are scattered throughout the landscape.
The more bad guys you dispatch and the more creative you are with your kills earns you more points to spend on your arsenal. One of my favorite weapons is the sniper rifle which allows you to steer your fired shot into your enemies, which comes in handy considering how much cover they like to take. Should you run out of ammo, you can always send a bad guy flying, thanks to a kick from Grayson who has no issue with kicking hordes of bad guys into various obstacles. The game awards you for being creative with your kills like kicking somone to impale them on an object which gets you a Voodoo Doll reward as does sending an enemy into an electrical field or sending them into the jaws of a deadly plant.
There are so many ways to take out enemies half the fun is finding out new ways to do so. I also liked being able to supercharge my weapon and vaporize any underlings that got in my way. The game also allows players a leash which fires an electrical tether to manipulate objects. I love latching onto enemies and pulling them into harms way, or towards me so I could kick them into harms way, or unleash a fury of bullets upon them.
The graphics of the game are amazing as the Unreal engine has never looked better. From scenic landscapes to epic monsters the game deftly handles them all. An early chase from a gigantic mining wheel is awesome as it encompasses the depth of the landscape and surroundings of Stygia. The language in the game is very sharp. Characters will unleash salvos of profanity that would make a drill seargeant cringe, but they are often done in very funny and unique combinations.
The multiplay modes of the game shine as well. You can really enjoy teaming up for unique kills. The control system of the game is good as I was easily able to move between movement and fire modes without any issues which allowed me to concentrate on the game and its challenges rather than having to fight a control system. Bulletstorm is also very clever with the locations of the game as one minute I am flying in a airship taking on a gigantic creature whereas another time I was gudiing a giant robotic dinosaur through an amusement park to dispatch the bad guys.
From the winning mix of action and humor to the numerous variations the gameplay offers Bulletstorm is a winner from top to bottom. Some may find the solo play campaign a bit short and may say that some of the boss battles were overly tricky. I prefer to see the game as a great action romp which is set up perfectly for a sequel and one of the best action
shooters in recent history.
http://sknr.net/2011/04/10/bulletstorm/
With his friend Sato in need of medical care following the crash, Grayson and Sato set out to find the general in order to get off the planet and to get Sato proper medical care less his cyborg implants take over his body. Along the way Grayson and Sato must face many challenges and battle against never ending hordes of bad guys. Thankfully they have some awesome firepower at their disposal ranging from shotguns to assault rifles as well as sniper rifles and rocket launchers. The game requires players to purchase new weapons and ammo as well as the ability to upgrade your weapons from dropships which are scattered throughout the landscape.
The more bad guys you dispatch and the more creative you are with your kills earns you more points to spend on your arsenal. One of my favorite weapons is the sniper rifle which allows you to steer your fired shot into your enemies, which comes in handy considering how much cover they like to take. Should you run out of ammo, you can always send a bad guy flying, thanks to a kick from Grayson who has no issue with kicking hordes of bad guys into various obstacles. The game awards you for being creative with your kills like kicking somone to impale them on an object which gets you a Voodoo Doll reward as does sending an enemy into an electrical field or sending them into the jaws of a deadly plant.
There are so many ways to take out enemies half the fun is finding out new ways to do so. I also liked being able to supercharge my weapon and vaporize any underlings that got in my way. The game also allows players a leash which fires an electrical tether to manipulate objects. I love latching onto enemies and pulling them into harms way, or towards me so I could kick them into harms way, or unleash a fury of bullets upon them.
The graphics of the game are amazing as the Unreal engine has never looked better. From scenic landscapes to epic monsters the game deftly handles them all. An early chase from a gigantic mining wheel is awesome as it encompasses the depth of the landscape and surroundings of Stygia. The language in the game is very sharp. Characters will unleash salvos of profanity that would make a drill seargeant cringe, but they are often done in very funny and unique combinations.
The multiplay modes of the game shine as well. You can really enjoy teaming up for unique kills. The control system of the game is good as I was easily able to move between movement and fire modes without any issues which allowed me to concentrate on the game and its challenges rather than having to fight a control system. Bulletstorm is also very clever with the locations of the game as one minute I am flying in a airship taking on a gigantic creature whereas another time I was gudiing a giant robotic dinosaur through an amusement park to dispatch the bad guys.
From the winning mix of action and humor to the numerous variations the gameplay offers Bulletstorm is a winner from top to bottom. Some may find the solo play campaign a bit short and may say that some of the boss battles were overly tricky. I prefer to see the game as a great action romp which is set up perfectly for a sequel and one of the best action
shooters in recent history.
http://sknr.net/2011/04/10/bulletstorm/
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Paul Chesworth (3 KP) created a post
Feb 20, 2018
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Mark Jaye (65 KP) rated Justice League (2017) in Movies
May 13, 2019
JUSTICE FOR THE LEAGUE
Contains spoilers, click to show
As much as it pains me to acknowledge it, this film got slaughtered upon its' release (and has endured much ridicule ever since)! Personally speaking....I don't get why.
Everyone and their dog - in reviewing this movie, quote the poor CGI, the fact that Steppenwolf is an ineffective villain, the obvious mish-mash of two directorial styles, weak storyline, oh...and the whole moustache thing. Bore, bore, bore. If anyone comes up with a valid reason for why they hate this film that they haven't read anywhere else a dozen times before then I might entertain them......nah, I won't, because I loved JL!
The opening scene shows us some 'amateur' style recorded footage of a brief conversation with Superman - a very short sequence that was clearly filmed by Joss Whedon. And yes, it is very obvious - and would be to someone unaware of the whole 'moustache-gate' affair, that something's wrong with Henry Cavill's upper lip. Does that detract from the experience? Is it really that much a big deal? No, it is not. And that's all I'll say on that aspect.
There is a very basic plot concerning Steppenwolf and his return to Earth to reclaim the three Mother Boxes which - when brought together, form 'The Unity' with which he hopes to transform the planet and get back in favour with his nephew (Darkseid). These boxes were left on Earth a long time ago following a battle with Steppenwolf (shown in Flashback) and placed into the care of the Atlanteans, the Amazons, and the Tribes of Man. We are given this background exposition fairly early on in proceedings from Diana Prince (Wonder Woman) which effectively sums up the gist of the movie - no criticism there. The first half of the film concerns Diana and Bruce Wayne's (Batman) efforts to bring together a small group of Meta-Humans in order to tackle the imminent threat balanced against Steppenwolf's successful recovery of two of the Boxes. Do we need a more complex plot?
After an initial encounter with the villain of the piece in which the newly formed League are knocked on their proverbial backsides Batman comes up with a way to resurrect the deceased Superman, involving a Mother Box, the recovered Kryptonian Scout Ship, and the Speedforce. To quote The Flash (aka Barry Allen, aka Ezra Miller) things go a bit 'Pet Sematary-y' as the resurrected Man Of Steel goes up against the JL in a confused fit of rage. The sequence depicting the skirmish is a highlight of the movie, and anyone who got a little annoyed t how much Batman was hell bent on persecuting Supes in BVS will get some satisfaction from hearing the line "Do you bleed?"!
It isn't long before the Superman we all know and love (although perhaps not the one from his darker portrayal in the previous two movies in which he appeared) returns - thanks to some intervention from Lois Lane, and joins his fellow heroes in their final battle with Steppenwolf.
Simple plot I agree but this is a story about individuals coming together in the name of hope. Each character gives enough that the audience cares about them, even if some of them could have been given a bit more to play with (sounds like sequel material to me!). Wonder Woman effectively becomes the Leader of the team - exorcising her demons in the process (see her solo movie for more) and Gal Gadot is great.
The battle scenes are fantastic - the attack on Themyscira by Steppenwolf being one such example, and complemented by the CGI. Yeah, I've heard the whole 'poor CGI' thing but frankly.... whatever?! Had I not stupidly read the reviews before seeing the film I might not have spent the running time watching the villain and thinking "Is he a poor villain?" (I came away thinking "Nah, he worked for me!")
Henry Cavill didn't get half as much screen time as the other characters in the League and it looks as if most of the Zac Snyder material featuring his Superman ended up on the cutting room floor, but he is one of the highlights. I will agree with the critics that WB seriously messed up with their marketing strategy in which they essentially 'excluded him' from all promotional material. I now eagerly await for Man of Steel 2 where we'll get to see more of the 'fun' Supes that we got in this movie.
I saw this film three times at the cinema and now own on Blu Ray. Fantastic film for the JL's first outing on the big screen. And you know what?
You are allowed to enjoy both the Justice League AND The Avengers!!
Everyone and their dog - in reviewing this movie, quote the poor CGI, the fact that Steppenwolf is an ineffective villain, the obvious mish-mash of two directorial styles, weak storyline, oh...and the whole moustache thing. Bore, bore, bore. If anyone comes up with a valid reason for why they hate this film that they haven't read anywhere else a dozen times before then I might entertain them......nah, I won't, because I loved JL!
The opening scene shows us some 'amateur' style recorded footage of a brief conversation with Superman - a very short sequence that was clearly filmed by Joss Whedon. And yes, it is very obvious - and would be to someone unaware of the whole 'moustache-gate' affair, that something's wrong with Henry Cavill's upper lip. Does that detract from the experience? Is it really that much a big deal? No, it is not. And that's all I'll say on that aspect.
There is a very basic plot concerning Steppenwolf and his return to Earth to reclaim the three Mother Boxes which - when brought together, form 'The Unity' with which he hopes to transform the planet and get back in favour with his nephew (Darkseid). These boxes were left on Earth a long time ago following a battle with Steppenwolf (shown in Flashback) and placed into the care of the Atlanteans, the Amazons, and the Tribes of Man. We are given this background exposition fairly early on in proceedings from Diana Prince (Wonder Woman) which effectively sums up the gist of the movie - no criticism there. The first half of the film concerns Diana and Bruce Wayne's (Batman) efforts to bring together a small group of Meta-Humans in order to tackle the imminent threat balanced against Steppenwolf's successful recovery of two of the Boxes. Do we need a more complex plot?
After an initial encounter with the villain of the piece in which the newly formed League are knocked on their proverbial backsides Batman comes up with a way to resurrect the deceased Superman, involving a Mother Box, the recovered Kryptonian Scout Ship, and the Speedforce. To quote The Flash (aka Barry Allen, aka Ezra Miller) things go a bit 'Pet Sematary-y' as the resurrected Man Of Steel goes up against the JL in a confused fit of rage. The sequence depicting the skirmish is a highlight of the movie, and anyone who got a little annoyed t how much Batman was hell bent on persecuting Supes in BVS will get some satisfaction from hearing the line "Do you bleed?"!
It isn't long before the Superman we all know and love (although perhaps not the one from his darker portrayal in the previous two movies in which he appeared) returns - thanks to some intervention from Lois Lane, and joins his fellow heroes in their final battle with Steppenwolf.
Simple plot I agree but this is a story about individuals coming together in the name of hope. Each character gives enough that the audience cares about them, even if some of them could have been given a bit more to play with (sounds like sequel material to me!). Wonder Woman effectively becomes the Leader of the team - exorcising her demons in the process (see her solo movie for more) and Gal Gadot is great.
The battle scenes are fantastic - the attack on Themyscira by Steppenwolf being one such example, and complemented by the CGI. Yeah, I've heard the whole 'poor CGI' thing but frankly.... whatever?! Had I not stupidly read the reviews before seeing the film I might not have spent the running time watching the villain and thinking "Is he a poor villain?" (I came away thinking "Nah, he worked for me!")
Henry Cavill didn't get half as much screen time as the other characters in the League and it looks as if most of the Zac Snyder material featuring his Superman ended up on the cutting room floor, but he is one of the highlights. I will agree with the critics that WB seriously messed up with their marketing strategy in which they essentially 'excluded him' from all promotional material. I now eagerly await for Man of Steel 2 where we'll get to see more of the 'fun' Supes that we got in this movie.
I saw this film three times at the cinema and now own on Blu Ray. Fantastic film for the JL's first outing on the big screen. And you know what?
You are allowed to enjoy both the Justice League AND The Avengers!!
![40x40](/uploads/profile_image/896/3851ea31-c6d9-45ab-92ff-a753be852896.jpg?m=1560165249)
Movie Metropolis (309 KP) rated Deadpool 2 (2018) in Movies
Jun 10, 2019 (Updated Jun 10, 2019)
More of the same
Who would have thought we would get to this? I certainly didn’t. After the right royal mess 20th Century Fox made of everyone’s favourite anti-hero, Deadpool, in X-Men Origins: Wolverine all those years ago, it felt like a solo outing would never be possible, never mind a sequel.
Deadpool senior went on to gross nearly $800million worldwide, impressive for an R-rated (15 certification) flick, and was an undisputed king of comic-book hero movies. Like Guardians of the Galaxy was for Marvel Studios, Deadpool was a huge gamble that paid off massively thanks to Ryan Reynold’s brilliant comic-timing and an origins story that wasn’t done to death. Naturally, a sequel was always on the cards. But are we looking at a sequel of Empire quality or Speed 2: Cruise Control?
Wisecracking mercenary Deadpool (Reynolds) is back, and this time he decides to joins force with three mutants – Bedlam (Terry Crews), Shatterstar (Lewis Tan) and Domino (Zazie Beets) – to protect a boy from the all-powerful Cable (Josh Brolin).
One-half of John Wick’s directing team, David Leitch, is thrust into the directing chair for Deadpool 2 after Tim Miller was unceremoniously dumped from the project due to creative differences with Ryan Reynolds (read into that what you will). Thankfully, he brings that trademark style that we again saw in Atomic Blonde to this sequel and with that comes plenty of stylised action and a neon/grey colour palate plus a Celine Dion number that’s just begging for parody status.
Surprisingly, that all works rather well for this film. Propped by another cracking performance from Ryan Reynolds who has really found his calling after years of mediocrity. I’ve said it before and I’ll say it again, he was absolutely born to play this role and his dry wit is given much more room to breathe this time around.
The rest of the cast are fine, if a little underdeveloped. Zazie Beets probably makes the most impact as mutant, Domino, but even she is a little underpowered when compared to the brilliant work the MCU has done on its heroes over the years. Josh Brolin (who must be getting paid rather handsomely this year) is great as Cable, though it is difficult to hear his voice and not immediately think of Thanos. T.J. Miller returns in a heavily reduced role as does Reynolds’ on-screen girlfriend Morena Baccarin who is criminally underused.
Story wise, it’s pretty much more of the same and that’s no bad thing. The fourth-wall breaking is as fresh as it felt two years ago and is cleverly used to hide the necessary exposition to bring the audience up-to-speed with what’s been happening in Deadpool-ville over the last couple of years.
Thankfully, there is plenty of repeat-watch value in Deadpool 2, thanks mainly to the returning cast members
The comedy hits more than it misses, though the constant quipps can be exhausting, and the action is filmed as confidently as you’d expect from the man who brought Keanu Reeves screaming into the 21st Century, but there is some incredibly poor CGI that is at odds with a movie costing over $100million. By incredibly poor, I don’t mean just a bit naff, I’m talking laughably bad.
The finale is vibrant, action-packed and as Deadpool himself says, CGI-filled, but it’s a little unoriginal and very much like its predecessor, though the inclusion of one particular character that I won’t spoil here is great fun to see.
There are also plenty of X-Men Easter eggs for fans to enjoy too. From characters showing up where you’d least expect them to a blink-and-you’ll-miss-it Stan Lee cameo, the film is full to the brim of in-references that only the most hardened of comic-book fans will notice on the first watch.
Thankfully, there is plenty of repeat-watch value in Deadpool 2, thanks mainly to the returning cast members. Reynolds, T.J. Miller, Leslie Uggams (Wade Wilson’s blind roommate Al) and Karan Soni (taxi driver Dopinder) are welcome returnees and ensure the film has a little heart, though not too much. After all, that wouldn’t be the Deadpool way.
Overall, Deadpool 2 is a confident sequel to one of the best comic-book movies there is. What it does right, it does very well indeed. The comedy, performances and action are all spot on. Unfortunately, there are some very poor special effects over the course of the film and in an effort to make everything bigger and badder, it occasionally feels like a mass of scenes put together to make a film. A worthy sequel, but not an Empire or Spider-Man 2 in this instance.
https://moviemetropolis.net/2018/05/16/deadpool-2-review-more-of-the-same/#more-6342
Deadpool senior went on to gross nearly $800million worldwide, impressive for an R-rated (15 certification) flick, and was an undisputed king of comic-book hero movies. Like Guardians of the Galaxy was for Marvel Studios, Deadpool was a huge gamble that paid off massively thanks to Ryan Reynold’s brilliant comic-timing and an origins story that wasn’t done to death. Naturally, a sequel was always on the cards. But are we looking at a sequel of Empire quality or Speed 2: Cruise Control?
Wisecracking mercenary Deadpool (Reynolds) is back, and this time he decides to joins force with three mutants – Bedlam (Terry Crews), Shatterstar (Lewis Tan) and Domino (Zazie Beets) – to protect a boy from the all-powerful Cable (Josh Brolin).
One-half of John Wick’s directing team, David Leitch, is thrust into the directing chair for Deadpool 2 after Tim Miller was unceremoniously dumped from the project due to creative differences with Ryan Reynolds (read into that what you will). Thankfully, he brings that trademark style that we again saw in Atomic Blonde to this sequel and with that comes plenty of stylised action and a neon/grey colour palate plus a Celine Dion number that’s just begging for parody status.
Surprisingly, that all works rather well for this film. Propped by another cracking performance from Ryan Reynolds who has really found his calling after years of mediocrity. I’ve said it before and I’ll say it again, he was absolutely born to play this role and his dry wit is given much more room to breathe this time around.
The rest of the cast are fine, if a little underdeveloped. Zazie Beets probably makes the most impact as mutant, Domino, but even she is a little underpowered when compared to the brilliant work the MCU has done on its heroes over the years. Josh Brolin (who must be getting paid rather handsomely this year) is great as Cable, though it is difficult to hear his voice and not immediately think of Thanos. T.J. Miller returns in a heavily reduced role as does Reynolds’ on-screen girlfriend Morena Baccarin who is criminally underused.
Story wise, it’s pretty much more of the same and that’s no bad thing. The fourth-wall breaking is as fresh as it felt two years ago and is cleverly used to hide the necessary exposition to bring the audience up-to-speed with what’s been happening in Deadpool-ville over the last couple of years.
Thankfully, there is plenty of repeat-watch value in Deadpool 2, thanks mainly to the returning cast members
The comedy hits more than it misses, though the constant quipps can be exhausting, and the action is filmed as confidently as you’d expect from the man who brought Keanu Reeves screaming into the 21st Century, but there is some incredibly poor CGI that is at odds with a movie costing over $100million. By incredibly poor, I don’t mean just a bit naff, I’m talking laughably bad.
The finale is vibrant, action-packed and as Deadpool himself says, CGI-filled, but it’s a little unoriginal and very much like its predecessor, though the inclusion of one particular character that I won’t spoil here is great fun to see.
There are also plenty of X-Men Easter eggs for fans to enjoy too. From characters showing up where you’d least expect them to a blink-and-you’ll-miss-it Stan Lee cameo, the film is full to the brim of in-references that only the most hardened of comic-book fans will notice on the first watch.
Thankfully, there is plenty of repeat-watch value in Deadpool 2, thanks mainly to the returning cast members. Reynolds, T.J. Miller, Leslie Uggams (Wade Wilson’s blind roommate Al) and Karan Soni (taxi driver Dopinder) are welcome returnees and ensure the film has a little heart, though not too much. After all, that wouldn’t be the Deadpool way.
Overall, Deadpool 2 is a confident sequel to one of the best comic-book movies there is. What it does right, it does very well indeed. The comedy, performances and action are all spot on. Unfortunately, there are some very poor special effects over the course of the film and in an effort to make everything bigger and badder, it occasionally feels like a mass of scenes put together to make a film. A worthy sequel, but not an Empire or Spider-Man 2 in this instance.
https://moviemetropolis.net/2018/05/16/deadpool-2-review-more-of-the-same/#more-6342
![40x40](/uploads/profile_image/6eb/36c7f267-00f9-4939-8f3c-fe93d39916eb.jpg?m=1561527437)
5 Minute Movie Guy (379 KP) rated 22 Jump Street (2014) in Movies
Jun 26, 2019 (Updated Jun 29, 2019)
22 Jump Street is ingeniously self-aware. (3 more)
It's a fun film with lots of laughs and good action.
Channing Tatum and Ice Cube are both hilarious.
It ends with an unforgettably awesome credits sequence.
22 Jump Street may be a familiar foray, but this summer bromance still manages to be loads of fun and is without a doubt one of the funniest movies of the year.
Officers Schmidt and Jenko are back again for the biggest bromance of the summer. Previously on the film 21 Jump Street, this pair of police officers went undercover, disguised as high school students, to stop the spread of a new drug that was being distributed throughout the campus. Their mission was a success, and now the buddy cop duo returns with a new assignment – or actually the same assignment – but this time they’re going to college! 22 Jump Street has essentially the same exact premise as its predecessor and shamelessly spares no expense in letting you know it. It’s a running joke throughout the film with characters blatantly reminding you of the similarities. It may be a familiar foray, but 22 Jump Street still manages to be loads of fun and is without a doubt one of the funniest movies of the year.
One of the strengths of 22 Jump Street is that it never takes itself too seriously. Right off the bat, it sarcastically sets the stage through a cheesy and overly-dramatic recap of the first film that feels like it’s straight out of a ‘90s TV series. The movie continues to poke fun at itself every step of the way, reminding you that the creators are very much in on the joke. Rather than coming off as a lazy rehash, 22 Jump Street’s self-awareness makes it feel fresh and inviting. The whole movie plays out like a fourth-wall-breaking inside-joke between the actors and the audience. It openly acknowledges that it’s silly and redundant, but in doing so, it encourages us to put that aside and just sit back and have a good time. All in all, I most certainly did have a good time, and 22 Jump Street ended up being far more funny and enjoyable than I ever expected.
As much as I liked the movie, I have to say that it’s awfully heavy on the bromance. Many of the jokes revolve around the relationship between Jonah Hill’s Schmidt and Channing Tatum’s Jenko, and it gets to be pretty excessive and overdone. While Schmidt struggles to fit in at college, Jenko is accepted with open arms and quickly befriends the star quarterback Zook, played by Wyatt Russell, who recruits him to join the university football team. This puts a serious strain on Schmidt and Jenko’s friendship, and the film revels in their troubled relationship, portraying them like a bickering couple. The problem, however, is that it continuously stresses this bromance to the point where it becomes more awkward than funny. Additionally, as Schmidt feels more and more out of place without Jenko, I think Jonah Hill similarly falls more and more out of place in this film.
Jonah Hill and Channing Tatum make for an adequate comedic pair, however I find that Hill struggles in scenes without his co-star. While I respect Hill as an actor, it’s Tatum that truly carries the film, further establishing himself as a Hollywood star. He’s not only the funnier of the two, but he’s also highly entertaining and a perfect fit for an action star. He’s a natural in the movie’s comical action sequences, which include car chases, shootouts, and a well-choreographed fight scene on the beaches of Cancun. The movie drags on through Hill’s mopey solo scenes, only to be reinvigorated by Tatum’s humor and enthusiasm. Though the two of them play well together, I can’t help but feel like perhaps Hill should consider sticking to more dramatic roles.
While some of Hill’s attempts at humor fall flat, most of the comedy in the movie does work. Ice Cube is a stand-out in his return as police captain Dickson and his short temper creates some of the movie’s more memorable scenes. Meanwhile Tatum’s Jenko makes for a perfectly lovable and amusing airhead. The movie is chock-full of clever self-referential jokes and has an elaborate credits scene that expertly basks in its own egotism. 22 Jump Street is a movie that knows full well what it is and is proud of it.
22 Jump Street may be more of the same, but it’s completely content with that and wagers that you will be too. It’s a fun and comical adventure through college, and is coincidentally one of the best comedies of the year.
(This review was originally posted at 5mmg.com on 12.2.14.)
One of the strengths of 22 Jump Street is that it never takes itself too seriously. Right off the bat, it sarcastically sets the stage through a cheesy and overly-dramatic recap of the first film that feels like it’s straight out of a ‘90s TV series. The movie continues to poke fun at itself every step of the way, reminding you that the creators are very much in on the joke. Rather than coming off as a lazy rehash, 22 Jump Street’s self-awareness makes it feel fresh and inviting. The whole movie plays out like a fourth-wall-breaking inside-joke between the actors and the audience. It openly acknowledges that it’s silly and redundant, but in doing so, it encourages us to put that aside and just sit back and have a good time. All in all, I most certainly did have a good time, and 22 Jump Street ended up being far more funny and enjoyable than I ever expected.
As much as I liked the movie, I have to say that it’s awfully heavy on the bromance. Many of the jokes revolve around the relationship between Jonah Hill’s Schmidt and Channing Tatum’s Jenko, and it gets to be pretty excessive and overdone. While Schmidt struggles to fit in at college, Jenko is accepted with open arms and quickly befriends the star quarterback Zook, played by Wyatt Russell, who recruits him to join the university football team. This puts a serious strain on Schmidt and Jenko’s friendship, and the film revels in their troubled relationship, portraying them like a bickering couple. The problem, however, is that it continuously stresses this bromance to the point where it becomes more awkward than funny. Additionally, as Schmidt feels more and more out of place without Jenko, I think Jonah Hill similarly falls more and more out of place in this film.
Jonah Hill and Channing Tatum make for an adequate comedic pair, however I find that Hill struggles in scenes without his co-star. While I respect Hill as an actor, it’s Tatum that truly carries the film, further establishing himself as a Hollywood star. He’s not only the funnier of the two, but he’s also highly entertaining and a perfect fit for an action star. He’s a natural in the movie’s comical action sequences, which include car chases, shootouts, and a well-choreographed fight scene on the beaches of Cancun. The movie drags on through Hill’s mopey solo scenes, only to be reinvigorated by Tatum’s humor and enthusiasm. Though the two of them play well together, I can’t help but feel like perhaps Hill should consider sticking to more dramatic roles.
While some of Hill’s attempts at humor fall flat, most of the comedy in the movie does work. Ice Cube is a stand-out in his return as police captain Dickson and his short temper creates some of the movie’s more memorable scenes. Meanwhile Tatum’s Jenko makes for a perfectly lovable and amusing airhead. The movie is chock-full of clever self-referential jokes and has an elaborate credits scene that expertly basks in its own egotism. 22 Jump Street is a movie that knows full well what it is and is proud of it.
22 Jump Street may be more of the same, but it’s completely content with that and wagers that you will be too. It’s a fun and comical adventure through college, and is coincidentally one of the best comedies of the year.
(This review was originally posted at 5mmg.com on 12.2.14.)
![40x40](/uploads/profile_image/b26/4fceea14-87e1-4455-b98c-cda626154b26.jpg?m=1549634223)
Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty WWII in Video Games
Jun 19, 2019
The long running and very popular Call of Duty series has gone back to where it all began for the latest entry into the series. Call of Duty: WW2 returns the series to where the early games in the series were set and looks to restore its legacy as the best-selling series on the planet in doing so.
Last year’s Call of Duty: Infinite Warfare did not sell as well as other in the series had in recent years, and many fans were upset or divided over a futuristic setting that involved spaceships, energy weapons, and futuristic locations and technology.
It should be noted that the series has three developers working on games so developer Sledgehammer likely started work on the game before Call of Duty: Black Ops 3, and Call of Duty: Infinite Warfare shipped so the return to WW2 was something long in the planning.
The game opens with D-Day and players play as a young Private who is thrown headfirst into the conflict and learns the horrors of war as well as duty, honor, and sacrifice through his missions and interactions with members of his platoon.
Over the course of the missions, players will battle in highly-detailed maps and locales ranging from forests, bunkers, beaches, and bombed out cities as the Allies advance deeper and deeper into enemy held locales. The various locales for the game are so highly-detailed that they seem right out of a movie and would be a dream come true for location scouts looking for filming locations.
As anyone who has played a call of Duty game knows, they will be faced with waves of enemies to fight off as well as the usual stealth and vehicle missions. This time out there are a couple of driving missions as well as a clever one in a tank and one airborne fighter escort.
The attention to detail is very good as enemy Panzer tanks can take any fire from your tank head on, but have weaker armor in the bank which leads players to have to flank the enemy to survive.
Another new wrinkle is the health system which does not regenerate in the story mode and instead requires players to take cover and use a first aid kit in order to heal. The multiplayer portion does use a regenerative system so players can avoid any major disruptions in battle.
I really liked Josh Duhamel as the rough Sargent with a backstory. He was a very interesting character that kept me guessing as to his motivations and next moves as the story advanced.
Players could also call in ammo, mortar strikes, and health by requesting them from select members of their platoon. This could be tricky as when pinned down, having to move to another character to get needed items added to the challenge.
The weaponry was appropriate for the time and I had to adjust to slower load times, accuracy issues, and such with older tech, but it did give me a much greater level of immersion.
While I did enjoy the solo campaign, it did at times seem very familiar and as if I had seen and played some of it all before. I guess that is the trick with a series that has run as long as Call of Duty has as certain aspects of the gameplay are expected and while locations, weapons, locations, and characters may change, some things are going to be constant throughout the series.
The multiplayer aspects of the game really shine as not only are there numerous multiplayer modes, players can now pick a class such as Airborne, Recon, etc. which each have their own weapons and abilities and allow players to pick a division that best matches their abilities and gameplay style.
This comes in very handy in the new War mode where teams much battle one another to accomplish various objectives. Such as escorting tanks, protecting or stealing gas, and taking or defending key locales. My only issue is that this mode and many maps are camp fests where people with scoped rifles can easily hide in the back part of a map and pick off players as they spawn or enter the map. It seems far more pronounced in this game and leads to some frustrations. There is also the matter of iffy hit detection where players take half a clip from a machine gun point blank and yet can absorb them and one shit kill a player all while you unload on them.
There is also a very good Zombie mode where players take on wave after wave of undead soldiers as they attempt to get power restored and activate technology. The speed of the game is intense, the enemies numerous, and the ability to arm, armor up, and accessories your character is key as is having a good team around you.
As one person said that is Call of Duty and you know what you are in for if you have played any of the prior games. As such Call of Duty: World War 2 is not a radical new direction for the series, but rather a return to what made the series and is like slipping into a comfy pair of slippers after a long day., Familiar and comfortable and is in my opinion what the series needed.
http://sknr.net/2017/11/06/call-duty-ww2/
Last year’s Call of Duty: Infinite Warfare did not sell as well as other in the series had in recent years, and many fans were upset or divided over a futuristic setting that involved spaceships, energy weapons, and futuristic locations and technology.
It should be noted that the series has three developers working on games so developer Sledgehammer likely started work on the game before Call of Duty: Black Ops 3, and Call of Duty: Infinite Warfare shipped so the return to WW2 was something long in the planning.
The game opens with D-Day and players play as a young Private who is thrown headfirst into the conflict and learns the horrors of war as well as duty, honor, and sacrifice through his missions and interactions with members of his platoon.
Over the course of the missions, players will battle in highly-detailed maps and locales ranging from forests, bunkers, beaches, and bombed out cities as the Allies advance deeper and deeper into enemy held locales. The various locales for the game are so highly-detailed that they seem right out of a movie and would be a dream come true for location scouts looking for filming locations.
As anyone who has played a call of Duty game knows, they will be faced with waves of enemies to fight off as well as the usual stealth and vehicle missions. This time out there are a couple of driving missions as well as a clever one in a tank and one airborne fighter escort.
The attention to detail is very good as enemy Panzer tanks can take any fire from your tank head on, but have weaker armor in the bank which leads players to have to flank the enemy to survive.
Another new wrinkle is the health system which does not regenerate in the story mode and instead requires players to take cover and use a first aid kit in order to heal. The multiplayer portion does use a regenerative system so players can avoid any major disruptions in battle.
I really liked Josh Duhamel as the rough Sargent with a backstory. He was a very interesting character that kept me guessing as to his motivations and next moves as the story advanced.
Players could also call in ammo, mortar strikes, and health by requesting them from select members of their platoon. This could be tricky as when pinned down, having to move to another character to get needed items added to the challenge.
The weaponry was appropriate for the time and I had to adjust to slower load times, accuracy issues, and such with older tech, but it did give me a much greater level of immersion.
While I did enjoy the solo campaign, it did at times seem very familiar and as if I had seen and played some of it all before. I guess that is the trick with a series that has run as long as Call of Duty has as certain aspects of the gameplay are expected and while locations, weapons, locations, and characters may change, some things are going to be constant throughout the series.
The multiplayer aspects of the game really shine as not only are there numerous multiplayer modes, players can now pick a class such as Airborne, Recon, etc. which each have their own weapons and abilities and allow players to pick a division that best matches their abilities and gameplay style.
This comes in very handy in the new War mode where teams much battle one another to accomplish various objectives. Such as escorting tanks, protecting or stealing gas, and taking or defending key locales. My only issue is that this mode and many maps are camp fests where people with scoped rifles can easily hide in the back part of a map and pick off players as they spawn or enter the map. It seems far more pronounced in this game and leads to some frustrations. There is also the matter of iffy hit detection where players take half a clip from a machine gun point blank and yet can absorb them and one shit kill a player all while you unload on them.
There is also a very good Zombie mode where players take on wave after wave of undead soldiers as they attempt to get power restored and activate technology. The speed of the game is intense, the enemies numerous, and the ability to arm, armor up, and accessories your character is key as is having a good team around you.
As one person said that is Call of Duty and you know what you are in for if you have played any of the prior games. As such Call of Duty: World War 2 is not a radical new direction for the series, but rather a return to what made the series and is like slipping into a comfy pair of slippers after a long day., Familiar and comfortable and is in my opinion what the series needed.
http://sknr.net/2017/11/06/call-duty-ww2/
![40x40](/uploads/profile_image/66b/f31425ec-713b-433c-bd97-d4b6b416c66b.jpg?m=1603222928)
Purple Phoenix Games (2266 KP) rated VENOM Assault in Tabletop Games
Jan 25, 2021
What would you say if I told you I completely expected a game I received to fall completely flat for me but instead may actually unseat a revered similar game from my Top 10 list of games? That would be surprising, right? Well such is life, and such is this game. I do believe that VENOM Assault may knock off one of my favorite games: Legendary: A Marvel Deck-Building Game. That’s really saying something from me, so let me discuss a bit about why I state this.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 a game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
![40x40](/uploads/profile_image/3bd/155d7350-44cd-4b62-b5bd-b51bc41463bd.jpg?m=1559689571)
James P. Sumner (65 KP) rated Star Wars: Episode VII - The Force Awakens (2015) in Movies
Jun 5, 2019
The Force is strong in this one...
Like so many of us, I had theorised what would happen in this movie based on the influx of teaser trailers online, and I'm happy to say, I was wrong on nearly everything! I like being surprised, and this film was just that. A very pleasant surprise. It's Star Wars, like Star Wars should be. Not too heavy on the CGI, plenty of action interlaced with character-driven dialogue and sub-plots, and yes, someone says "I have a bad feeling about this..." which is just ace!
So, the story. (No spoilers here, promise!) We join the action some 30 years after partying with the Ewoks on Endor. The Empire is no more, yet, like an evil phoenix, The First Order has risen from its ashes and is doing much the same thing—being awful to everyone and trying to rule the galaxy. Same old, same old.
There are plenty of new faces—the three main ones effectively being modern-day retellings of our old favourites. First up is Oscar Isaac's excellent Poe Dameron, who is this year's Han Solo. A hot-shot rebel fighter pilot, with rogue-ish good looks, a cheeky grin, and wise-cracking dialogue.
Then, we have the Stormtrooper with a conscience, played by John Boyega. A really good performance by him, and despite his character’s beginnings, it doesn't take long for you to genuinely care what happens to him. He's this year's Luke Skywalker, definitely.
And finally, there's the mysterious Rey, the tough-as-nails tomboy who's hotter than you first realise, brought to life by the uber-talented, destined-for-great-things, Daisy Ridley. Not much is known about who she is, but she's this year's Princess Leia, without a doubt.
And that was the first thing that really struck a chord with me—how the film acknowledges the original characters, but gives them a twist for the newer, younger audience. The comparisons are immediate and obvious, but they work. Instead of the kick-ass princess, you have the hard-done-by street kid... instead of the teenager dreaming of escaping his dead-end life, you have one who struggles to accept he's not meant for the exciting one he has. Kids today will relate to these things, yet the film manages to keep the essence of what made the main characters from the classic films so memorable.
We also have the new lovable droid, BB-8, who, like R2-D2 so many years ago, unwittingly finds itself with a garbled message in its memory banks, and in the possession of one of our heroes.
In much the same way that Episode IV didn’t hang about getting Darth Vader on the screen, it's not long before we're treated to our first look at the big bad—Kylo Ren. Let's run through the checklist:
• Looks cool wearing black? Check.
• Masked, with scary voice? Check.
• Mean? Check.
So, Mr. Ren starts out doing everything we would expect, which is nice. We know he's working with The First Order, we know he's looking for something... so far, so Star Wars.
The film moves along at a good pace. Plenty of action and fighting, slowed down by great interaction between the main cast where needed. Then we start getting drip-fed the old-timers, which is where the fanboy in you will get really excited. We first get a look of Han Solo and Chewbacca, which we already knew from the trailers, when Han says, "Chewy, we're home." Harrison Ford steps back into the role like putting on an old pair of shoes—a little awkward at first, but you soon remember how comfortable they are, and you're off and running in no time. It's almost like he's not played any other part since 1983 (and after Indiana Jones and the Kingdom of the Crystal Skull, I bet sometimes Mr. Ford wishes that were the case!). Accompanied by his long-time friend, he effortlessly goes through the motions as the scoundrel looking to make some money, but always ending up owing someone more than he has.
It's not long before a twist of fate puts him and Chewy alongside our new heroes, and they're on their way to see another familiar face, Princess Leia. Except she's not a Princess anymore, she's the General of the Resistance. I won't say too much about her, as her parts in the film are integral to the main storyline, and I don't want to ruin it. Suffice to say, like any couple reuniting after 30 years, her and Han are a joy to watch on screen together.
I don't want to delve into the storyline too much, because a) you've probably pieced together the gist of it from all the trailers, and b) it's hard to do without telling you things you won't know if you haven't already seen it. So I'll leave it there, but will finish by saying it's a pleasure from start to finish, it cues up the inevitable sequels well, and it does nothing more than what it should do—it gives you a Star Wars experience that leaves you wanting to watch it again the moment it finishes.
So, the downsides. There aren't many, but, for me, there are some. They don't take away from the movie as a whole, but they detracted from the experience enough to make them worth mentioning, so here goes.
Princess/General Leia - I'm sorry, but poor Carrie Fisher has had so much Botox, I genuinely thought it was a different actress when she first appeared on camera. We see her go through an emotional reunion, some heartache, some humorous banter, some thrilling, edge-of-the-seat action, and a nail-biting, jaw-dropping finale... and not once did her expression change! Probably because it couldn't. She's the only one who looked like they were struggling to revive their character, because she didn't look like a natural, older version of herself… she looked like she was trying to be a younger version of herself, and it made me not want to see her as much as other characters.
Kylo Ren - This guy starts out as being awesome. His mask is suitably evil, his voice is menacing, his lightsabre is just brilliant… But then he takes his mask off. He's doing something (which I won't detail, but is another obvious and much-appreciated nod to the film's predecessors) and he just takes off his mask. Now, no disrespect to Adam Driver, but... have you seen Harry Potter? Well, Kylo Ren, without his mask, kinda looks like he's related in some distant, in-bred way, to Neville Longbottom. He continues with his evil gestures and scary intentions, but without the mask, you just kinda think... Really? Am I meant to be scared here? When I was a kid, Darth Vader terrified the hell out of me! This guy... you could probably flush his head and steal his lunch money, if he doesn't force-choke you beforehand.
I think he’s another Hayden Christensen—horribly miscast for an important role that could’ve defined the right actor’s career. Let's hope it doesn't end up ruining it for him. Should've kept the mask on, Kylo!
Captain Phasma - The name might not mean much to casual fans, but I’m referring to the chrome Stormtrooper who has inexplicably developed somewhat of a cult following since their appearance in the trailers. They’re the tall, imposing, assumed leader of the Stormtroopers, and certainly looks the part. However, that part is so insignificant, it’s like it was written in as an after-thought. The character will apparently play a more significant role in later films, but that’s hardly the point. We first see him at the beginning, and they’re all evil and shooty, which is fine. But then we see him only a couple of times after that and, at one point, he’s taken hostage in possibly the most unimposing, least-threatening way imaginable, and he just goes along with it. What the hell?! Oh, and I say “He”, but the character is actually played by a woman—Gwendoline Christie, the tall, sword-wielding blonde from Game of Thrones. Anyway…
The final thing that annoyed me a little bit is tough to talk about, because it's riddled with spoilers. But I shall simply say this: the way a certain character (who I haven't mentioned previously) was handled could've been done so much better than it was. That's it. I'll say no more. Watch the film, then read this again. You'll know what I mean.
So, to sum up. This is a great addition to the franchise, no doubt. But, forgetting it's Star Wars for a moment, it's simply a great film. It provides everything you would want from this genre, and it leaves you wanting more at the end (with a clear indication it's going to provide it at some point in the future). Now go. Enjoy. Even if you don't like Star Wars, it's worth a watch. Though I'm pretty certain after seeing it, you'll want to watch the others.
So, the story. (No spoilers here, promise!) We join the action some 30 years after partying with the Ewoks on Endor. The Empire is no more, yet, like an evil phoenix, The First Order has risen from its ashes and is doing much the same thing—being awful to everyone and trying to rule the galaxy. Same old, same old.
There are plenty of new faces—the three main ones effectively being modern-day retellings of our old favourites. First up is Oscar Isaac's excellent Poe Dameron, who is this year's Han Solo. A hot-shot rebel fighter pilot, with rogue-ish good looks, a cheeky grin, and wise-cracking dialogue.
Then, we have the Stormtrooper with a conscience, played by John Boyega. A really good performance by him, and despite his character’s beginnings, it doesn't take long for you to genuinely care what happens to him. He's this year's Luke Skywalker, definitely.
And finally, there's the mysterious Rey, the tough-as-nails tomboy who's hotter than you first realise, brought to life by the uber-talented, destined-for-great-things, Daisy Ridley. Not much is known about who she is, but she's this year's Princess Leia, without a doubt.
And that was the first thing that really struck a chord with me—how the film acknowledges the original characters, but gives them a twist for the newer, younger audience. The comparisons are immediate and obvious, but they work. Instead of the kick-ass princess, you have the hard-done-by street kid... instead of the teenager dreaming of escaping his dead-end life, you have one who struggles to accept he's not meant for the exciting one he has. Kids today will relate to these things, yet the film manages to keep the essence of what made the main characters from the classic films so memorable.
We also have the new lovable droid, BB-8, who, like R2-D2 so many years ago, unwittingly finds itself with a garbled message in its memory banks, and in the possession of one of our heroes.
In much the same way that Episode IV didn’t hang about getting Darth Vader on the screen, it's not long before we're treated to our first look at the big bad—Kylo Ren. Let's run through the checklist:
• Looks cool wearing black? Check.
• Masked, with scary voice? Check.
• Mean? Check.
So, Mr. Ren starts out doing everything we would expect, which is nice. We know he's working with The First Order, we know he's looking for something... so far, so Star Wars.
The film moves along at a good pace. Plenty of action and fighting, slowed down by great interaction between the main cast where needed. Then we start getting drip-fed the old-timers, which is where the fanboy in you will get really excited. We first get a look of Han Solo and Chewbacca, which we already knew from the trailers, when Han says, "Chewy, we're home." Harrison Ford steps back into the role like putting on an old pair of shoes—a little awkward at first, but you soon remember how comfortable they are, and you're off and running in no time. It's almost like he's not played any other part since 1983 (and after Indiana Jones and the Kingdom of the Crystal Skull, I bet sometimes Mr. Ford wishes that were the case!). Accompanied by his long-time friend, he effortlessly goes through the motions as the scoundrel looking to make some money, but always ending up owing someone more than he has.
It's not long before a twist of fate puts him and Chewy alongside our new heroes, and they're on their way to see another familiar face, Princess Leia. Except she's not a Princess anymore, she's the General of the Resistance. I won't say too much about her, as her parts in the film are integral to the main storyline, and I don't want to ruin it. Suffice to say, like any couple reuniting after 30 years, her and Han are a joy to watch on screen together.
I don't want to delve into the storyline too much, because a) you've probably pieced together the gist of it from all the trailers, and b) it's hard to do without telling you things you won't know if you haven't already seen it. So I'll leave it there, but will finish by saying it's a pleasure from start to finish, it cues up the inevitable sequels well, and it does nothing more than what it should do—it gives you a Star Wars experience that leaves you wanting to watch it again the moment it finishes.
So, the downsides. There aren't many, but, for me, there are some. They don't take away from the movie as a whole, but they detracted from the experience enough to make them worth mentioning, so here goes.
Princess/General Leia - I'm sorry, but poor Carrie Fisher has had so much Botox, I genuinely thought it was a different actress when she first appeared on camera. We see her go through an emotional reunion, some heartache, some humorous banter, some thrilling, edge-of-the-seat action, and a nail-biting, jaw-dropping finale... and not once did her expression change! Probably because it couldn't. She's the only one who looked like they were struggling to revive their character, because she didn't look like a natural, older version of herself… she looked like she was trying to be a younger version of herself, and it made me not want to see her as much as other characters.
Kylo Ren - This guy starts out as being awesome. His mask is suitably evil, his voice is menacing, his lightsabre is just brilliant… But then he takes his mask off. He's doing something (which I won't detail, but is another obvious and much-appreciated nod to the film's predecessors) and he just takes off his mask. Now, no disrespect to Adam Driver, but... have you seen Harry Potter? Well, Kylo Ren, without his mask, kinda looks like he's related in some distant, in-bred way, to Neville Longbottom. He continues with his evil gestures and scary intentions, but without the mask, you just kinda think... Really? Am I meant to be scared here? When I was a kid, Darth Vader terrified the hell out of me! This guy... you could probably flush his head and steal his lunch money, if he doesn't force-choke you beforehand.
I think he’s another Hayden Christensen—horribly miscast for an important role that could’ve defined the right actor’s career. Let's hope it doesn't end up ruining it for him. Should've kept the mask on, Kylo!
Captain Phasma - The name might not mean much to casual fans, but I’m referring to the chrome Stormtrooper who has inexplicably developed somewhat of a cult following since their appearance in the trailers. They’re the tall, imposing, assumed leader of the Stormtroopers, and certainly looks the part. However, that part is so insignificant, it’s like it was written in as an after-thought. The character will apparently play a more significant role in later films, but that’s hardly the point. We first see him at the beginning, and they’re all evil and shooty, which is fine. But then we see him only a couple of times after that and, at one point, he’s taken hostage in possibly the most unimposing, least-threatening way imaginable, and he just goes along with it. What the hell?! Oh, and I say “He”, but the character is actually played by a woman—Gwendoline Christie, the tall, sword-wielding blonde from Game of Thrones. Anyway…
The final thing that annoyed me a little bit is tough to talk about, because it's riddled with spoilers. But I shall simply say this: the way a certain character (who I haven't mentioned previously) was handled could've been done so much better than it was. That's it. I'll say no more. Watch the film, then read this again. You'll know what I mean.
So, to sum up. This is a great addition to the franchise, no doubt. But, forgetting it's Star Wars for a moment, it's simply a great film. It provides everything you would want from this genre, and it leaves you wanting more at the end (with a clear indication it's going to provide it at some point in the future). Now go. Enjoy. Even if you don't like Star Wars, it's worth a watch. Though I'm pretty certain after seeing it, you'll want to watch the others.