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Lee Ronaldo recommended Anthem of the Sun by Grateful Dead in Music (curated)

 
Anthem of the Sun by Grateful Dead
Anthem of the Sun by Grateful Dead
1968 | Psychedelic, Rock
6.0 (1 Ratings)
Album Favorite

"I was really into them for a long time in the 70s and it coincided with early drug influences and when I jumped from the kind of psychedelia that the Beatles put forth to kind of what was happening in our own backyard on the West Coast with the Airplane and the Dead and Quicksilver.. The Beatles stopped so I never got the chance to see them, but the Dead came around a lot and so you got to see those bands. The Grateful Dead delved really deep into acoustic music, that was really important, and later their famous electric records, but Anthem of the Sun was in their early period. One of the things I keep talking about with my new record Electric Trim is that it was really created in the studio and I keep mentioning Dark Side of The Moon or Pet Sounds or Revolver or Sgt. Pepper’s Lonely Hearts Club Band when I should be referencing Anthem of the Sun Anthem of the Sun was the kind of record that they were trying to construct in a studio. It’s a studio experience of a live concert experience, so they were mixing all this stuff they recorded in all the studio with all these different live takes, slowing things down and speeding things up and thinking of all these trippy aspects of the way the sound exists in stereo space. A couple of those guys, especially Phil Lesh trained alongside Steve Reich at school and studied Luciano Berio and all this 20th century modernist stuff, so he was aware of where music was going on that level and they were just at a cross roads where they weren’t sure they wanted to be a straight ahead rock band. They had moments of being a rock dance band and then they had other aspirations. I love listening to Anthem of the Sun because it may not be perfect, or achieved what they really wanted, but it’s one of those records that set its sights really high and whether or not it got all the way there it achieved something really unique. There’s not many records that sound like that, not just the fact they were splicing together live tapes from 30 different gigs, it was kind of a ridiculous stoned or drugged task from the beginning but they threw their back against the wheel, and tried to do it. If you ever listen to that record with headphones it’s so rich. I was really into them for a long time but once New York City punk and all that stuff happened I kind of dropped it like a hot potato and went onto other stuff and it was only in the last 7 or 8 years that I’ve come back to my appreciation of it through a number of different avenues. I was involved a couple of years ago with this record that this group The National put together called Day of the Dead where they covered 60 songs or something and they asked me to cover ‘Mountains of the Moon’. There were a couple of good Dead songs I was listening to at the time because they related to a song I was doing for my record with The Dust – Last Night on Earth and when I went to record with them they played me a lot of the songs they were working on and whether you like 30 minute noodling electric guitar solos or not you can put that aside and say the thing that impressed me about what they were doing was how great their song writing was. Jerry Garcia and Robert Hunter especially, wrote a lot of amazing songs together and that’s what really struck me – that’s why I liked these guys way back when because they had really great songs. Their songs are like the 60s era American songbook. And it was also in this period where I was thinking that I wanted a lyrical collaborator and so the idea of Hunter’s role with Garcia in that band especially or like when Dylan turned to either Robert Hunter or Jacques Levy for inspiration when he was working on Desire Dylan doesn’t need a lyrical collaborator - why’s he working with outside lyricists? And yet at some point he thought “I need someone else to shift the viewpoint”. So that’s what inspired me to ask Jonathan Lethem to work on Electric Trim. We’d known each other for a long time and I just felt like this was a good time to get someone else’s input, put another voice in the mix. Every single aspect of the record, words, lyrics, tunes didn’t have to spring from me. Music can be very collaborative and I’ve kind of come up in a very collaborative situation with Sonic Youth for so many years – every song was listed as all four of us writing it, ‘cos that’s ultimately what happened. In Sonic Youth, it was only a very rare occasion where one of us came in and said, “Hey I’ve got a new song this is how it goes…”

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Kirk Bage (1775 KP) rated Spider-Man: Far From Home (2019) in Movies

Oct 11, 2020 (Updated Jan 22, 2021)  
Spider-Man: Far From Home (2019)
Spider-Man: Far From Home (2019)
2019 | Action, Sci-Fi
I’m sure I wasn’t alone in the Summer of 2019 when Spider-Man: Far From Home was released in just needing a minute or two, maybe a couple of months, longer to catch my breath after Avengers: Engame, and what very much felt like an ending to the MCU plan that had been in motion since 2008. That climax was so satisfying and complete that the thought of any of them donning the costume and fighting bad guys again so soon felt wrong.

I wasn’t against the survivors having continued adventures, of course not. It was more a question of where do we go from here? And how? Well, perhaps Tom Holland as the youngest and most emotionally resilient of the bunch was the right choice to continue the universe, if any at all. Knowing that Jake Gyllenhaal had been brought onboard certainly added to the appeal, being one of my very favourite actors of the last decade (together with Ryan Gosling and Joaquin Phoenix), but I had made up my mind to skip this one at the cinema.

And so, before any of us knew where we were, it was Spring 2020 and we were all in a different place. Needing films, any films, to fill out the days of lockdown and isolation became a case of make a list and tick them off. This was one of those that made the shortlist around June when I began the trial month of Now TV and discovered that this was where all the big films of the last year I had missed were hiding.

I liked Spider-Man: Homecoming very much, after some initial trepidation over who the heck Jon Watts was, and why he had been trusted with such a big job out of seemingly nowhere? I also really like Tom Holland in the role. I think the idea of making him seem like a naive teenager again is a masterstroke, and he fast became The real Spider-Man in my head. His relationship with Robert Downey Jnr across the last handful of MCU films was rich, genuine and fully rounded, and Holland has managed to pitch the balance between nervy teen and likeable hero quite deftly.

The charm of the first film from Watts was how much it felt like a teen film, full of teens that were actual teens, not adults pretending to be teens. And in this second instalment that element is even more to the fore. It is a travelling road movie that keeps everything fresh and energetic, not giving a moment to dwell despondently on previous events, but looking forward to a bright, hopeful world, full of romance and adventure and discovery.

Other than Holland himself, who grows in stature and maturity as an actor every minute, the rising star of Zendaya as MJ fills the screen very pleasantly, she has a great aura about her for one so young. I am expecting great things from her, especially in the upcoming yet delayed Dune, directed by Denis Villeneuve. She doesn’t have a lot to do here, but steals enough scenes to hint at a serious talent. In fact, most of his classmates seem beyond their years ability-wise, or do they seem that way because of the skilled direction and bottomless production?

It’s also nice to get more time with Samuel L. Jackson as Nick Fury and Marisa Tomei as Aunt May in this one. You always do wonder what the lesser characters have been up to while everyone else was saving the world. But the backbone of the film as a spectacle is the Peter Parker / Quentin Beck face off. Every moment of Holland and Gyllenhaal together feels like a huge movie treat. And knowing nothing about who Quentin Beck was going in from comic book lore, I got a real thrill out of how it all develops.

I came away from my small screen experience of this movie thinking that I had really enjoyed it, but in a very disposable way, that I was happy to leave behind almost instantly. Nothing about it is especially deep or meaningful, just fun! And that was 100% what Marvel needed at this junction in the pantheon. These guys are pretty smart at knowing when and why and how much with these movies, and I’m pleased to say they did it again!

There is some serious work to be done to ever reach the heights of interest generated by the final pairing of Avengers films, and a lot has changed, as it must, as some actors age, some even pass away (RIP CB) and some call it a day. But if nothing else, there feels like there is plenty of mileage left in this incarnation of the friendly neighbourhood Spider-Man, and a lot of new fans to be hauled in by the onscreen romance between Tom Holland and Zendaya’s MJ. Older fans, like me, could maybe care less, but I believe that is the hook to ensure a future generation of fans stay loyal to Marvel. Every hero needs someone to save, after all. I’m still watching.
  
Cloud City
Cloud City
2020 | City Building
Uh oh, another city-building game. I am notoriously horrible with the theme and mechanics, but I do love playing them anyway. But maybe it’s just because most games involve sprawling out, and maybe my specialty is sprawling up. Maybe, just maybe, I can be a vertical architect and leave the land-grubbing to those “other” architects.

Cloud City is a tile and building placing game for two to four players that is super light and super quick to play. In it players are building architects attempting to plan the greatest use of resources to create the most breathtaking buildings and connections of walkways all above the clouds. The winner is the player who amasses the most City Council votes by creating walkways that span daring lengths and connect same-sized buildings in the sky.

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 set aside the starter Cloud tiles for use as player tiles (they have bird icons on them). Shuffle the remaining Cloud tiles and make a giant draw stack. Reveal three tiles for an offer row. Each player draws three Cloud tiles into their hand to be kept secret from the other players. They also will take the appropriate building pieces to place on their starting tiles. Keep the building pieces nearby as they will be used during the game. Players may now begin their bids for architect supreme!
On their turn each player will place a tile from their hand to add to their city, place the corresponding building pieces on the two areas of the tile, optionally build walkways to connect buildings, and then refill their hand of tiles.

When placing a tile, a few rules must be observed: tiles must be placed orthogonally adjacent to an existing tile in the city, may be rotated any direction, and must never be placed outside of a 3×3 tile grid (like the placement rules in Kingdomino).

Once tiles are placed, grab the matching-colored building pieces for the newly placed tile and plop them down on the icons. As the building in the city begin the spring up above the clouds they will need to be connected to buildings of the same height.

To connect these buildings players will take from the supply walkway tokens of different lengths and place them between building of matching height, as shown below. It is these walkways that score the players points as votes from the City Council.


As the player now has only two tiles in hand, a third tile will need to be drawn from either the offer row or blindly from the top of the draw pile. It is now the next player’s turn and the game ends once all players have built their 3×3 city!
Components. This game consists of a bunch of thick cardboard Cloud tiles (48), a bunch more walkway tokens (93), and even more building pieces (96). The tiles are all thick cardboard with minimal but effective art, and are great quality. The walkways are similar thickness and quality and fit into the depressions on the building tops quite nicely. And finally, those building pieces. Oh man, these are great! Super durable plastic (or resin if there’s a difference? I was never very good at chemistry) in three colors and heights. Not needed but certainly appreciated is the detail on each piece with sculpted windows and doors. These are fun pieces to handle during game play and see being built in front of you. Excellent components in this box!

Gameplay is super simple and quick! There are only four real rules to remember (with some restrictions per rule, but they make sense) and as there are only three tiles in hand to build on a turn, AP-prone gamers will still be able to take acceptable-length turns. It’s quick, light, and boasts some great components.

Cloud City is a sure-fire hit and big time winner for me. In fact, I am planning on having my 4-year-old play it with me to truly test the box stating ages 10+. If I can get him to sit still for 30 minutes and concentrate on something other than the tablet or TV I think he will really enjoy it. If you are looking for a great gateway game that even could act as a filler with great components and gameplay that makes you consider the old, “Just one more” attitude, then give Cloud City a look. Blue Orange Games has really increased their production values and choices of games to release. They are remarkable! Just like Cloud City: remarkable!
  
A Court of Thorns and Roses
A Court of Thorns and Roses
Sarah J. Maas | 2015 | Young Adult (YA)
8
8.7 (107 Ratings)
Book Rating
After reading the Throne of Glass series, I didn't think that I could love SJM's next series as much. How could it compare? It doesn't, but not in a bad way. While it's also a book about the Fae, a Court of Thorns and Roses is set in an entirely different world with its own set of unique characters. It is also vaguely a retelling, or reimagining, of the Beauty and the Beast fairytale, which I loved. The human and Fae worlds are separated by an invisible wall and a Treaty that was crafted after a brutal war which took place 500 years earlier.

We are first introduced to Feyre, a girl who tries to take care of her family as best she can despite being the youngest. It is on one of her trip into the forest to feed her family when she stumbles across the path of a wolf whilst hunting a deer. After shooting and killing both animals, she skins the wolf and carries the deer home for food. Unfortunately for her, the wolf was actually a Fae male and her actions force her to make a choice. Either be killed or live forevermore in the Fae realm.

It is not much of a choice and Feyre chooses to go with Tamlin to his estate in Prythian, the land of the Fae. Tamlin, she later discovers is not only a High Fae, but the Lord of the Spring Court and much more powerful than she realized. He is joined by Lucien, another High Fae who is originally from the Autumn Court and not much else besides a few workers. The large estate seems empty and a little bit sad.

As one can expect from a Beauty and the Beast retelling, the girl must fall in love with the shapeshifting Fae beast to break a curse. the curse is not known to the reader or Feyre until the end of the book. She must fight to prove her love under the most harrowing of situations and trials.

A must read, especially if you wish to find out what happens. Highly recommended for teen/young adult readers who like fantasy, supernatural creatures and magic. The world building is amazing, the magic is awe inspiring and the lands are populated by a variety of characters from the heroes to the villains, the cowards, the friends and the just plain misunderstood.

Reread Feelings:
Slight spoiler warning for ACOTAR and ACOWAR.

A second read-through of a Court of Thornes and Roses let me to notice a lot more details that I had missed during my first introduction to the world. The inspiration that the novel drew from Beauty and the Beast was also more prevalent than I had realized. Her family life and desire to protect those she loves is directly pulled and inspired by the original novel. Tamlin’s beast form and temper are also reminiscent of the Beast in the story.

Knowing how the book ends and what happens in ACOMAF, you can more clearly see the actions and personality of Tamlin. He is very protective of Feyre and a little bit controlling, but without any direct threat to her life it is not as apparent. The events that occurred Under the Mountain pushed him over the edge and turned that protectiveness dark. It became corrupted and too strong to be overlooked. He also has an explosive temper and anger, but you see it less frequently as the book goes on. That doesn’t mean it goes away, so his personality in the second book is not as surprising as I thought it was my first time reading the series. It still like him in this series, but I don’t love him as much as I did during the first read through.

The incredible world of Prythian is just so packed with different faeries, Courts, and intense story that you can’t focus on everything the first time you read it. You discover more magic the second, or third, time you read through the book because you know the story and can now also focus on the read of the world building and character development. To me, that is fantastic writing when you can always discover something new hidden in a book you love.

I fell in love with the series even more on the second read-through, especially Rhysand. You truly appreciate just how much he did for Feyre, not just healing her arm when she was on death’s door but mentally and emotionally supporting her when she was ready to give up. He puts on a dark front, but his every action belies his true feelings. Rhys lies to Amarantha about the identity of Tamlin’s human love, even though it could mean his end and his people’s if she discovers the truth. On multiple occasions, he plays the bad guy to maintain a façade but secretly does good. I appreciated and recognized his acts a lot more the second time reading, and it made me fall in love with his character even more.

Even though I know what happens in the book, the emotions are still so prevalent. You ride the story’s highs and lows, feel yourself filling with light when there is goodness, and fear for the dark. I can’t even describe my feelings. I was walking around my room reading the final pages as Feyre is being hurt – and someone calls out her name. I just sort of collapsed to the ground, with my hand on my heart and my feelings bursting from my chest about that particular Fae male. You could almost hear the pain and horror in his voice as he cried out for her, and it destroyed me. The final moments of the book were so beautiful and made me a little teary.
  
Light of My Life (2019)
Light of My Life (2019)
2019 | Drama
It is difficult to talk about Casey Affleck in a positive light as a movie-maker without mentioning the heightened media storm that surrounded him in 2017, at the time of #metoo and his own moment of personal glory in winning the Best Actor Oscar for his excellent performance in Manchester By the Sea. The Oscar was deserved, as was the criticism. The latter affecting the sweetness of the former entirely, and perhaps explaining why a recent Academy Award winner would be so quiet for the next 3 years.

The facts are that he settled out of court for two sexual harassment claims, that in interviews later he would admit some guilt and shame towards. He never tried to hide it and seemed genuinely regretful of his part in whatever crimes took place. He never tried to deny it or belittle it or excuse it as something small and insignificant, he owned up and hung his head.

For which I’d be tempted to say, yes, he behaved like an asshole and abused his position, but is worthy of forgiveness, on probation that he learned from the mistake and never remotely did anything like it again. However, the media doesn’t forget, and in a personal and professional way he has been persona non grata ever since.

Like many others in the spotlight before him for nefarious reasons, I believe emphatically in saying it is possible to separate a person from their work. If someone has done something where they need to be in jail, then let the system take care of it, otherwise let them get on with life and continue to work. Affleck is such a talented actor that it is his performances that spring to mind above anything else by far, and that probably won’t change. I’d absolutely hate to think his negative reputation prevented him from doing the best work of his life.

One way to ensure some relative solitude and privacy whilst remaining at work, then, is to write, produce, direct and star in a small personal film about a father and daughter, alone for 90% of the movie, in a post apocalyptic wilderness. Affleck is the nameless “dad” to the pre-teen daughter he dotes on and will do anything to protect, named “Rag”, for reasons that are explained beautifully in the narrative.

Played by promising newcomer Anna Pniowsky, it is a testament to Affleck’s skill and sensitivity as actor and director that Rag always feels as important and centre stage as the “star” of the show. The film begins very unusually with a 7 minute static dialogue between the two, which demonstrates the relationship and energy of the film perfectly, and in such an interesting way. Pniowsky gives as good as she gets in terms of detailed characterisation, and the dynamic between the two is an absolute delight.

Inevitably, this film is always going to be seen as a poor cousin to The Road, starring Viggo Mortensen, from 2009. It is very similar, it can’t be denied. Even the idea of the parent ensuring “the light / fire” is kept alive within the child, considering that the survival of humanity in all senses is paramount, and supercedes the notion of survival at any cost. Dignity, kindness and non-violence must be maintained, or they will be lost. It is a message worth passing on – enough to make Affleck want to fly so close to the themes and tone of a bigger, well liked film. He must certainly have been aware of how similar they are.

It doesn’t always work, and I did find myself wishing for more action, or at least incident, rather than all the static talking scenes. Although they were often beautifully done, there were just one too many of them to keep the film fully engaging. The use of flashback, where we see the past they came from and the absent mother (presumed long dead) played by Elizabeth Moss, who does not get enough screen time to leave a mark, also doesn’t fully ring true.

Where it does work is in the simple beauty of the relationship between father and daughter. Her innocence and growing curiosity about the tainted world she is inheriting, and his single minded insistence on teaching her things his way and keeping her oblivious to the harshness of life for as long as possible. We begin to suspect his methods are not always the best, and that inevitably the time is coming where for good or bad she will have to find her own path without him.

Which leads to a very touching last 20 minutes I can’t possibly explain without leaving spoilers. If it wasn’t two hours but 90 minutes I believe the idea would have had more impact and not outstay its welcome. As it is, it is just a little flabby in the edit to be described as “great”, and might be otherwise described as slightly indulgent and naive, directorially. It is a tough one to pin down, because whilst I don’t think there is much wrong with it, I also don’t think there is enough right to fully recommend it to a wide audience.

I’m putting this one in the box marked “little seen gems”, intersecting with the one marked “near miss with potential”. When in a patient mood, this could be a film you relate to and enjoy. Just don’t go in expecting too much to happen and concentrate on what it means to be a parent in a cruel world. In that sense it has a lot to say and is well worth your time.
  
The Hidden Beach
The Hidden Beach
Karen Swan | 2020 | Contemporary, Fiction & Poetry, Romance
10
10.0 (1 Ratings)
Book Rating
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I had the most amazing opportunity this month! Thanks to the team at Tandem Collective UK, I participated in a #Readalong on Instagram for The Hidden Beach by Karen Swan. The book is published by the amazing team at Pan Macmillan.

And I can immediately say - this experience was, so far, the highlight of my reading year! 

Together with a number of amazing bookstagrammers, we read this book in 5 days, chatting about the plot twists and the ending. By the end of the second day, we were all in love with Karen Swan's writing and decided to do another read along for August. I also had the chance to participate in a Live Q&A session with Karen Swan herself and win a prize for being a runner-up to the quiz. And on top of everything, I visited my mum on the weekend, and we talked about books we're reading. And to my surprise, she owns FOUR books of Karen Swan already! So we decided to swap some books, and I came home with four more books I want to read!

We will be reading The Greek Escape by Karen Swan in August - so please shout if you have this book and want to join us! 

I shared my readalong journey on my Instagram, and the highlights are still up, in case you want to have a look at my journey! I always share posts and stories of the books I am currently reading - so don't forget to follow for more updates. 

<b><i>Synopsis:</i></b>

In the oldest part of Stockholm, Bell Everhurst is working as a nanny for an affluent family. Hanna and Max Von Greyerz are parents to 7 year-old Linus, and 5-year old twins Ellinor and Tilde, and Bell has been with the family for over two years.

One early Spring morning, as she’s rushing out to take the children to school, she answers the phone – and everything changes. A woman from a clinic she’s never heard of asks her to pass on the message that Hanna’s husband is awake.Bell is confused. She clearly just saw Max walking out of the house a few minutes earlier, but the woman mentioned Hanna by name...

When she gets hold of her employer, the truth is revealed: Hanna’s first husband fell into a coma seven years earlier, following a terrible accident. He has been in a Persistent Minimally Conscious State since and there was very little hope of further improvement. But now he’s awake. And life is going to change for them all.

<b><i>My Thoughts:</i></b>

I absolutely adored this book! I loved it so much, that I am unsure how to contain all my impressions in a well-written review. 

Let's start with the setting.

It is set in Stockholm, on the coast, during summer. The descriptions about the place and the season really fit the mood. There is also a midsummer festival in the book which made me feel as if I was transported there, dancing with people from the town and enjoying the sunshine. 

The characters have that aura about them, that makes you want to know them. Or they happen to remind you of someone you know, but you can't just recall where you know them from. They are so familiar, but distant at the same time. Each of them carrying their weight on their shoulders and each of them having their separate story. 

We meet Bell - the nanny, who has her own reasons of why she decides to become a nanny and stay in Stockholm longer than she needed to. Her love for the children, especially for Linus is so adorable, and I can understand why she is so protective of him. 

<b><i>I felt for Linus.</i></b>

The trauma he is going through in this book is heartbreaking, he's introduced to his real father, but he doesn't remember him. The way some situations are handled also doesn't do him any favours and just contributes to his confusion and anger, and I completely understand him. It is a very difficult situation to be in. 

The most intriguing character in this book is definitely the husband that was in coma. Losing seven years of your life is devastating. One day - you have everything, and then you wake up to find out that your wife is with another person, happy, and has more children of her own with another man. And all you want to do is bring them back. Just like it was. Like time never passed. But time did pass. And people continued living... 

<b><i>Very emotional read.</i></b>

I had all emotions flowing in me at certain moments. Sometimes I had conflicted opinions about some decisions the characters made. I had suspicions, hopes and anticipated a lot. And I loved it. It ended on a very (for me) satisfying ending, and I got the result I was hoping to get. 

<b><i>I definitely recommend you pick up this book straight ahead - it's simply amazing! The perfect summer read with thriller elements, plot twists like you've never seen before and a subtle touch of romance.</i></b>

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Bad Boys for Life (2020)
Bad Boys for Life (2020)
2020 | Action, Comedy, Crime
Good action and great cinematography (0 more)
Welcome to Miami - again!
Will Smith seems to have been having a lacklustre period in his career. His genie from "Aladdin" got a rather lukewarm reception. And his last movie - "Gemini Man" - billed as a big summer blockbuster - failed to impress. True it wasn't a commercial disaster (raking in at the time of writing about 150% of budget), but it's still a film on a plane for me that, even if I'm bored, I'll say "nah" to.

Perhaps it's for this reason that Smith reached for an old and reliable property to dust off for another outing.

And, do you know, it's not half bad.

I only recently saw this one, right at the end of its UK cinema run, because frankly it appealed to me like being hit round the head with a cold fish. Martin Lawrence is an actor who just grates on me enormously. I'm sure he's a lovely chap; kind to animals; donates to charity; etc - but I generally just don't find him funny. (Here though he has a killer line about condom use that made me chuckle.) It feels to me like he is on implausible ground here re-treading the role of aging detective Marcus Burnett. One look at Burnett lumbering along and you would think "well, he'd never pass the medical" for the on-street role he's portrayed doing. His buddy is detective Mike Lowrey (Will Smith), who has a sordid past that is set to catch up on him.

Since we start the story in Colombia, where Isabel Aretas (Kate Del Castillo), the witchy wife of a notorious deceased drug baron, is sprung from prison by her son Armando (Jacob Scipio) in what I admit is a clever and novel way. The Aretas family is bent on revenge - - and a key target in their sites is Lowrey.

Burnett is newly a grandparent and hell-bent on retirement. But with Lowrey and his associates with a target on their backs, will there be one last chance to "Ride Together, Die Together"?

Not seen the first two movies? Not to worry! There are movies, like LOTR, where if you've missed the first two movies in the series you will be left in serious "WTF" territory in trying to watch the third. This is not one of those movies. The story is entirely self-contained, and refers to events never seen prior to the first film in the series.

But whether the movie is for you will depend on your tolerance for loud and brash visuals and music with the knob turned up to 12. Directors Adil and Bilall (Adil El Arbi and Bilall Fallah - Belgian film school buddies best known for the critically acclaimed 2015 feature "Black") - don't do anything by halves.

There is a scene in "Lost Series 3" in which Sawyer, Kate, and Alex have to bust young Karl out of the mysterious room 23 where he is being tortured by having his eyes kept open while watching a collage of images continually smashed into his eyeballs. This movie feels a little like that after a while.

This is not by any means a criticism that it's poorly done. There is some truly stunning cinematography of the Miami skyline by Belgian cinematographer Robrecht Heyvaert, including a 'pull-back' drone shot from a conversation on the top of a building that is quite AWESOME! And there are more than enough "fast action - then slo-mo - then fast again" shots to keep music-video junkies happy!

The music score by Lorne Balfe is also pumping, adding a dynamism to the frantic action scenes that keeps you entertained.

The screenplay by Chris Bremner, Peter Craig and Joe Carnahan is assuredly familiar: it's not going to win any prizes for originality. We've seen the cartel/revenge plotline played out in multiple movies over the years. And we've also seen the "buddy cops with aging partner taking retirement" angle from the "Lethal Weapon" series. This just sticks them together.

Will Smith and Martin Lawrence wise-crack their way through the comedy well-enough, though for me it never reaches the heights of the pairing of Smith and Tommy Lee Jones from MiB (or indeed Mel Gibson and Danny Glover from Lethal Weapon). Elsewhere we have Vanessa Hudgens as a cute cop, still trying to break through from "Disneyfication" into mainstream flicks. For one horrible moment, when I saw her name on the cast, I thought she might be the love interest to Smith. But no. That honour goes to Mexican beauty Paola Nuñez who, with only a 10 year age gap, becomes a less gag-worthy pairing. She plays a female leadership role (every 20's film now needs one) as the head of a new crime division.

Also good value is Joe Pantoliano reprising his role as Captain Howard - Lowrie's exasperated boss. Playing it by the numbers, every film like this has to have one!

Where the plot does add some interest is in a surprising scene mid-film and a twist that I didn't see coming. But this twist felt - in the context of the release date or the film - like a mistake (a "Spoiler Section" in my review on the One Mann's Movies web site discusses this).

All of this happens of course against a backdrop of a body count of bad guys being killed in ever more graphic and gory ways, while the good guys generally dodge every bullet, grenade and crashing helicopter heading their way.

It's that time of year when films are released to die. Where studios drop their movies that are never going to trouble the Academy and are not deemed worthy of summer or even late spring release. But they should have had more faith in this one, for it's not half bad. True, you may need a couple of paracetamols afterwards, but if your corneas and ear-drums can stand the pace, its not short on entertainment value.

(For the full graphical review, check out the One Mann's Movies link here - https://bob-the-movie-man.com/2020/03/08/one-manns-movies-film-review-bad-boys-for-life-2020/ ).
  
The City of Kings
The City of Kings
2018 | Adventure, Exploration, Fantasy, Fighting, Puzzle
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.

Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.

The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.

The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.

The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.

Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.

You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.

All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.

Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.

You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.

This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.

Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.

On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.

I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.

The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.

Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.

Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.

This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
  
Cult of the Deep
Cult of the Deep
2021 | Bluff, Deduction, Dice Game, Fantasy, Horror
You see that cultist in the foreground of the box art about to dab? If I knew being in a cult was THIS cool… Well, I have never been in a cult. At least not that I am aware. However, if I ever were to be in a cult, I certainly wouldn’t wish it to be one that is intent on reviving or calling upon the scourges of the earth. I would rather be in one of those happy cults that take wisdom from a prophet and make delicious breads or something. But how does the Cult of the Deep operate and would I want to join?

Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.

The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.


Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.

I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.

Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.

I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.

If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
  
40x40

Matthew Krueger (10051 KP) Feb 25, 2021

How many board games do you have?

Festival!
Festival!
2020 | Medieval
Remember music festivals, or concerts of any kind? I most certainly do. I used to perform almost every weekend with my band pre-COVID. Well, I haven’t performed in over eight months as of this writing. I miss it so much. So when I heard that a designer was working on a game about musicians putting on music festivals I just had to check it out.

Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.

As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.

After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.


Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).

But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.

Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.

Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.

So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.