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5 Minute Movie Guy (379 KP) rated 22 Jump Street (2014) in Movies

Jun 26, 2019 (Updated Jun 29, 2019)  
22 Jump Street (2014)
22 Jump Street (2014)
2014 | Action, Comedy, Crime
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.
It gets to be way too heavy with the bromance. (0 more)
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.)
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Star Wars Jedi: Fallen Order in Video Games

Mar 1, 2020 (Updated Mar 1, 2020)  
Star Wars Jedi: Fallen Order
Star Wars Jedi: Fallen Order
2019 | Action/Adventure, Fighting
Lightsaber Customisation (0 more)
Almost everything else (0 more)
Wasted Potential
So I just finished Jedi: Fallen Order and it's left me feeling confused. Not because of some complex twist or story revelation, but because on paper I should have loved every minute of this game. You take the parkour movement and sense of adventure from a game like Uncharted and you give it to a Jedi, who we follow during some of the darkest days in the Star Wars lore and what do you get?

Apparently you get something that doesn't feel like Star Wars.

I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.

First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.

I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.

The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.

I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.


Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?

My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.

There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.

So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.
  
Tiny Epic Western
Tiny Epic Western
2016 | American West, Bluff, Business / Industrial
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L

Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.

The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.

When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.

To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.


After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.

Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.


Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
  
Banewreaker
Banewreaker
Jacqueline Carey | 2005 | Science Fiction/Fantasy
10
9.5 (2 Ratings)
Book Rating
Shelf Life – Banewreaker Will Make You Feel Bad for Sauron
Contains spoilers, click to show
Very few fantasy fans can get away with admitting that they aren’t all that big into sweeping, high epic fantasy à la Lord of the Rings or the Pern stories or everything that Terry Brooks writes. Many non-fantasy fans, however, can point to these tales as examples of why they aren’t into fantasy. Like it or not, it’s hard not to see the latter group’s point, as a lot of high fantasy is riddled with confusing terminology, rehashed stories, and genre clichés. This is not to say that these stories are bad, per sé, just that they can easily turn off readers who aren’t in the right kind of crowd.

Banewreaker, the first book in Jacqueline Carey’s two-part volume The Sundering, will probably not change any opinions in this respect, then, as it’s sweeping high fantasy to the core. This, as it turns out, is both its greatest strength and its greatest weakness.

There are some reviews out there that laud Banewreaker as a masterful examination of subjective viewpoints in an epic fantasy turned into a human tragedy by a simple change of perspective. And they are absolutely correct.

There are other reviews, however, that call the book out as a heap of all of the stalest fantasy clichés piled one atop the other in a confusing and pretentious jumble with a shellacking of purple prose for good measure. And they are also absolutely correct.

Let me explain.

For starters, it would be inaccurate to say that this story is full of clichés. This story is clichés. This story is every familiar and used-up trope you would expect from a high fantasy, all of those details that have been done to death in thousands of other versions until almost nothing that happens seems original anymore.

This is what’s going to turn off a lot of people. But the thing is, Banewreaker has to be this way. It wants the reader to look at all of the things that they’ve come to expect from a fantasy epic and then, by shifting the narrative focus, realize that all of these beloved tropes are actually, when you think about it, tragic as hell.

In other words, it’s Lord of the Rings from Sauron’s point of view.

It’s not a riff, though. It’s not goofy like most of the stuff I go in for. It takes its subject just as seriously as the stories that it’s mirroring, and this is what makes the whole story ultimately so gripping and so moving.

The story starts out like many stories of this magnitude, with exposition stretching back to the Dawn of This Particular Creation. In this case, we have a protogenos world god named Uru-Alat who died and gave rise to seven smaller godlike beings called Shapers. First comes Haomane, who becomes the Lord of Thought and sets himself up as head honcho for this ensuing pantheon. Second is Arahila, the Basically a Love Goddess; and third is Satoris, whose purview was “the quickening of the flesh,” which is high fantasy speak for sexy times. Four more Shapers come after this who, for the sake of brevity, we’ll be glossing over.

To summarize the important godly exposition, the Seven Shapers set about shaping the world to the surprise of no one. Haomane creates elves (here called Ellyl, but if you’ve ever even looked at a fantasy, you know that they’re the elves here), Arahila creates humans, and Satoris doesn’t create anything because he’s busy hanging out with dragons and learning their wisdom. Satoris grants his fleshy quickening to the humans but not the elves, because Haomane didn’t want his elves to do that. Then Haomane decides he doesn’t want the humans to do that either, but Satoris refuses to take the gift away again. Conflict escalates, god wars ensue, and the world splits into two continents, with Satoris ostracized from his brethren on one and the remaining Shapers on the other. By the time the dust has settled, Satoris is scarred and burned pitch black, living in a mostly dead land thanks to Haomane’s wrath, but with a dagger in his possession that is the only weapon capable of killing any of the Shapers.

The story itself picks up thousands of years later, with Satoris as the Satan/Sauron stand-in living in a forbidding land surrounded by classically evil things like trolls, giant spiders, and insane people. Since Haomane is the head god, the rest of the world believes Satoris to be a terrible figure of evil and betrayal, while Satoris’s few allies know him as a pitiable and misunderstood figure who only ever wanted to honor his word and do right by his own sense of morality rather than the dictates of his elder brother god king.

From here the plot becomes the typical Army of Good vs. Army of Evil adventure, but with the protagonistic focus on Satoris and his allies. His trolls we see not as a mindless horde but as a simple, honorable people who happily serve their lord because he happily serves them right back. The mad individuals inhabiting his fortress are castaways from normal society with nowhere else to go. And the giant spiders just happen to live there and be bigger than normal, with no sinister intentions beyond that.

And just like that, by actually showing us the home life of the ultimate in evil fantasy tropes, we see how easily one side’s view of evil is another’s view of good. In doing so, Banewreaker becomes perhaps the first sweeping fantasy epic with no real bad guy, just two sides of an unfortunate conflict. Both sides have their likeable characters, both sides seem from their view to be in the right, and pretty soon you, as the reader, will stop cheering for either one, because whenever one person that you like succeeds it means that another person whom you also like is failing.

In fact, the closest thing that this story has to a clearly-labeled “evil” character is the sorceress Lilias, and even then, she’s not evil so much as a woman who has done some bad things for completely understandable reasons. Lilias, in fact, is one of the most pitiful characters in this whole saga of pitiable characters, with her fears and attachments closely mirroring those of most readers, only amplified by her immortality and magical powers. She is afraid of dying. She wants to be more in the grand scheme of things than just another man’s wife or another country’s momentary ruler, both of which would just be tiny moments in a long history. She likes her youth. She likes having pretty things and pretty people around her. And from her interactions with her dragon mentor and apparently only friend, Calandor, we see that she is also capable of intense affection and even love just as she is capable of indulging in self-centered self-interest that, if not particularly a good trait, is also one that she is not alone in possessing.

Banewreaker, then, is a story with a large cast of characters but very few actual heroes or innocents as well as very few outright villains, which is exactly what it sets out to be. Those who love it and those who hate it both seem to blame this quality in particular for their feelings. The biggest complaint leveled against it (that I have read, anyway) is that the people we should be rooting for do not deserve our sympathy, while the people we should be rooting against are more misguided and unwilling to see things in another light than deserving of our scorn.

This is true. But if it’s a flaw, it’s an intentional one. And if it makes you feel like you shouldn’t be cheering for either side at all in this conflict, that’s the point. This is a story of clichés, yes, but it has something that it needs to say about these clichés and, in doing so, about the subjective and impossibly nebulous quality of morality in general.

In short, here again is another fantasy story about the Forces of Good wiping out an entire nation dedicated to their “evil” enemy. And as the story points out, even if you believe in that cause, you’re still wiping out an entire nation of people. No way is there not a downside to that. Seeing things in a black-and-white morality just means crushing a whole lot of important shades of gray underfoot.

Whether or not you like Banewreaker, then, depends in large part upon how much you realize that Carey as an author is being self-aware. As someone who read and still hasn’t stopped being awed over her Kushiel series, I can’t claim complete objectivity in this area, because I came to Banewreaker already in love with her. I can say, however, that unless you have an intense and searing aversion to ornate and sweeping style, this book is worth any fantasy-lover’s time – especially if you’ve ever felt a pang of empathy for all of the poor villainous mooks that fantasy heroes tend to mow down without a thought because they were the wrong kind of ugly.
  
Wonder Woman (2017)
Wonder Woman (2017)
2017 | Action, Fantasy, War
Gal Gadot as Wonder Woman Chris Pine as Steve Trevor No Man's land sequence The score Girl Power F YEAH Steve and Diana's relationship (0 more)
Third act is a little generic Villians aren't as memorable as other DCEU villians (0 more)
"I can save today, you can save the world"
Remember when some trickster claiming to be a former worker from Warner Bros. wrote an open letter saying that Wonder Woman was just another mess of a DC movie, et cetera? I remember how Patty Jenkins responded to that. She tweeted: "Just wait and you'll see".

Honestly, I don't know how anyone could even consider that there was the slightest chance of this movie not being good, and I'm gonna tell you why: this is the very first big female-led superhero movie, in which the title character also happens to be the greatest female superhero in history. If you really think that Patty Jenkins, also the first woman to ever direct a superhero movie of this caliber in a industry where women barely stand any chances to get to direct major blockbusters, would let this movie be anything less than great... You've got another thing coming, mate.

Wonder Woman is a traditional, oldschool superhero movie, but the first essentially feminist one at it, and they couldn't have chosen a better setting to tell this story, or a better character to star in it. The movie's social comments are strong and constantly present, but never forced, because it is only natural: by placing Diana, a princess raised in an island of warrior women, in the middle of the reality of World War I, the absurdities of the feminine role in the world - and so many other human corruptions - automatically come to light. The way Diana reacts to this world raises a great sense of awareness, with a touch of poignant humor to it. There is a very funny subtle arc of her wanting to take out her cloak, but not being able to because her armor is "barely any clothes", hinting not only at society's sexist feminine dressing code - which is still a thing today -, but also gradually adding power to the iconography of Wonder Woman in full costume; this is Wonder Woman's much awaited debut on the big screen in a solo movie, and like Superman and Batman before her, her first appearance needed to be something incredibly striking. Patty knew that, Gal knew that, and they made it happen. Even if we already saw her in BVS, the very first time Wonder Woman walks up in full costume here is undoubtedly one of the most iconic moments in superhero cinema.


Jenkins is extremely devoted to giving Wonder Woman the iconic debut film she deserves, and she nails it - there's quite a bit of remarkable shots and set pieces that let out the same imagetic power as in Donner's Superman, Burton's Batman or even Raimi's Spider-Man, and I must highlight the No Man's Land sequence. It's my favorite part of the movie; Jenkins and Heinberg carefully work on Diana's mindset as she first witness the horrors of human war, not being able to help everyone, horses being hurt so they can move faster, a mother and a child begging for help, and it all leads up to the powerful moment of a woman crossing the land no man could cross - and Heinberg's dialogue doesn't rely on obvious statements such as "fortunately I'm a woman" (I'm looking at you, Batwoman trailer), it simply lets the image strike us, because it is powerful enough by itself, and boy did that cause some serious goosebumps.

Speaking of dialogue... It's so terrific, so well written. The exchanges between Diana and Steve Trevor are very clever and funny, but most of all natural. All the characters are also extremely likable; Allan Heinberg's writing knows that not all of them can be given deep development, but nonetheless he gives them stories, personalities and purposes, and that - plus the charismatic performances - makes them very empathetic. The villains are not as remarkable as in some of the other DCEU films, but they didn't need to be; the movie doesn't require in-depth arcs from its villains. They have a strong presence when they're in scene and a well elaborated lore, and that's everything they need.

Contrary to the Nordic mythology depicted in the MCU, here we are talking about real gods, true deities, not superpowerful aliens that only strike a similar image - and that also brings a few narrative dangers along with it, after all, it was in greek mythological stories that the concept of Deus Ex Machina first appeared. Heinberg's screenplay, though, makes a few clever twists in that mythology to avoid easy solutions, which adds to the storytelling, the world building and the developing of the themes as well. The lore surrounding the God of War Ares, for example, is not a simple Diabolus Ex Machina as "he influences men to war and if you kill him every man goes back to being good and everything's alright", no, it's more narratively complicated and socially engaging than that.

And Gal Gadot... I'm at a loss for words. I'll confess right here that when she was first announced as Wonder Woman, I was one of the few who were very opposed to that casting. I've never been so wrong in my life, and I've never been so happy about it. She really is Wonder Woman. She's so graceful and adorable, but a major badass when she needs to be. The way she moves, the way she curiously looks at things, the way she speaks, and the way she incarnates Diana's evolving from her naive beginnings to the wise warrior... She's not only an icon, she's a true hero. Comparisons to Christopher Reeve's Superman were made for good reasons.

Chris Pine is also great, he walks perfectly in the line between funny and serious, Steve Trevor is a darling character and his chemistry with Gal is on point. Their relationship is very well constructed and becomes highly emotional by the end - there are scenes that filled my heart with joy, and others that made it ache.

The action is exciting and full of originality, and I like how Jenkins uses slow-motion differently than Zack Snyder. I know that Snyder helped her direct some of the action sequences, which is understandable since Jenkins had no experience with this type of movie, but you can tell it's not the same. In the fights themselves, there's this feel of sensibility to how these people react to Diana, and it's slightly different from the typical "regular people react to superhumans among them" trope. The cinematography is very keen on portraying the difference between Themyscira - an island of colors and natural beauty - and "jolly ol' London" - desaturated and smoggy, a scenario in which Diana's colorful armor shines in a most beautiful contrast.

And the soundtrack. Rupert Gregson-Williams made a beautiful score that brings out the best in every scene. It's heroic, very heartfelt, and loyal to the foundations of what makes superhero music so memorable. Gregson-Williams adds new themes to compose Wonder Woman's musical identity, but Hans Zimmer's main theme from BVS still lives, and it plays in some heart-pounding scenes. I love that they're dedicating that much attention to the musical continuity, because amongst Marvel's many qualities, they're doing a lousy job in that area. Wonder Woman's theme is the most catchy superhero theme in a long time, it quickly gained a lot of appreciation and by continuing on using it, Gregson-Williams collaborates to making Wonder Woman the strong cinematic icon she's setting out to be.

The irregular reception of previous DCEU movies also extols the impact of Wonder Woman, as do the distinct styles between the films. One of the DCEU's biggest virtues is that singularity of each film; be it a near disaster movie epic such as Man Of Steel, a complex deconstruction of heroic values such as Batman v Superman, an stylish chaos such as Suicide Squad or a traditional, graceful superhero film such as Wonder Woman, these movies are all in the same universe, and that very fact is an example of its richness. A lot of people will think Wonder Woman is the best DCEU movie of the lot, some will stick to BVS, others to MOS, maybe for some it's Shazam, but that's the fun of it: we can discuss this forever. Each of these movies mean different things to different people, we're way past simply labelling one as "better" and the other as "worse".

Wonder Woman, however, is not simply a movie about a very strong woman. It's an achievement for every woman. There were tons of girls dressed up as Wonder Woman in the theater, and just seeing how ecstatic they were after the movie brought me joy. There were tons of applause. It's a mark. Be that as it may, Wonder Woman will be remembered as the most impactful superhero film of its time. In 1978, Superman showed to the world how a man could fly; in 2017, Wonder Woman showed to the world how a woman can fight.
  
Call of Duty: Ghosts - Invasion
Call of Duty: Ghosts - Invasion
Shooter
Just in time for the 4th of July, Activision has released the Invasion DLC for Call of Duty: Ghosts so PC and Playstation users can get in on the action. The content as per the usual formula releases first on Xbox systems and then makes it way to the other platforms where it can be purchased on its own or as part of a season pass which offers 4 DLC releases.

The new release offers four new maps and the latest chapter of Extinction which will provide plenty of variety to keep fans going until the final DLC set is released which sets the stage for Call of Duty: Advanced Warfare in the fall.

Mixing old and new the new maps have much to offer at first glance and look to take the online experience of the game to the next level.

Pharaoh

Is set amongst Egyptian runes and there are dark temples and rubble strewn courtyards for players to navigate. Sadly it also makes for an ideal place for campers to setup in the shadow and this is one of the biggest frustrations as spawn camping happened to me often.

When I could get out to explore the richly detailed maps were great fun and I enjoyed the traps such as the collapsible pillar, the secret room, and the flesh eating scarabs as well as other treats the developers provided. I just wish gameplay issues did not mar the joy as much as they did.

Departed

Is set in a small Mexican Town during the Day of the Dead festival as if you had any doubt, the hearse and lively décor in the town’s fountain would be a giveaway. There is a church, retail shops, courtyards, and vehicles to contend with, however once again, camping rules the day as players often hide in the shadows or above picking players off when they spawn and making progress around the map tricky.

The Death Mariachi can be obtained via Field Orders and having a spectral ally with dual .44 Magnums can be a huge help along the way to victory for those lucky enough to obtain it.

Mutiny

This is perhaps the most creative of the new content as players battle in and around pirate ships and must contend with some speed and stealth requirements and two great Field Orders. There is the cannon barrage from the nearby sailing ship and the Ghostly Crew who are more than happy to help send enemies down the briny depths each chance they get.

I found a shotgun or an AK 47 worked best here as the close quarters make ideal conditions for a shotgun but on deck and the pier the rapid fire functions of the AK really helped out.

Favela

This is an update of the popular map from Modern Warfare II set in the Rio slums. Players have to run and gun across varied terrain to battle the enemy which is no easy task as snipers and campers love this map so expect to be frustrated if you have not played it before. Every window is a possible hiding place so this is not ideal for run and gun players.

Awakening

This is the third chapter in the Extinction storyline where players team up to battle an alien threat. This time they take the fight and the drill to the Alien’s backyard. As before players earn money by dispatching aliens which can be used for better weapons and power ups.

You need to work with one another as death will happen and you will need your team to revive you as once all four players are down, the game is over, and you will have to start the campaign over.

Calling in some sentry guns and artillery strikes help with the never ending waves as this is the best of the DLC by far.

 As much as I wanted to love this collection, sadly I ran into several issues with this collection which has marred my enjoyment of it. Issues with camping, lag, and rampant hacking have been so bad that I have struggled at times to find games on the PC version and when I have, gameplay at times has been almost unplayable.

Skill is one thing but when you unload half a clip in a target and they stand there taking it or kill you dead with one shot all the while being hit, you know you have a hack, lag, or gameplay issues. This happened time and time again, day in and day out.

Many players had told me in game how unhappy they have been with this collection as the maps encourage camping which leads to a lot of frustration.

Some users have complained that the matchmaking system is combing players regardless of their geography which is resulting in latency issues. I cannot tell you how many times a game has slowed to a crawl or stopped or how gunfire appeared to have no affect due to lag which on a 20 MBS line should not happen.

I did not see issues as bad as this with the previous two DLCs, the first one actually helped change my thoughts on the multiplay of Ghost which for me has been the least enjoyable of the series. That being said, it sadly is a return to form this time around and I am hoping that we have a better finale in store.

http://sknr.net/2014/07/14/call-of-duty-ghosts-invasion-dlc/
  
The God Game
The God Game
Danny Tobey | 2020 | Science Fiction/Fantasy, Thriller
9
9.0 (4 Ratings)
Book Rating
While browsing Facebook one day, I came across a book entitled The God Game by Danny Tobey. I was intrigued, so I decided to read more about it. After reading the synopsis, this book reeled me in. I decided to give it a read, and I am very glad I did. The God Game has become one of my favorite reads so far.

With the way the digital age is going, the plot of The God Game sounded like it could already be happening in real life. A bunch of teens decide to play a random game with what they suspect is just some kind of artificial intelligence. However, when God (the AI in The God Game) starts asking them to do some highly illegal and dangerous activities as well as activities that make the teens question their morality, they start to think that maybe they are in over their heads. Will the teens be able to quit the game or will death be the only way out? Don't get me wrong. The plot has been done before, but Danny Tobey put his own original spin on the idea and made it where it comes across as a fresh idea. As I mentioned earlier, The God Game comes across as being very realistic. While I feel that there are no major plot twists and that the book is fairly predictable in some places, The God Game is still a highly entertaining read. Tobey gives his readers enough information at the end of the book to leave them satisfied, but he still leaves it somewhat open ended for a possible sequel.

The God Game flowed very smoothly, and I felt like the pacing was perfect. Not once did I feel like the book became too dull or that it was going to fast. The transitions between chapters was very spot on which made The God Game an easy read for me. It was so easy to lose myself in this novel as I became completely immersed in the world Tobey had created.

A couple of things that kind of bothered me, and they seem to be more personal preference than a fault with the story, is the mentions of politics and how anti-God/Christianity The God Game seemed to be. I'm not a political person by any means. In fact, I don't lean one way or the other when it comes to politics. However, I felt like politics were mentioned way too much in this book. It's very obvious that the author is very anti-Trump. If I wanted to read a book about politics, I'd read a political thriller or something similar. I didn't like how this book seems to poke fun at those that believe in God. It comes across as if the author is trying to challenge the beliefs of those who believe in God. I get that The God Game has God in its title and is about an AI that believes it's God, but I felt that the way the author speaks about God came off as a bit crass. However, those were minor issues for me, and I still enjoyed reading The God Game very much.

I felt that all of the main and supporting characters in The God Game were written superbly. The God Game had such a diverse group of characters throughout which was refreshing to see. I enjoyed reading about Charlie and his thoughts. He seemed conflicted the most with everything that was happening. It was great to read about how much he cared about his friends as well as other people. Charlie came across as a stand up guy. Vanhi was my favorite character. She was such a badass that I couldn't help but to love her! I felt like she was the second most conflicted character. I just felt sorry for what Alex was going through. My heart ached for him. Kenny was a great character too, and it was interesting what the game would ask him to do. I never quite knew what to make of Peter. He was written well, and he came across as very charismatic which made me suspicious of him throughout the whole novel. I did admire how much he would throw himself into something though.

Trigger warnings for The God Game include violence, profanity, drug use, politics, challenging the existence of God, racism, sexual situations (although not graphic), and murder.

Overall, The God Game is a highly thrilling read. With such an interesting cast of characters as well as a highly thought provoking plot, I wouldn't be surprised if The God Game became one of the most sought after books of 2020. It would also make a great film. I would definitely recommend The God Game by Danny Tobey to those aged 16+ who love thrilling plots that really make you think. Give The God Game a read. It will sink its teeth in you from the very first page!
--
(A special thank you to St. Martin's Press for providing me with a paperback ARC of The God Game by Danny Tobey in exchange for an unbiased and honest review.)
  
Eurovision Song Contest: The Story of Fire Saga (2020)
Eurovision Song Contest: The Story of Fire Saga (2020)
2020 | Comedy, Music, Romance
Rachel McAdams and Dan Stevens steal most of the scenes (1 more)
A real feelgood movie that spoofs the unspoofable pretty well
My lovely farce
Will Ferrell's output over the last few years has been decidedly patchy. I have to go back to "Get Hard" to find one of his movies that really got to my funny bone. But this latest Netflix offering hits the spot for me.

We start with the song recently voted the number one Eurovision song of all time by UK viewers: "Waterloo" by Abba. Young Lars Erickssong (LOL) (Alfie Melia) is transfixed watching the 1974 Eurovision winner with his recently bereaved father and local Lothario Erick (Pierce Brosnan). (Mental note to women: never marry Brosnan on screen... he gets through wives faster than you can murder "S.O.S."). Also present are his friends and young Sigrit ("probably not by sister") Ericksdottir (Sophia-Grace Donnelly). Lars vows to one day stand on that stage and make his father and his remote Icelandic fishing village proud.

Now all grown up, Lars (now Will Ferrell) and Sigrit (now Rachel McAdams) are still pursuing their dream of representing Iceland in the upcoming Eurovision Song Contest. They are, of course, dreadful - - so they should fit right in! But their way is blocked by the immensely talented Katiana (Demi Lovato) and all seems hopeless. Will Sigrit's faith in the power of the Elves see them through?

There's an obvious problem here. The Eurovision Song Contest is in itself so bat-s**t bonkers that it is almost impossible to spoof. (If anyone is not on this wavelength, checkout the genuine Russian entry in this year's (cancelled) contest on Youtube). But the team here (writers Will Ferrell and Andrew Steele and director David "The Judge" Dobkin) do a really great job. I'd love to know what a US audience - who I guess will mostly be unfamiliar with Eurovision - make of this. Since Australia are now honorary Europeans in the contest.... wouldn't it be great if there was a Mexican mariachi band attending and a country and western act from the States? (Brits would love the US to be involved.... as spoofed in the film, there's only one country European's hate more than the UK.... be nice to have someone else to join us in the "nul points" club!)

Wherever you may be on the "Ferrell-funny-or-not-ometer", there's one thing I hope we can all agree on here, and that is that Rachel McAdams continues to shine as a comic lead. She was fantastic in "Game Night" - one of my favourite comedies of recent years - and here she is both gorgeous and hilarious. She knocks it out of the park playing the elf-loving Icelandic pixie with the golden voice. (McAdams "sings" but is significantly "helped" in the mix by Swedish pop star Molly Sandén (aka My Marianne)).

Here she even gets to almost reprise her wonderful "YEESSSSS! Oh no, he died!" line from "Game Night".

Almost matching her in the scene-stealing stakes though is Downton's Dan Stevens as Lemtov: a Russian 'Tom Jones'-like contestant singing "Lion of Love" ("Let's get together; I'm a lion lover; And I hunt for love!"). He's DEFINITELY not gay ("There are no gays in Russia") but are his multi-millions enough to turn Sigrit's head?

For those who love their annual Eurovision parties, there are also an impressive array of nice cameos that will delight.

But where the film-makers really score (no pun intended) is making the music so fitting. Some of the tracks make you think "Yeah, if this was the real content, this might have got my vote". Director Dobkin is quoted as saying "It's okay if it's funny, but it has to be really good music. It has to still be great and just kitschy enough to be Eurovision, because that's part of what's fun about Eurovision" (Source: Vulture). Very true. This success is down to the involvement of pop writer/producer Savan Kotecha on the project: the man behind hits by Katy Petty, Ariana Grande and Ellie Goulding.

A comedy needs to make me laugh, and this one really did - numerous times. It's not just the dialogue. Some of the cut-away scenes are priceless and perfectly executed: jumping whales; a collapsing glacier; a small slamming door!

Sure, it borrows from a number of other sources in its plot: most notably THAT episode of "Father Ted" and the rap-battle scenes from "Pitch Perfect". And sure, some of the outRAGEOUS Icelandic accents sometimes swerve into an alarming mix of Indian, Welsh and Caribbean dialects! But above all, this is movie with real heart. The plot is pretty well signposted, but the finale still packs a (surprisingly) hefty emotional punch, and it leaves you with a really nice afterglow.

As we struggle out of Covid lockdown, it may not be a vaccine, but it is a pretty good medicine for the side-effects. Did I love this? Jaja Ding Dong!

(For the full graphical review, please check out One Mann's Movies here - https://bob-the-movie-man.com/2020/06/27/one-manns-movies-film-review-eurovision-song-contest-the-story-of-fire-saga-2020/ ).
  
BlacKkKlansman (2018)
BlacKkKlansman (2018)
2018 | Biography, Comedy, Crime
I have had my issues with Spike Lee as a filmmaker over the years. It always seemed like his next film was the most “important” one, and that he didn’t make a film if it didn’t have something to say about race and the oppression of African Americans. Which in itself is not a problem, as long as that point isn’t laboured to the detriment of all other aspects of the film. My problem wasn’t the message, it was that a lot of the films were dull or just not that great.

I like Malcolm X to a point, but it is overlong and uneven. I think Do the Right Thing is a fine example of indie bravura, but also has faults. Of the rest, I really only rate 25th Hour and Inside Man, both of which are entertaining movies that move tentatively away from full on politics and therefore avoid the trap of being bombastic. In short, I’ve always wanted to like him as a director a lot more than I do.

The thing that drew me to BlacKkKlansman more than Lee, or the yet little known John David Washington, was the 100% dependable Adam Driver. I have yet to see a performance of his I didn’t like, and I’d heard that he was the standout of this film too, so it went on my list of must sees. And, yes, he is excellent, of course he is – there’s something about how easy and relaxed he can be within a character that is very rare. I’d suggest he is one of the very best male actors of that age group working today.

Now, obviously, it is entirely intentional that the two leads and eventual partners in the film are black and white… but the idea that this is a problem, or a thing at all, is not addressed as the only issue; in BlacKkKlansman it isn’t being black or white or anything else that defines you, it is what you do, what you say and what you stand for. And that idea is so crystal clear and well achieved that as an entertainment the film can then go anywhere it wants around that framework. Which it revels in doing.

It is both a good looking film and an exciting one; funny when it wants to be, smart all the time, and razor serious when it needs to be. A balancing act not to be sniffed at! And one that Lee has struggled with in the past. Here he nails the tone so well that it feels like his entire back catalogue was just a training exercise to get him to this point. I wouldn’t say it’s a masterpiece, but it is a damn fine work of art on many levels.

Washington as the focus of the tale, which also functions perfectly as an undercover cop movie of basic intent, i.e. infiltrate the bad guys and take them down, is perfectly cast and believable from minute one. His chemistry with the insanely gorgeous and talented Laura Harrier is a highlight, especially watching them dance and move with absolute cool in those 70s clothes and hairstyles. This movie has serious style that leaves you in no doubt that the black sub-culture is where it’s at, and the stupid bigoted klansmen are shown up as ridiculous as much as dangerous.

Every trope and icon of the Blacksploitation era is referenced and reclaimed as cool. Perhaps to a degree I am not aware of, as I’ve only seen one or two obvious examples in my time. We are given the tease to follow the notion that racism of this kind was a thing of the past, specifically related to the 70s and now it’s better in many ways. Before we are hit with the hammer blow of realisation at the very end of the film, where a juxtaposition of fantasy and horrific reality collide to magnificently shocking and depressing effect.

I felt after seeing it that I had been cleverly schooled. As in, I’m glad you enjoyed this, now go away and really think about it… and it worked, because I have tried to think about it more than I have before. And feel just that little bit more educated to a problem that is worldwide, but has never really felt directly part of my world.

Discussing anything related to the BLM movement in 2020 feels important and complicated in so many ways. It is an emotive subject that I’d feel I mostly want to avoid for fear of saying the wrong thing. Even though the basic idea of human rights and basic rights for all people has always been a no brainer; prejudice and hate crimes and fear are wrong, and we collectively must do whatever we can to educate ourselves and others not to make the mistakes of the past. Can a movie do that? No of course not, but it can open the door to dialogue that might not have happened otherwise.

Lee isn’t scared of what you think of this film, or any argument you may have against it. He knows his subject, and you feel that confidence in every scene. He doesn’t want to lecture you, or scream at you in despair, he wants to tell you an entertaining story that comes with a whole side discussion if you want it. Which is so much more powerful than any tactic he has tried before. And I think it works. I’d recommend anyone watch this, without hesitation.
  
The Life of Pablo by Kanye West
The Life of Pablo by Kanye West
2016 | Hip-hop
8
6.3 (4 Ratings)
Album Rating
Kanye West is an iconic rapper from Chicago, Illinois. Not too long ago, he released his seventh studio album, entitled, “The Life of Pablo“.

ULTRA LIGHT BEAMS
The opening track functions as a Sunday-morning church revival, where Kanye is the ordained minister. He’s standing in the pulpit, preaching a time-sensitive sermon to his loyal congregation.

His message: God over Satan, keep the faith, pray for Paris, pray for parents, and we’re living God’s dream.

West sets the tone and declares where he stands on religious and socially-driven issues.

A Gospel choir emerges. The Dream and Kelly Price reinforce West’s message by singing verses of encouragement, leading to a heartfelt testimonial by Chance The Rapper.

While the collection plates are being filled with hopes of a better tomorrow, Kirk Franklin concludes the service by praying for everyone. He uplifts those who feel they are not good enough or have said, “I’m sorry,” too many times.

Father Stretch My Hands (Pt. 1)
A spiritual figure, Pastor T.L. Barrett, ushers in the second track with praises to The Most High. Future appears for a brief moment and Kid Cudi delivers a stunning chorus.

A liberated West returns to the pulpit and gives a brief, but somewhat explicit testimony of his past and present relationships to Amber Rose and Kim Kardashian.

Father Stretch My Hands (Pt. 2)
West continues his testimony and raps about his personal experiences. He speaks on the importance of returning his wife’s phone calls and not wanting to make the same mistakes his father made. Also, he mentions the passing of the mother in Hollywood, being broke, and the reason why he broke his jaw.

West’s words hit home, making room for another liberated soul to tell his story of triumph.

Desiigner, a newly-signed artist of G.O.O.D. Music, emerges from the underbelly of the ghetto. He raps about getting money illegally, drugs, and violence-familiarized by urban-street hustlers.

Though his grim subject matter contradicts the song’s hopeful message of liberation, it somehow adds mysticism or substance to Kanye’s brutally-honest testimony.

Desiigner, blessed with a futuristic flow, highlights a few things that West’s congregation needs to examine in order to be totally liberated.

FAMOUS
Whenever an important event occurs in an urban community, an after party is sure to follow. And a host of celebrities are always on standby to attend it. The Life of Pablo is no exception.

The fourth song features Rihanna and legendary-producer Swizz Beatz. Also, it contains timeless vocals from Sister Nancy and Nina Simone.

West, no longer in church clothes, stands out lyrically with witty, braggadocios lyrics.

Whether that statement is factual or not, it’s doesn’t really matter because West believes it is.

FEEDBACK
The fifth song serves as a transformational period, where West shows signs of the old Kanye.

West doesn’t need a psychiatrist to diagnose his problems. He does that himself by wearing them on his sleeves.

LOW LIGHTS
On the sixth track, West wrote via Twitter, “I put Low Lights on my album just thinking about all the moms driving their kids to school, then going to work.”

Listeners can now relate to the everyday struggle that mothers endure.

The song features an acapella sample from “So Alive” by Kings of Tomorrow.

The woman gives a grateful-testimony of God’s graciousness over a laid-back, simple piano groove. Her honesty is felt. Also, she sounds liberated because her Creator has accepted her for who she is.

HIGH LIGHTS
From lows to high, the seventh track is in direct correlation to “Low Lights”.

West and Young Thug put on their festive robes because it’s time to celebrate life. El Debarge and The Dream chime in, and West addresses a lingering issue.

But this is only the beginning. West finishes strong with more thought-provoking lyrics.

FREESTYLE 4
The eighth track features Desiigner. Again, when he and West are together, all hell breaks loose.

The once festive scene transforms into a grimy underworld filled with a prostitute that West is explicitly lusting after. The temptation makes it difficult for him to stand on his opening statement of Jesus over Satan. But the power of darkness is more powerful than West thinks. So, he subconsciously indulges in sexual misconduct.

I LOVE KANYE
On the ninth track, West realizes that he’s at war with himself. The old Kanye, known for chopping up soul records is fighting against the new Kanye that everyone hates. But Kanye wants to go back to being sweet again if that’s even possible. His multiple egos are fighting for control over the ‘real’ Kanye.

WAVE
West doesn’t stare in the mirror for too long. On the tenth track, redemption happens. Chris Brown, disguised as an angel, comes to West’s aid by providing much-needed light.

Miraculously, the sun emerges from the shade, a bird flies out its cage, and a nostalgic feeling is felt.

West realizes that nothing is impossible because waves don’t die and feelings don’t really go away.

FML (FOR MY LADY)
On the eleventh track, West realizes what’s really important to him and that’s his wife. Someone he won’t jeopardize for no other woman. Also, his children are all layers of his soul.

The Weeknd appears in the form of West’s conscience.

West remains focused and listeners can feel the positive aura of God surrounding him. He is determined to remain faithful to only Kim, no other woman.

REAL FRIENDS
West continues his introspective outlook and raps about trust issues that everyone can relate to. His honest, down-to-earth lyrics, mixed in with Ty Dolla $ign’s vocals, paints a vivid picture. Also, it forms a collectible souvenir that hangs nicely in listeners’ collective memories.

WOLVES
The thirteenth track provides a cooling effect with wild emotions and bizarre-sounds.
The setting, maybe an extraterritorial realm in West’s subconscious mind. Perhaps, it’s the Milky Way Galaxy or a dream-state of Saturn.

A time for relaxation, preparing listeners for a surprise guest.

SILVER SURFER INTERMISSION
The fourteenth track features a phone conversation between incarcerated Max B and French Montana. Also, Max voices his gratitude to West for showing him love.

30 HOURS
On the fifteenth track, West takes a trip down memory lane and raps about an ex-girlfriend that he used to drive 30-hours to see. He used to drive from Chicago to St. Louis, St. Louis to Chicago. He recalls the good times they shared. But unfortunately, her infidelity was the reason why they broke up.

NO PARTIES IN L.A.
The sixteenth track will go down in history as a legendary bar-fest between two elite emcees. Kendrick Lamar and West rap with dope punchlines and clever metaphors over a Madlib-produced track. Once again, West is flowing like the old Kanye that people love.

FACTS
The seventeenth track is a standout anthem where West brags that Yeezy just jumped over Jumpman. He’s in boss-mode, talking that big-money talk.

FADE
The final track features Post Malone and Ty Dollar $ign. The song has a reoccurring sample from Rare Earth, “Your love is fading/I feel it fade.”

The Eli Linnetz-directed video shows Teyana Taylor explicitly dancing.

CONCLUSION
Kanye West’s “The Life of Pablo” is a memorable hip-hop album with solid content and heavy replay value.

https://www.bongminesentertainment.com/kanye-west-life-pablo/