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Purple Phoenix Games (2266 KP) rated Deckscape: The Mystery of Eldorado in Tabletop Games
Mar 12, 2021
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and never having played the Deckscape system, how did it fare for me? Decent. Read on.
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. I 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 info, you may purchase a copy online or from your FLGS. -T
To setup a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. I 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 info, you may purchase a copy online or from your FLGS. -T
To setup a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)

Purple Phoenix Games (2266 KP) rated Corsairs of Valeria in Tabletop Games
Apr 2, 2021
If you look at my current Top 10 List (at date of publication), you will see that my #1 game is Valeria Card Kingdoms. I just love the lore, mechanics, artwork, and gameplay so much that it easily rose to my #1 spot after just 1 play! So I am definitely a sucker for all things Valeria. Quests of Valeria, Villagers of Valeria – you name it, I’ve got it. So when the latest VCK expansion was on Kickstarter, with the option to add a new little Valeria-verse themed dice game, I knew I was all in. Does Corsairs of Valeria live up to the hype of its predecessors?
Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!
Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.
At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.
Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.
The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.
Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!
Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.
At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.
Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.
The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.
Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.

Purple Phoenix Games (2266 KP) rated Century: Golem Edition - An Endless World in Tabletop Games
May 5, 2021
If you’ve read our reviews on the first 2 games of the Century: Golem Edition games, then you will know that we are big fans. The art and theme really drew us in, and the gameplay is what keeps us coming back for more. Now that the third and final game has dropped, how does it fit in with its predecessors? Is it the finale we were hoping for? Or does it leave us yearning for the OG Century Golem? Keep reading to find out!
Disclaimer: This game comes with rules to incorporate any/all of the Century Golem games into one bigger game. In this review, I will only be discussing the stand-alone final game in the Century Golem trilogy. -L
Century: Golem Edition – An Endless World (referred to as just An Endless World for this review) is a game of set collection and worker placement in which players are trying to earn the most points by the end of the game. To setup the game, follow the instructions outlined in the rules, dependent upon your player count. Each player begins the game with 6 Trader meeples (or 7 in a 2-player game) in their supply, and a specified number/type of crystals. The game is now ready to begin!
On your turn, you will have 2 options: Work or Rest. To Work, you will first select a location square on the board. You may not choose a location where you already have Traders, or that has an Exploration tile. You will then place Traders from your supply onto the chosen location – the number of Traders required is printed on the location. If the location is unoccupied, simply place the required number of Traders. If the location is occupied by an opponent, you may place Traders there, but you must match the opponents Traders, plus an additional Trader, to take control of the location. Any opposing Traders ousted in this manner are returned to their players’ supply. Once you have placed Traders on a location, you can then perform the action listed on that location. Action options are: producing gems, upgrading gems, trading gems, or collecting Point cards/bonus tokens. If you cannot or do not want to use a location on your turn, you can Rest. To Rest, you will collect all of your Traders from the board and place them back into your supply.
Point cards can provide immediate, ongoing, or end-game benefits for players. Help cards allow you to place 1 fewer Trader than required on certain locations. Tool cards give players an additional gem of a specified color when they place Traders on corresponding locations. New Trader cards allow players to add either 1 or 2 more Traders to their supply, thus increasing their ability to play each ’round’ before needing to Rest. Finally, Exploration cards allow the player to select an Exploration token from the board. Any time an Exploration token is claimed, that location is now ‘uncovered’ and can be used for the remainder of the game. Bonus tokens grant end-game points based upon sets of icons collected, number of Traders in your supply, or simply straight-up points.
The game continues in this fashion, alternating turns, until a player has collected their 8th Point card. The current round is played out, and then points are counted. Points are earned through Point cards, bonus tiles, Exploration tiles, and any remaining gems in your supply. The player with the highest score wins!
One thing I really like about worker placement games is that the actual gameplay is pretty logical and straight-forward. Place your worker, perform action. And An Endless World is no exception to that. Of course, how you decide to play all comes down to your strategy, and again, An Endless World has tons of options for players. Maybe you want to just get 8 Point cards as quickly as possible and call it a day. Or perhaps you want to maximize your bonus tokens and eke out as many points from those as possible. Or maybe you even just want to keep your opponent(s) from achieving their goals. You can play this game so many different ways, and you can totally adapt and change strategy mid-game if you so choose. Each game feels unique and new, and I have yet to tire from this gameplay.
An Endless World is a worker placement game, but there is one factor that I find extremely unique for the mechanic. Usually, in worker placement games, once a worker has occupied a location, it remains there until the player chooses to recover their workers. An Endless World offers players the chance to oust opponents from locations, by placing the same number plus 1 additional worker. I just think this is super neat, because it means that you can’t just ‘block’ a location from everyone. If someone really wants that location, and they have the workers, they can get to that location. Also, along those lines, since ousting a player from a location means you have to match their workers plus an additional worker, you have to decide if you want to risk dedicating that many workers to a single location. You might reaaaaally want to perform that action, but for the cost of 4 Traders, is it worth it at this moment? Could those workers better be used on different locations and you just snatch your desired location on a future turn? All part of your strategy for the game, and definitely keeps all players engaged.
Let me touch on components for a minute. As with the other Century Golem games, An Endless World is extremely well-produced. The gems are the same quality, the cards are nice, thick, and clear to read, and the cardboard tokens are nice and sturdy. Plan B Games has hit the mark on this trilogy of games, and they truly are a pleasure to play. Obviously, the artwork and theme consistency throughout the Century Golem trilogy has been really satisfying, but that also carries over into the gameplay. All 3 games use much of the same iconography, so honestly learning An Endless World was super fast and easy for me. That uniformity is extremely user-friendly and is a huge plus for me.
So I guess you can see from my score and from reading this review that I am a huge fan of An Endless World. The final game of this trilogy is a home run for me, and I just keep thinking about what strategy I want to try in my next game. That in and of itself is an indication of a great game – thinking about it even when you’re not playing it! I have yet to try the variants that include the other 2 Century Golem games, and I am very much looking forward to integrating them all into one giant and (hopefully) awesome Century Golem saga. Purple Phoenix Games gives this one an expansive 16 / 18. Give it a shot, even if you haven’t played the other Century Golem games!
Disclaimer: This game comes with rules to incorporate any/all of the Century Golem games into one bigger game. In this review, I will only be discussing the stand-alone final game in the Century Golem trilogy. -L
Century: Golem Edition – An Endless World (referred to as just An Endless World for this review) is a game of set collection and worker placement in which players are trying to earn the most points by the end of the game. To setup the game, follow the instructions outlined in the rules, dependent upon your player count. Each player begins the game with 6 Trader meeples (or 7 in a 2-player game) in their supply, and a specified number/type of crystals. The game is now ready to begin!
On your turn, you will have 2 options: Work or Rest. To Work, you will first select a location square on the board. You may not choose a location where you already have Traders, or that has an Exploration tile. You will then place Traders from your supply onto the chosen location – the number of Traders required is printed on the location. If the location is unoccupied, simply place the required number of Traders. If the location is occupied by an opponent, you may place Traders there, but you must match the opponents Traders, plus an additional Trader, to take control of the location. Any opposing Traders ousted in this manner are returned to their players’ supply. Once you have placed Traders on a location, you can then perform the action listed on that location. Action options are: producing gems, upgrading gems, trading gems, or collecting Point cards/bonus tokens. If you cannot or do not want to use a location on your turn, you can Rest. To Rest, you will collect all of your Traders from the board and place them back into your supply.
Point cards can provide immediate, ongoing, or end-game benefits for players. Help cards allow you to place 1 fewer Trader than required on certain locations. Tool cards give players an additional gem of a specified color when they place Traders on corresponding locations. New Trader cards allow players to add either 1 or 2 more Traders to their supply, thus increasing their ability to play each ’round’ before needing to Rest. Finally, Exploration cards allow the player to select an Exploration token from the board. Any time an Exploration token is claimed, that location is now ‘uncovered’ and can be used for the remainder of the game. Bonus tokens grant end-game points based upon sets of icons collected, number of Traders in your supply, or simply straight-up points.
The game continues in this fashion, alternating turns, until a player has collected their 8th Point card. The current round is played out, and then points are counted. Points are earned through Point cards, bonus tiles, Exploration tiles, and any remaining gems in your supply. The player with the highest score wins!
One thing I really like about worker placement games is that the actual gameplay is pretty logical and straight-forward. Place your worker, perform action. And An Endless World is no exception to that. Of course, how you decide to play all comes down to your strategy, and again, An Endless World has tons of options for players. Maybe you want to just get 8 Point cards as quickly as possible and call it a day. Or perhaps you want to maximize your bonus tokens and eke out as many points from those as possible. Or maybe you even just want to keep your opponent(s) from achieving their goals. You can play this game so many different ways, and you can totally adapt and change strategy mid-game if you so choose. Each game feels unique and new, and I have yet to tire from this gameplay.
An Endless World is a worker placement game, but there is one factor that I find extremely unique for the mechanic. Usually, in worker placement games, once a worker has occupied a location, it remains there until the player chooses to recover their workers. An Endless World offers players the chance to oust opponents from locations, by placing the same number plus 1 additional worker. I just think this is super neat, because it means that you can’t just ‘block’ a location from everyone. If someone really wants that location, and they have the workers, they can get to that location. Also, along those lines, since ousting a player from a location means you have to match their workers plus an additional worker, you have to decide if you want to risk dedicating that many workers to a single location. You might reaaaaally want to perform that action, but for the cost of 4 Traders, is it worth it at this moment? Could those workers better be used on different locations and you just snatch your desired location on a future turn? All part of your strategy for the game, and definitely keeps all players engaged.
Let me touch on components for a minute. As with the other Century Golem games, An Endless World is extremely well-produced. The gems are the same quality, the cards are nice, thick, and clear to read, and the cardboard tokens are nice and sturdy. Plan B Games has hit the mark on this trilogy of games, and they truly are a pleasure to play. Obviously, the artwork and theme consistency throughout the Century Golem trilogy has been really satisfying, but that also carries over into the gameplay. All 3 games use much of the same iconography, so honestly learning An Endless World was super fast and easy for me. That uniformity is extremely user-friendly and is a huge plus for me.
So I guess you can see from my score and from reading this review that I am a huge fan of An Endless World. The final game of this trilogy is a home run for me, and I just keep thinking about what strategy I want to try in my next game. That in and of itself is an indication of a great game – thinking about it even when you’re not playing it! I have yet to try the variants that include the other 2 Century Golem games, and I am very much looking forward to integrating them all into one giant and (hopefully) awesome Century Golem saga. Purple Phoenix Games gives this one an expansive 16 / 18. Give it a shot, even if you haven’t played the other Century Golem games!

Purple Phoenix Games (2266 KP) rated Questeros in Tabletop Games
Jan 21, 2021
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
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
To setup the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
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
To setup the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.

Daniel Boyd (1066 KP) rated Batman v Superman: Dawn of Justice (2016) in Movies
Jul 24, 2017
Batfleck (1 more)
It's every comic fan's childhood dream
Sloppy editing (2 more)
Bad performances
Poor script
A Whole Mess Of Awesome
Contains spoilers, click to show
Okay, if you are reading this I assume you have at least read a few other reviews of the movie, as it is all that anyone is talking about online at the minute, so what is left to say I hear you ask? Well first off I’ll give you some context, for the last three years I have been reading and collecting comics to an obsessive level and it is due to this movie. I have always been a superhero fan (especially Batman,) and I had read some comics in the past, but when this movie was announced at San Diego Comic-Con in 2013, (3 years ago!!) I was so hyped and I decided that I had to read the comic that this film was taking inspiration from. So I went to my local A1 Comics and bought The Dark Knight Returns, which underwhelmed me but that’s another story. Since then I have become a huge comic book fan and that is thanks to this movie. Seriously what was not to like here, it would have been so difficult to get this wrong, it’s Batman fighting Superman, how amazing is it that this actually happened? And yet they still managed to fuck it up…
Do you read? You will. And then realise how superior the comic that this is based on is to the actual movie itself, (and I’m not even a massive fan of the comic.)
I saw 10 Cloverfield Lane last week and while that movie wasn’t perfect, what made that a great movie is exactly what makes BvS a subpar movie. 10CL had a small team of people working on a restrictive budget, so every aspect of the movie was scrutinised and perfected to make up the end product and that attention to detail really paid off. BvS had a huge budget and a massive team of people working on it and I think that is what gives the movie it’s unfocused and sloppy feel. The script is a mess, there are clearly scenes cut, the editing is jarring, not all of the performances were up to scratch and while the imagery and visuals are incredible, the best way to describe this movie is all style and no substance. I like Zack Snyder, I love his Watchmen movie, I like 300 and I enjoyed Man of Steel, but I can’t help but feel that this is his fault. His decision to make years of comic book stories into one two and a half hour movie honestly baffles me. The events of this movie should have taken place over at least three movies, which I will discuss more in the spoiler section of this review, so stick around for that if you have seen the movie already. This movie really is all over the place and the pace and tone are random at best and if you have seen the trailers then you have essentially seen the movie. Let’s talk about the best part of the movie, which is quite easily Ben Affleck’s Batman and Jeremy Irons’ Alfred. Seeing the two characters and their chemistry are worth the ticket price of the film alone. This is probably the most faithful to the source material Batman that we have had on the big screen to date, except for one pretty major change. Batman in DoJ is pretty much Punisher in a cowl. During the Batmobile chase (which was really fucking awesome by the way,) he questionably kills some goons. I mean, some of them could have survived like, if they had Wolverine’s healing powers I guess? But then there is that badass warehouse scene that we see in the trailers and during that he near enough shoots some guys himself. If you can get over this and see this as an alternate version of Batman you should be able to appreciate Affleck’s performance though, which by the way is amazing, he knocks it out of the park. I would have liked some kind of reference to it, even a scene where he discusses breaking his code with Alfred, just a few lines would have made me get on board with this version of the character a lot quicker. Critics have been calling Henry Cavil’s Superman performance wooden, but I think that is too harsh, he is perfectly serviceable but he isn’t going to be praised for his memorable performance either. Gal Gadot as Wonder Woman is badass, my only complaint is that she isn’t in the movie enough as Wonder Woman. Jesse Eisenberg is the stand out worst performance in the movie. It isn’t necessarily a bad performance, it just does not fit that character at all. He was truly miscast here, if they had cast him as Riddler in the Batman solo movie and he put in this performance I would be praising him like mad. Lex Luthor shouldn’t be crazy on a surface level, he should be a respectable businessman and an intellectual force to be reckoned with and he will go out of his way to ensure that this is what everyone sees him as, it is only ever the people closest to him that that he allows to see him crack. He certainly shouldn’t be making strange noises and gestures like someone with OCD or a mental issue. Also Doomsday is silly and is just shoehorned in at the end for the sake of giving the trinity and enemy to battle against.
Do you pee? You will. After sitting though near three hours of this garbage.
So to give my overall opinion before I get into spoilers, I will say that I enjoyed this movie better than Man of Steel, but only slightly and I dislike it for a lot of the same reasons. Just like Man of Steel there are parts of this movie that I adored and parts that I hated. Mixed emotions is an understatement. In my mind any movie above a 7 is a great movie and unfortunately I can’t call this a great movie. I fully believe that everyone should see this movie and form their own opinion, especially since reactions have been so mixed, but I felt that it simply didn’t live up to the hype that it set for itself and I feel like Zack Snyder may be doing more harm than good setting up the DCU. 6.5/10.
Do you see? You will. Or at least you better have seen it by now because I am about to spoil the shit out of the whole movie.
Like I said earlier, the events of the movie really should have been split across several movies and explored more rather than rushed through at a breakneck speed. We should have had a whole movie on Batman V Superman, the conflict ideals between them and the discussion of whether or not this world needs a Superman. Then we should have had a movie just based on the dawn of the justice league, with Batman and Superman eventually understanding each other and becoming friends and with way more scenes with Wonder Woman and a proper introduction to the other characters rather than the literal plot device USB stick we got in BvS. Then we should have had a few Justice League movies and once Superman was an established character within the universe, they should have killed him off then and did the Death and Return of Superman story, not in this one where Batman and Wonder Woman hardly know him and the public still don’t know whether he is good or bad. Also if Batman kills now, what reason is there for the Joker to still be alive? The whole point of their relationship is that Batman won’t kill Joker because of his code and Joker won’t kill Batman because he loves fighting him, but if Batman has no code and he has been Batman for years then he really should have killed Joker a long time ago. I did enjoy Batfleck and I am very much looking forward to his solo Batman movie, but BvS is rushed and sloppy. So I’ve said my piece, now let the fanboy hate commence.
Do you read? You will. And then realise how superior the comic that this is based on is to the actual movie itself, (and I’m not even a massive fan of the comic.)
I saw 10 Cloverfield Lane last week and while that movie wasn’t perfect, what made that a great movie is exactly what makes BvS a subpar movie. 10CL had a small team of people working on a restrictive budget, so every aspect of the movie was scrutinised and perfected to make up the end product and that attention to detail really paid off. BvS had a huge budget and a massive team of people working on it and I think that is what gives the movie it’s unfocused and sloppy feel. The script is a mess, there are clearly scenes cut, the editing is jarring, not all of the performances were up to scratch and while the imagery and visuals are incredible, the best way to describe this movie is all style and no substance. I like Zack Snyder, I love his Watchmen movie, I like 300 and I enjoyed Man of Steel, but I can’t help but feel that this is his fault. His decision to make years of comic book stories into one two and a half hour movie honestly baffles me. The events of this movie should have taken place over at least three movies, which I will discuss more in the spoiler section of this review, so stick around for that if you have seen the movie already. This movie really is all over the place and the pace and tone are random at best and if you have seen the trailers then you have essentially seen the movie. Let’s talk about the best part of the movie, which is quite easily Ben Affleck’s Batman and Jeremy Irons’ Alfred. Seeing the two characters and their chemistry are worth the ticket price of the film alone. This is probably the most faithful to the source material Batman that we have had on the big screen to date, except for one pretty major change. Batman in DoJ is pretty much Punisher in a cowl. During the Batmobile chase (which was really fucking awesome by the way,) he questionably kills some goons. I mean, some of them could have survived like, if they had Wolverine’s healing powers I guess? But then there is that badass warehouse scene that we see in the trailers and during that he near enough shoots some guys himself. If you can get over this and see this as an alternate version of Batman you should be able to appreciate Affleck’s performance though, which by the way is amazing, he knocks it out of the park. I would have liked some kind of reference to it, even a scene where he discusses breaking his code with Alfred, just a few lines would have made me get on board with this version of the character a lot quicker. Critics have been calling Henry Cavil’s Superman performance wooden, but I think that is too harsh, he is perfectly serviceable but he isn’t going to be praised for his memorable performance either. Gal Gadot as Wonder Woman is badass, my only complaint is that she isn’t in the movie enough as Wonder Woman. Jesse Eisenberg is the stand out worst performance in the movie. It isn’t necessarily a bad performance, it just does not fit that character at all. He was truly miscast here, if they had cast him as Riddler in the Batman solo movie and he put in this performance I would be praising him like mad. Lex Luthor shouldn’t be crazy on a surface level, he should be a respectable businessman and an intellectual force to be reckoned with and he will go out of his way to ensure that this is what everyone sees him as, it is only ever the people closest to him that that he allows to see him crack. He certainly shouldn’t be making strange noises and gestures like someone with OCD or a mental issue. Also Doomsday is silly and is just shoehorned in at the end for the sake of giving the trinity and enemy to battle against.
Do you pee? You will. After sitting though near three hours of this garbage.
So to give my overall opinion before I get into spoilers, I will say that I enjoyed this movie better than Man of Steel, but only slightly and I dislike it for a lot of the same reasons. Just like Man of Steel there are parts of this movie that I adored and parts that I hated. Mixed emotions is an understatement. In my mind any movie above a 7 is a great movie and unfortunately I can’t call this a great movie. I fully believe that everyone should see this movie and form their own opinion, especially since reactions have been so mixed, but I felt that it simply didn’t live up to the hype that it set for itself and I feel like Zack Snyder may be doing more harm than good setting up the DCU. 6.5/10.
Do you see? You will. Or at least you better have seen it by now because I am about to spoil the shit out of the whole movie.
Like I said earlier, the events of the movie really should have been split across several movies and explored more rather than rushed through at a breakneck speed. We should have had a whole movie on Batman V Superman, the conflict ideals between them and the discussion of whether or not this world needs a Superman. Then we should have had a movie just based on the dawn of the justice league, with Batman and Superman eventually understanding each other and becoming friends and with way more scenes with Wonder Woman and a proper introduction to the other characters rather than the literal plot device USB stick we got in BvS. Then we should have had a few Justice League movies and once Superman was an established character within the universe, they should have killed him off then and did the Death and Return of Superman story, not in this one where Batman and Wonder Woman hardly know him and the public still don’t know whether he is good or bad. Also if Batman kills now, what reason is there for the Joker to still be alive? The whole point of their relationship is that Batman won’t kill Joker because of his code and Joker won’t kill Batman because he loves fighting him, but if Batman has no code and he has been Batman for years then he really should have killed Joker a long time ago. I did enjoy Batfleck and I am very much looking forward to his solo Batman movie, but BvS is rushed and sloppy. So I’ve said my piece, now let the fanboy hate commence.

Mandy and G.D. Burkhead (26 KP) rated Banewreaker in Books
May 20, 2018
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.
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.

Paul Chesworth (3 KP) created a post
Feb 20, 2018

5 Minute Movie Guy (379 KP) rated Transformers: Age of Extinction (2014) in Movies
Jun 29, 2019
There's a lot of good, fun, over-the-top, explosive action! (2 more)
Age of Extinction features an incredible showcase of special effects.
Great acting from Tucci and Grammar, and a solid new star for the franchise with Mark Wahlberg.
With a 2 hour and 45 minute run-time, the movie goes on far too long and loses steam before the finale. (1 more)
The plot is completely overloaded with enough content to easily cover two films.
Transformers: Age of Extinction is a fun summer movie that sticks to Michael Bay's usual mode of operation, but it's jam-packed and overly ambitious, stretching the run time far longer than it ever should.
After the events of Transformers: Dark of the Moon, referred to in the film as The Battle of Chicago, the surviving Autobots are being hunted to extinction. The United States government is bent on exterminating all Transformers, good and bad, believing them to be an unwelcome global threat. All the while, the hypocritical government has simultaneously partnered with a wealthy inventor who is trying to create his own superior, man-made variations of Transformers. Furthermore, they’re working with the help of the Transformer bounty hunter Lockdown to search out and annihilate Optimus Prime, the famed leader of the Autobots. Prime has been forced into hiding and has sent out a distress call encouraging his comrades to follow suit. When amateur inventor Cade Yeager inadvertently stumbles upon a disguised Optimus Prime, he helps to repair the damaged Transformer who must reunite with his remaining allies to fight for their right to live.
Before I dive into this review, I think I should inform you that I have not seen any of the previous Transformers movies. I should also note that I’m something of a Transformers hater. Despite pressure from family and friends who have praised the movie series, I have deliberately avoided every single one of the films. I never liked the cartoon as a kid, and while Transformers’ amalgamation of cars and robots may be a dream combination for most guys, I have very little interest in either. However, as a critic, I cannot let my own biases get in the way of giving fair judgment. After having watched Transformers: Age of Extinction, I can thankfully report that the film actually wasn’t half bad. While it’s not going to make a Transformers fan out of me, it was an entertaining, albeit overly-long, movie-going experience.
Age of Extinction is an action-packed ride, filled with the kind of over-the-top entertainment you would expect from a Michael Bay film. While Bay has developed something of a bad rap, there’s no denying his knack for fun and ridiculous action sequences. He’s a man who spares no expense when it comes to explosions and special effects, and this is where Bay is at his best. Love him or hate him, it’s hard to argue with his results as he’s surely one of the most successful directors of all time. However, clocking in at two hours and forty-five minutes, the high-speed action of Age of Extinction is exhausting and becomes tiresome long before the finale. Even when Bay slows things down, he keeps the camera overly busy with particle effects and constant movement. While all of that looks great in IMAX 3D, it feels like an endless visual barrage that is frankly a lot to take in. How many lens flares must a man endure in one movie? I understand the desire to make every shot exciting and visually striking, but I think Bay is trying to tackle too much on camera.
Similarly, Age of Extinction is trying to squeeze too much into its plot, which could almost be broken up into two entirely separate movies. We have the hunt for Optimus Prime and the Transformers by Lockdown and the CIA; Cade Yeager’s discovery of Prime and their ensuing alliance; the love story between Cade’s daughter and her boyfriend; the emergence of the Dinobots; as well as the man-made construction of new Transformers. The result is a fast-paced action movie that is convoluted and far too long. That’s not to say that what is there is bad, though. Awful love story aside, all of the other components of the story are solid and even pretty interesting. Kelsey Grammer puts in a good performance as the head of the CIA who is responsible for the extermination of the Transformers. Similarly, Stanley Tucci is great as Joshua Joyce, the brilliant inventor who is recreating human-controlled Transformers for military use. Yet I can’t help but think that Joyce’s plot would have been perhaps been better to save for a sequel. Sure, it offers a nice parallel between the two inventors and it also creates an opportunity for them to introduce some all-new Transformers, but aren’t the Dinobots enough? There’s so much going on in the film that the eagerly-anticipated Dinobots aren’t given much screen time at all. There is just an unreasonable amount of narratives going on in this movie, to the point where it’s hard to follow, and even harder to stay interested in. Instead of sitting on the edge of your seat during the climactic showdown, you’re probably going to be looking at your watch and wondering how much longer this movie can possibly go on.
While I’m no expert on Transformers, I think the film does an admirable job in bringing the robotic characters to life. Their appearance and animation are both impressive, and they’re typically a pretty fun bunch. I have to admit, though, that I was a bit jarred by the angry and violent demeanor of Optimus Prime. I thought he was supposed to be the good guy everyone looked up to? In Age of Extinction, he clearly has some anger management issues. While he might be the most skilled warrior out there, he sure doesn’t seem like much of a role model. Peter Cullen, the original voice of Optimus Prime, has one again returned to voice the character. John Goodman gives a stand-out voice performance as Hound, in a role he seemed to have a lot of fun with, and Ken Watanabe voices the Samurai-like Transformer known as Drift. All in all, there are a lot of Transformers in the movie, but there is hardly ample time to get to know most of them. I imagine many of them have been introduced in previous films, but for a newcomer like myself, I had a hard time distinguishing between quite a few of them. Then there are the Dinobots, which look awesome, but we’re not given a chance to know much of anything about them. It’s a shame that they’re reduced to feeling like unnecessary bookends to an already overly-crammed movie.
On the human side of things, Mark Wahlberg is enjoyable as the struggling inventor who scavengers through whatever he can to try to create a breakthrough invention. He brings a charming and heroic presence to his role, making him a character we can identify with and root for as he tries to assist the highly-targeted Transformers. T.J. Miller’s Lucas makes for a mildly humorous companion to Cade, although much of the film’s attempts at comedy feel forced and aren’t very funny. Then there’s Nicola Peltz as the skimpily-dressed, rebellious but brainy and innocent, party girl daughter Tessa. She fits right into Bay’s stereotypical sexist female lead who serves as little more than a damsel in distress and eye candy. Still, I don’t know who is worse; Tessa, or her rally car racing boyfriend Shane, played by Jack Reynor. I felt just as frustrated by them as Wahlberg does playing Tessa’s disgruntled and disapproving father. These two lovebirds are an annoying and unwanted addition that only further drag out the plot. While it was at first vaguely amusing to watch Cade freak out as the over-protective father, that shtick ended up getting old real quick. While Wahlberg makes a good new face for the franchise, I hope to God that he comes alone for the next one.
Transformers: Age of Extinction is a fun summer movie. Director Michael Bay sticks to his usual mode of operation with ridiculous action sequences, top of the line special effects, and a whole lot of explosions. If you’re looking for a movie with more flash than substance, Age of Extinction should be right up your alley. It’s jam-packed and overly ambitious, stretching the run time far longer than it ever should, but if offers plenty of dumb, fun entertainment. Transformers fans should be pleased, although the series still has yet to make a fan out of me.
(This review was originally posted at 5mmg.com on 9.22.14.)
Before I dive into this review, I think I should inform you that I have not seen any of the previous Transformers movies. I should also note that I’m something of a Transformers hater. Despite pressure from family and friends who have praised the movie series, I have deliberately avoided every single one of the films. I never liked the cartoon as a kid, and while Transformers’ amalgamation of cars and robots may be a dream combination for most guys, I have very little interest in either. However, as a critic, I cannot let my own biases get in the way of giving fair judgment. After having watched Transformers: Age of Extinction, I can thankfully report that the film actually wasn’t half bad. While it’s not going to make a Transformers fan out of me, it was an entertaining, albeit overly-long, movie-going experience.
Age of Extinction is an action-packed ride, filled with the kind of over-the-top entertainment you would expect from a Michael Bay film. While Bay has developed something of a bad rap, there’s no denying his knack for fun and ridiculous action sequences. He’s a man who spares no expense when it comes to explosions and special effects, and this is where Bay is at his best. Love him or hate him, it’s hard to argue with his results as he’s surely one of the most successful directors of all time. However, clocking in at two hours and forty-five minutes, the high-speed action of Age of Extinction is exhausting and becomes tiresome long before the finale. Even when Bay slows things down, he keeps the camera overly busy with particle effects and constant movement. While all of that looks great in IMAX 3D, it feels like an endless visual barrage that is frankly a lot to take in. How many lens flares must a man endure in one movie? I understand the desire to make every shot exciting and visually striking, but I think Bay is trying to tackle too much on camera.
Similarly, Age of Extinction is trying to squeeze too much into its plot, which could almost be broken up into two entirely separate movies. We have the hunt for Optimus Prime and the Transformers by Lockdown and the CIA; Cade Yeager’s discovery of Prime and their ensuing alliance; the love story between Cade’s daughter and her boyfriend; the emergence of the Dinobots; as well as the man-made construction of new Transformers. The result is a fast-paced action movie that is convoluted and far too long. That’s not to say that what is there is bad, though. Awful love story aside, all of the other components of the story are solid and even pretty interesting. Kelsey Grammer puts in a good performance as the head of the CIA who is responsible for the extermination of the Transformers. Similarly, Stanley Tucci is great as Joshua Joyce, the brilliant inventor who is recreating human-controlled Transformers for military use. Yet I can’t help but think that Joyce’s plot would have been perhaps been better to save for a sequel. Sure, it offers a nice parallel between the two inventors and it also creates an opportunity for them to introduce some all-new Transformers, but aren’t the Dinobots enough? There’s so much going on in the film that the eagerly-anticipated Dinobots aren’t given much screen time at all. There is just an unreasonable amount of narratives going on in this movie, to the point where it’s hard to follow, and even harder to stay interested in. Instead of sitting on the edge of your seat during the climactic showdown, you’re probably going to be looking at your watch and wondering how much longer this movie can possibly go on.
While I’m no expert on Transformers, I think the film does an admirable job in bringing the robotic characters to life. Their appearance and animation are both impressive, and they’re typically a pretty fun bunch. I have to admit, though, that I was a bit jarred by the angry and violent demeanor of Optimus Prime. I thought he was supposed to be the good guy everyone looked up to? In Age of Extinction, he clearly has some anger management issues. While he might be the most skilled warrior out there, he sure doesn’t seem like much of a role model. Peter Cullen, the original voice of Optimus Prime, has one again returned to voice the character. John Goodman gives a stand-out voice performance as Hound, in a role he seemed to have a lot of fun with, and Ken Watanabe voices the Samurai-like Transformer known as Drift. All in all, there are a lot of Transformers in the movie, but there is hardly ample time to get to know most of them. I imagine many of them have been introduced in previous films, but for a newcomer like myself, I had a hard time distinguishing between quite a few of them. Then there are the Dinobots, which look awesome, but we’re not given a chance to know much of anything about them. It’s a shame that they’re reduced to feeling like unnecessary bookends to an already overly-crammed movie.
On the human side of things, Mark Wahlberg is enjoyable as the struggling inventor who scavengers through whatever he can to try to create a breakthrough invention. He brings a charming and heroic presence to his role, making him a character we can identify with and root for as he tries to assist the highly-targeted Transformers. T.J. Miller’s Lucas makes for a mildly humorous companion to Cade, although much of the film’s attempts at comedy feel forced and aren’t very funny. Then there’s Nicola Peltz as the skimpily-dressed, rebellious but brainy and innocent, party girl daughter Tessa. She fits right into Bay’s stereotypical sexist female lead who serves as little more than a damsel in distress and eye candy. Still, I don’t know who is worse; Tessa, or her rally car racing boyfriend Shane, played by Jack Reynor. I felt just as frustrated by them as Wahlberg does playing Tessa’s disgruntled and disapproving father. These two lovebirds are an annoying and unwanted addition that only further drag out the plot. While it was at first vaguely amusing to watch Cade freak out as the over-protective father, that shtick ended up getting old real quick. While Wahlberg makes a good new face for the franchise, I hope to God that he comes alone for the next one.
Transformers: Age of Extinction is a fun summer movie. Director Michael Bay sticks to his usual mode of operation with ridiculous action sequences, top of the line special effects, and a whole lot of explosions. If you’re looking for a movie with more flash than substance, Age of Extinction should be right up your alley. It’s jam-packed and overly ambitious, stretching the run time far longer than it ever should, but if offers plenty of dumb, fun entertainment. Transformers fans should be pleased, although the series still has yet to make a fan out of me.
(This review was originally posted at 5mmg.com on 9.22.14.)

Charlie Cobra Reviews (1840 KP) rated Zack Snyder's Justice League (2021) in Movies
Mar 26, 2021 (Updated Mar 26, 2021)
The movie as a whole is better than the original. (2 more)
The darker tone, R rating and additional scenes of violence and bloodshed.
The additional scenes for Cyborg's and Flash's story arc were welcome and did their characters justice.
4 hour length was way too long. (2 more)
The aspect ratio being in 4:3 instead of widescreen.
I didn't like certain things about the addition of Darkseid.
This Version Far Surpasses The Original Released
This movie was way better than the one that was released in theaters. I have to say it is a super long movie but honestly the time just flew by while I was watching it. I also broke it up into 2x two hour halves but another way would be to break it into 6 parts like it has been segmented into in the movie already with 5 chapters/parts and an epilogue. I think it helped that I didn't watch the original one right before I saw this one too. I didn't because I didn't want to be too "Justice Leagued" out and because I knew that it was going to be a 4 hour movie already. There were definitely some parts that felt like they needed to be included in the original for the story to make more sense and be more cohesive story-wise but there were more than a couple that were unnecessary and could have still been left on the cutting floor in my opinion. Now people that are expecting this to be a whole new movie will probably feel disappointed and that this movie is very much the same but fans of DC or the DCEU will more than likely enjoy this film over the original. I really like the way that they included more story and scenes for characters like Cyborg and Flash. I feel that they definitely helped in fleshing out their characters who got the short end of the stick the first time around and since their characters didn't have their own stand alone movies. I also feel they fixed the way Wonder Woman was portrayed and the tension between her and Batman in the movie. I know I could bring up more points here in this part of the review and although the movie was released in 2017 and most people have seen it already, I don't want to spoil it for those who might not have seen it and their first time is going to be this version. So with that being said I'll save the rest for the spoiler review section. And now for my score/rating, I'd have to say that this movie still had a lot of issues like unnecessary scenes and a long run time and some of them stick out like a sore thumb but I really liked it and say that this was a great movie, I'm probably a little bias because I generally enjoy comic book movies and like DC as well but I give it a 8/10. And this movie gets my "Must See Seal of Approval" but only if you are a fan of DC, the DC movies or film in general and have what it takes to sit through a 4 hour movie. Also I think it's worth getting a subscription to HBOMax, if only for 1 month at the price of $15 a month because if you sign up now you'll also be able to enjoy all the other content; plus you'll be able to see Godzilla vs Kong when it's released on March 31st and Mortal Kombat on April 16th.
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Spoiler Section Review:
So I really enjoyed this movie and thought it was great. At 4 hours it was a monster of a film to get through but I'm definitely glad I watched it because it was way better than the first one that came out in theaters. One of the biggest reasons I think I liked it too was that it was rated R instead of PG-13 which is why we hear Batman and Cyborg drop F-bombs in the movie and why there is significantly more violence and bloodshed shown. The beginning was also different and had a different feel to it right away because in the original it had the memorial for Superman and in this one it doesn't. One thing that I didn't care for and thought was really annoying was how the movie wasn't widescreen but the 4:3 ratio but luckily I have a setting on my tv to change it to widescreen and I think that helped a lot. I know the composer was also changed from the original which I think was better but hard to say but the music definitely fit better. A big change was how the movie felt like it had less humor and really felt darker in tone. I think that at 4 hours long though they really added back or too many additional scenes that didn't need to be there and were completely unnecessary. The part after Bruce Wayne tries to recruit Aquaman and the Swedish or Norwegian girls sing that song was pretty unnecessary and could have been taken out as well as when Wonder Woman goes to the fire arrow place of the Amazons and walks down the stairs to look at the ancient murals. I liked how Bruce Wayne/Batman had more scenes with Alfred Pennyworth. The greatest addition to this movie in my opinion were the additional scenes for Cyborg's story arc and for Flash. These really helped flesh out their characters and do them justice especially for them not having had their own individual movies before this movie of forming the Justice League. I like how Flash saved Iris in that one scene in front of the pet shop. The flashbacks for Cyborg were really cool too and how they showed more of his Mom that we never got to see humanized him a lot more. One of my favorite things that they changed was black suit Superman, that was awesome that they added that, straight out of the comics. I liked how they showed more action scenes of Wonder Woman especially the extended version of her fighting off the terrorists in the museum or wherever it was they went to blow up the kids. I also liked how they changed the scenes of Batman and her and instead made it more about the team and them together. Another thing I really liked was how they showed Willem Dafoe's character Vulko and how he talked to Aquaman. That was one thing that really bothered me about the original was how Mera and Aquaman acted like they knew each other already but in Aquaman they barely met for the first time so it just really threw me off. That and how did he know to go to Atlantis right when Steppenwolf was about to attack. It also bothered me how the Amazons had such an epic battle against Steppenwolf to defend him taking the mother box and the Atlanteans didn't even put up a fight. With this correction they added the dialogue that Aquaman's brother Orm (Ocean Master) was already starting to make moves to take over the other kingdoms that he needed all his soldiers and wouldn't spare any to protect the mother box. I had mixed feelings about Steppenwolf's redesign but I think ultimately it was a good thing and you were able to see his motivations better and think he came out more of a badass and better bad guy. It was cool to see him communicate using the mother boxes and talk to Darkseid's other henchmen Desaad. One thing I really didn't like was how they did Darkseid dirty and showed him lose in the past instead of how it was Steppenwolf who lost in the original to the combined armies of Amazons, Greek Gods, humans and a Green Lantern. They didn't even show him use his Omega beams against them but he did use it against the Atlanteans in a vision of the future that Cyborg sees and it was awesome. I felt they watered down Darkseid from how hardcore he's supposed to be in the comics and cartoons, etc... I liked how in the end they showed how he had Desaad with him and Granny Goodness with him on the other side of the boom tube. I really didn't like how they had this whole thing about Darkseid not remembering which planet the mother boxes were on or where he had seen the "anti-life equation". It doesn't make sense to me that he would forget the planet where he got his ass kicked and almost died or at least was defeated. I heard a theory that maybe he didn't forget he just didn't want his followers to know he suffered a defeat and didn't let them know or killed everyone who knew but then it also didn't make sense that Steppenwolf remembered. It also never explained in this version how or why Steppenwolf fell out of favor with Darkseid and why he was trying so desperately to please him and his whole debt of having to conquer 100,000 worlds. I think this movie could have been cut down to 3 hours and been just as good, and think that 4 hours was a bit too much and that's considering 10% is in slow motion scenes (that's 24 minutes give or take). To me it looks like the success of this version of the movie could possibly generate enough buzz to get a sequel but Zack Snyder has already stated that he more than likely wouldn't come back to make it. As I said above I really dug this version and probably am a little biased and should maybe give it a point lower than what I scored/rated it but I give it a 8/10 and it get's my "Must See Seal of Approval".
https://youtu.be/EvpnLXHBYZU
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Spoiler Section Review:
So I really enjoyed this movie and thought it was great. At 4 hours it was a monster of a film to get through but I'm definitely glad I watched it because it was way better than the first one that came out in theaters. One of the biggest reasons I think I liked it too was that it was rated R instead of PG-13 which is why we hear Batman and Cyborg drop F-bombs in the movie and why there is significantly more violence and bloodshed shown. The beginning was also different and had a different feel to it right away because in the original it had the memorial for Superman and in this one it doesn't. One thing that I didn't care for and thought was really annoying was how the movie wasn't widescreen but the 4:3 ratio but luckily I have a setting on my tv to change it to widescreen and I think that helped a lot. I know the composer was also changed from the original which I think was better but hard to say but the music definitely fit better. A big change was how the movie felt like it had less humor and really felt darker in tone. I think that at 4 hours long though they really added back or too many additional scenes that didn't need to be there and were completely unnecessary. The part after Bruce Wayne tries to recruit Aquaman and the Swedish or Norwegian girls sing that song was pretty unnecessary and could have been taken out as well as when Wonder Woman goes to the fire arrow place of the Amazons and walks down the stairs to look at the ancient murals. I liked how Bruce Wayne/Batman had more scenes with Alfred Pennyworth. The greatest addition to this movie in my opinion were the additional scenes for Cyborg's story arc and for Flash. These really helped flesh out their characters and do them justice especially for them not having had their own individual movies before this movie of forming the Justice League. I like how Flash saved Iris in that one scene in front of the pet shop. The flashbacks for Cyborg were really cool too and how they showed more of his Mom that we never got to see humanized him a lot more. One of my favorite things that they changed was black suit Superman, that was awesome that they added that, straight out of the comics. I liked how they showed more action scenes of Wonder Woman especially the extended version of her fighting off the terrorists in the museum or wherever it was they went to blow up the kids. I also liked how they changed the scenes of Batman and her and instead made it more about the team and them together. Another thing I really liked was how they showed Willem Dafoe's character Vulko and how he talked to Aquaman. That was one thing that really bothered me about the original was how Mera and Aquaman acted like they knew each other already but in Aquaman they barely met for the first time so it just really threw me off. That and how did he know to go to Atlantis right when Steppenwolf was about to attack. It also bothered me how the Amazons had such an epic battle against Steppenwolf to defend him taking the mother box and the Atlanteans didn't even put up a fight. With this correction they added the dialogue that Aquaman's brother Orm (Ocean Master) was already starting to make moves to take over the other kingdoms that he needed all his soldiers and wouldn't spare any to protect the mother box. I had mixed feelings about Steppenwolf's redesign but I think ultimately it was a good thing and you were able to see his motivations better and think he came out more of a badass and better bad guy. It was cool to see him communicate using the mother boxes and talk to Darkseid's other henchmen Desaad. One thing I really didn't like was how they did Darkseid dirty and showed him lose in the past instead of how it was Steppenwolf who lost in the original to the combined armies of Amazons, Greek Gods, humans and a Green Lantern. They didn't even show him use his Omega beams against them but he did use it against the Atlanteans in a vision of the future that Cyborg sees and it was awesome. I felt they watered down Darkseid from how hardcore he's supposed to be in the comics and cartoons, etc... I liked how in the end they showed how he had Desaad with him and Granny Goodness with him on the other side of the boom tube. I really didn't like how they had this whole thing about Darkseid not remembering which planet the mother boxes were on or where he had seen the "anti-life equation". It doesn't make sense to me that he would forget the planet where he got his ass kicked and almost died or at least was defeated. I heard a theory that maybe he didn't forget he just didn't want his followers to know he suffered a defeat and didn't let them know or killed everyone who knew but then it also didn't make sense that Steppenwolf remembered. It also never explained in this version how or why Steppenwolf fell out of favor with Darkseid and why he was trying so desperately to please him and his whole debt of having to conquer 100,000 worlds. I think this movie could have been cut down to 3 hours and been just as good, and think that 4 hours was a bit too much and that's considering 10% is in slow motion scenes (that's 24 minutes give or take). To me it looks like the success of this version of the movie could possibly generate enough buzz to get a sequel but Zack Snyder has already stated that he more than likely wouldn't come back to make it. As I said above I really dug this version and probably am a little biased and should maybe give it a point lower than what I scored/rated it but I give it a 8/10 and it get's my "Must See Seal of Approval".
https://youtu.be/EvpnLXHBYZU

Versusyours (757 KP) rated Star Wars: Episode IX - The Rise of Skywalker (2019) in Movies
Dec 30, 2019 (Updated Dec 30, 2019)
Another film ruined by Endgame's splendour
Contains spoilers, click to show
The Rise of Skywalker
Some endings are welcomed whilst others are heart-breaking and sudden, then there is this movie that closes a curtain that’s older than my very bones. In the time from 1977 there has been highs, lows and Jar Jar Binks a plenty and lots and lots of toys, lunchboxes and soap sets in all shapes of droids. The film itself opens and quickly reintroduces all the main characters and sets up the plot lines for each person and they embark on a path that is destined for them all to meet later. Kylo Ren is on a solo Gooniesesque mission to retrieve something darker than One Eyed Willies rich stuff with the aid of a Toblerone shaped virtual map. Helmetless and emotionless he encounters the Emperor you in fact is not dead but just chilling out with many engineers, Sith corpses and a big evil throne that he may use to do dark side Sudoku. Kylo Ren must kill Rey and then he and Palpatine might both crack a smile and take turns on the evil throne as all powerful rulers.
Is it a bird? Is it plane? Well its half bird in name alone it’s the Millennium Falcon doing what it does best and being chased and escaping for the numerous time but this time they are light speed jumping even though they are told not to, naughty naughty. Po and Finn get some gossip and head to the planet the Rebels are all hiding on to share their news. Enter the heroine its Rey in a new outfit and floating up high but failing to entice the Jedi spirits to appear but why would they this early on in a film. The hero’s all use the gossip from the Empire spy and Rey, Finn, Poe, Chewbacca, BB-8, and C-3PO depart in the Millennium Falcon. Space trip!!!
They head for a Space desert that is like Mardi Gras with sand, it’s so lucky that these sandy terrains are common in space like they are common on Earth as Star Wars loves these arid landscapes. They get into a scrape as they always seem to do but with Stormtroopers being inept and despite being airborne, they now fail on both land and air to do anything other than being a source for explosions. C3-PO finally gets the chance to be of actual use but in his golden and splendid way he is unable to translate a Sith message orally and it remains unheard and unseen in his memory banks. Kylo Ren mentally Skype calls Rey and she forgets to turn off her location settings and he turns up. In the ensuing melee Rey turns up the bad ass levels and destroys an Empire ship containing the Wookie we all fell in love with Chewbacca. In a big fiery furball of fire he is gone, Rey is beside herself with regret and they all escape on board Not the Millennium Falcon. Another planet another mission to add to the collection sees the group hoping to find a brain surgeon to extract the Sith message from C3-PO. On planet Jim Henson we see a large collection of weird and wonderful puppets and cosplay experts. The downside of the brain surgery is it will format C3-PO to the factory settings so he can learn to be annoying to everyone all over again. A little shaved Mogwai turns out to be the master surgeon and he completes the job easily enough and they retrieve the message, but the worst fears are realised as C3-PO remembers no one.
From the furry flames Chewbacca, we find out is not dead but merely being pampered in the Empires many hair and nail bars. Sensing this fashion disaster waiting to happen Rey organises a rescue mission and they break into the Star Destroyer with relative ease until Poe, Finn are caught and assigned to death. Rey is on her own mission and breaks into Kylo Ren’s bachelor pad and has a look around and gets the Sith dagger and another Skype call from Kylo Ren is taken where he tells her some missing parts of her childhood and about her true lineage as a pesky Palpatine. The age-old Star Wars family is not who you think it is trope is wheeled out once more. Learning from her previous failures of her location services she refuses to tell Kylo but when the melted helmet of the original absent father Darth Vader falls at Kylo’s feet he knows she is in his room. Enraged in case he left any interspace porn lying around his room he quickly makes a run for his awesome ship.
With certain execution facing Poe, Finn and the now unlucky Chewie and the blasters set to wipe them out General Hux turns Rouge One and saves the heroes at the last second. With his turncoat and spy status ensured he shows his true childish colours and he wants Kylo Ren to lose because he has longer and hair on the darker side of black (maybe). Before allowing them to escape he asked for a blaster wound to give his story of them overpowering the guards some weight, surely a fool proof plan with your boss being able to mind read. He takes a blaster to the knee before hobbling to explain himself before being shot as the traitorous Rebel scum he is. If only he had lived long enough, he may have seen his wish come true. They well-travelled hero’s travel to space Astoria for another Goonies part of the quest where they see the remnants of the second Death Star and use the dagger doubloon to perfectly line up where the way finder is located. A big source of luck as the waves that engulf the planet and are crashing all around the wreck of the Deathstar have avoided any damage over the years. It’s deemed impossible to traverse the giant waves until morning but when Rey sees her opportunity she sails over the waves with relative ease while the rest of the heroes are chatting to a local about zero hour Strom trooper contracts and a lack of a good sickness benefit policy. As Rey makes it to the wreckage, she is met with Kylo Ren and they have a lightsaber battle after he smashes the way finder and asks her to join him in getting rid of Papa Palpatine and being the Sith power couple. Kylo seems to be building up the anger in Rey and trying to temp her to give in to her rage. Some great action shots and some force leaps make this a memorable fight scene until Leia ‘force times’ Kylo distracting him enough for Rey to become the victor. This is the last stand for Leia as she gives up the ghost and therefore becomes one of those ghost Jedi figures. With a sudden change of heart and with the wound barely open Rey uses her force healing abilities to fill Kylo’s hole right up before stealing his ship and leaving him stranded on Goonieland. With all this free time Kylo throws away his lightsaber and becomes Ben Solo once more and squeezes in a catch up with his old dad Han in dreamworld or memoryland.
Rey is now on a mission to destroy the Sith and the Emperor on the hidden planet now she has the map but only after setting Kylo’s sweet spaceship on fire and then realising her error. This impulsive nature may be leading to the dark side!! She heads to Exegol the Sith planet just as Palpatine is setting his sights on getting on with ending the Rebellion once and for all. If a job is worth doing its worth doing it yourself and orders the destruction of planet by a weapon that’s on each Star Destroyer. When Rey catches up with the Emperor, he is happy to see her and he invites her to strike him down, probably to become more powerful than we can imagine. Rey leaves a trail of cosmic breadcrumbs and she is followed by the resistance and they have a plan to take on the Final Order by destroying a central communication tower, so again a rather simple way to stop some heavy duty weaponry; the old classics are the best!!! It becomes a bit Star Wars of the Rings with space horses appearing and galloping to the rescue, not since the ill-fated days of the Phantom Menace has wildlife shocked me in such a manner. Back to the will she, won’t she, Rey and the Emperor are still wanting different things and Palpatine has invited the ghosts of Sith past to witness his greatest triumph. Rey has a choice of lightsaber’s due to Leia giving her an extra, maybe there was a reason for this!! Oh, wait Ben Solo has arrived lightsaberless what a stroke of luck!! Palpatine has had enough and he decides to drain both the Jedi’s of their life force and levels ups and gets back to rage mode and gets his lightning on. He dispatches Ben and then takes out the full resistance fleet with an impressive lightning show. Rey in her weakened state finally perfects the connection with the Jedi spirits that she failed at early in the film. Armed with the x-factor of crossed lightsabers she pushes the Emperor back and turns his own electricity and his face is melted off Raiders of the Lost Ark style. Ben then comes back into the mix and repays the force healing from earlier and gives Rey the gift of life followed by a kiss. This is a kiss of death literally and he fades away into nothingness. In scenes not seen since the Avengers help arrives when all hope is gone, and the fight is won by the good guys again.
I felt that this film was too fast paced and had too many storylines that were quickly explored and this was at a detriment to what could have been. Maybe on repeat viewing there will be the chance to slow down and explore the potential of the film. Some scenes were for the older generation and some were for the newbies to the galaxy far, far away and this again was at a cost to the whole experience. This all being said the watch was enjoyable and had its genuine emotional moments and humour was used to break the tension at times with C3-PO having a few choice lines for once.
Some endings are welcomed whilst others are heart-breaking and sudden, then there is this movie that closes a curtain that’s older than my very bones. In the time from 1977 there has been highs, lows and Jar Jar Binks a plenty and lots and lots of toys, lunchboxes and soap sets in all shapes of droids. The film itself opens and quickly reintroduces all the main characters and sets up the plot lines for each person and they embark on a path that is destined for them all to meet later. Kylo Ren is on a solo Gooniesesque mission to retrieve something darker than One Eyed Willies rich stuff with the aid of a Toblerone shaped virtual map. Helmetless and emotionless he encounters the Emperor you in fact is not dead but just chilling out with many engineers, Sith corpses and a big evil throne that he may use to do dark side Sudoku. Kylo Ren must kill Rey and then he and Palpatine might both crack a smile and take turns on the evil throne as all powerful rulers.
Is it a bird? Is it plane? Well its half bird in name alone it’s the Millennium Falcon doing what it does best and being chased and escaping for the numerous time but this time they are light speed jumping even though they are told not to, naughty naughty. Po and Finn get some gossip and head to the planet the Rebels are all hiding on to share their news. Enter the heroine its Rey in a new outfit and floating up high but failing to entice the Jedi spirits to appear but why would they this early on in a film. The hero’s all use the gossip from the Empire spy and Rey, Finn, Poe, Chewbacca, BB-8, and C-3PO depart in the Millennium Falcon. Space trip!!!
They head for a Space desert that is like Mardi Gras with sand, it’s so lucky that these sandy terrains are common in space like they are common on Earth as Star Wars loves these arid landscapes. They get into a scrape as they always seem to do but with Stormtroopers being inept and despite being airborne, they now fail on both land and air to do anything other than being a source for explosions. C3-PO finally gets the chance to be of actual use but in his golden and splendid way he is unable to translate a Sith message orally and it remains unheard and unseen in his memory banks. Kylo Ren mentally Skype calls Rey and she forgets to turn off her location settings and he turns up. In the ensuing melee Rey turns up the bad ass levels and destroys an Empire ship containing the Wookie we all fell in love with Chewbacca. In a big fiery furball of fire he is gone, Rey is beside herself with regret and they all escape on board Not the Millennium Falcon. Another planet another mission to add to the collection sees the group hoping to find a brain surgeon to extract the Sith message from C3-PO. On planet Jim Henson we see a large collection of weird and wonderful puppets and cosplay experts. The downside of the brain surgery is it will format C3-PO to the factory settings so he can learn to be annoying to everyone all over again. A little shaved Mogwai turns out to be the master surgeon and he completes the job easily enough and they retrieve the message, but the worst fears are realised as C3-PO remembers no one.
From the furry flames Chewbacca, we find out is not dead but merely being pampered in the Empires many hair and nail bars. Sensing this fashion disaster waiting to happen Rey organises a rescue mission and they break into the Star Destroyer with relative ease until Poe, Finn are caught and assigned to death. Rey is on her own mission and breaks into Kylo Ren’s bachelor pad and has a look around and gets the Sith dagger and another Skype call from Kylo Ren is taken where he tells her some missing parts of her childhood and about her true lineage as a pesky Palpatine. The age-old Star Wars family is not who you think it is trope is wheeled out once more. Learning from her previous failures of her location services she refuses to tell Kylo but when the melted helmet of the original absent father Darth Vader falls at Kylo’s feet he knows she is in his room. Enraged in case he left any interspace porn lying around his room he quickly makes a run for his awesome ship.
With certain execution facing Poe, Finn and the now unlucky Chewie and the blasters set to wipe them out General Hux turns Rouge One and saves the heroes at the last second. With his turncoat and spy status ensured he shows his true childish colours and he wants Kylo Ren to lose because he has longer and hair on the darker side of black (maybe). Before allowing them to escape he asked for a blaster wound to give his story of them overpowering the guards some weight, surely a fool proof plan with your boss being able to mind read. He takes a blaster to the knee before hobbling to explain himself before being shot as the traitorous Rebel scum he is. If only he had lived long enough, he may have seen his wish come true. They well-travelled hero’s travel to space Astoria for another Goonies part of the quest where they see the remnants of the second Death Star and use the dagger doubloon to perfectly line up where the way finder is located. A big source of luck as the waves that engulf the planet and are crashing all around the wreck of the Deathstar have avoided any damage over the years. It’s deemed impossible to traverse the giant waves until morning but when Rey sees her opportunity she sails over the waves with relative ease while the rest of the heroes are chatting to a local about zero hour Strom trooper contracts and a lack of a good sickness benefit policy. As Rey makes it to the wreckage, she is met with Kylo Ren and they have a lightsaber battle after he smashes the way finder and asks her to join him in getting rid of Papa Palpatine and being the Sith power couple. Kylo seems to be building up the anger in Rey and trying to temp her to give in to her rage. Some great action shots and some force leaps make this a memorable fight scene until Leia ‘force times’ Kylo distracting him enough for Rey to become the victor. This is the last stand for Leia as she gives up the ghost and therefore becomes one of those ghost Jedi figures. With a sudden change of heart and with the wound barely open Rey uses her force healing abilities to fill Kylo’s hole right up before stealing his ship and leaving him stranded on Goonieland. With all this free time Kylo throws away his lightsaber and becomes Ben Solo once more and squeezes in a catch up with his old dad Han in dreamworld or memoryland.
Rey is now on a mission to destroy the Sith and the Emperor on the hidden planet now she has the map but only after setting Kylo’s sweet spaceship on fire and then realising her error. This impulsive nature may be leading to the dark side!! She heads to Exegol the Sith planet just as Palpatine is setting his sights on getting on with ending the Rebellion once and for all. If a job is worth doing its worth doing it yourself and orders the destruction of planet by a weapon that’s on each Star Destroyer. When Rey catches up with the Emperor, he is happy to see her and he invites her to strike him down, probably to become more powerful than we can imagine. Rey leaves a trail of cosmic breadcrumbs and she is followed by the resistance and they have a plan to take on the Final Order by destroying a central communication tower, so again a rather simple way to stop some heavy duty weaponry; the old classics are the best!!! It becomes a bit Star Wars of the Rings with space horses appearing and galloping to the rescue, not since the ill-fated days of the Phantom Menace has wildlife shocked me in such a manner. Back to the will she, won’t she, Rey and the Emperor are still wanting different things and Palpatine has invited the ghosts of Sith past to witness his greatest triumph. Rey has a choice of lightsaber’s due to Leia giving her an extra, maybe there was a reason for this!! Oh, wait Ben Solo has arrived lightsaberless what a stroke of luck!! Palpatine has had enough and he decides to drain both the Jedi’s of their life force and levels ups and gets back to rage mode and gets his lightning on. He dispatches Ben and then takes out the full resistance fleet with an impressive lightning show. Rey in her weakened state finally perfects the connection with the Jedi spirits that she failed at early in the film. Armed with the x-factor of crossed lightsabers she pushes the Emperor back and turns his own electricity and his face is melted off Raiders of the Lost Ark style. Ben then comes back into the mix and repays the force healing from earlier and gives Rey the gift of life followed by a kiss. This is a kiss of death literally and he fades away into nothingness. In scenes not seen since the Avengers help arrives when all hope is gone, and the fight is won by the good guys again.
I felt that this film was too fast paced and had too many storylines that were quickly explored and this was at a detriment to what could have been. Maybe on repeat viewing there will be the chance to slow down and explore the potential of the film. Some scenes were for the older generation and some were for the newbies to the galaxy far, far away and this again was at a cost to the whole experience. This all being said the watch was enjoyable and had its genuine emotional moments and humour was used to break the tension at times with C3-PO having a few choice lines for once.