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BankofMarquis (1832 KP) rated Hotel Artemis (2018) in Movies
Feb 10, 2019
Not as interesting as it wanted to be
On my airplane ride from Mpls to San Diego I was able to catch up with gritty, action-noir thriller BAD TIMES AT THE EL ROYALE and was really surprised by how much I enjoyed it. So, I was excited to see that another gritty,, action-noir film, HOTEL ARTEMIS was showing on the flight back.
Well...HOTEL ARTEMIS is no EL ROYALE and maybe that's not fair to Artemis, for I was constantly comparing the two films, so let me see if I can separate the 2 and hold HOTEL ARTEMIS up to it's own scrutiny.
Telling the tale of a JOHN WICK-type world where - instead of a safehouse Hotel for crooks, the HOTEL ARTEMIS is a safehouse HOSPITAL for crooks where the rules are that the crooks cannot hurt each other on the premises. When a riot breaks out in downtown Los Angeles, the rules go out the window and mayhem - and violence - ensue.
Well...this film is no JOHN WICK either. Oh shoot, I've done it again. I've compared this film to another film.
And that's the problem with HOTEL ARTEMIS, it treads ground that has been trod better - and with more style - before. So this film, no matter how well intention-ed, falls short in originality, style and substance. I was still entertained, but not as entertained as I was by JOHN WICK or EL ROYALE.
Jodie Foster (in her first acting role since 2013's ELYSIUM) stars as the person who runs the Artemis. She has a mysterious background (of course) and runs the Artemis with an emotional-less efficiency. Her performance is quirky and interesting and almost holds the film together - almost. She is joined by Sterling K. Brown, Charlie Day, Brian Tyree Henry and Sofia Boutella as patients in the Hotel - none of which were interesting or unusual. They all were playing variants of the characters they usually play, almost as if Director/Writer Drew Pearce said "Get my a Charlie Day-type and a Sterling K. Brown-type", and the Casting Director thought they "scored" by getting the original person - each of whom looks like they are coasting through this film at about 70% output.
Only Dave Bautista shines as the "Health Care Professional" who works with Foster. He brings an interesting charisma to his character and was almost the high point in the film.
Almost. All of the performances pale in comparison to the Mob Boss who shows up about 2/3 of the way through the film. This character is talked about in reverential and scary terms throughout the film. The build-up was huge for this character and I was prepared for the inevitable let down when the mob boss finally shows up, but when the elevator door opens up and I saw that is was Jeff Goldblum in "full Goldblum" mode, I was thrilled and he did not disappoint. He commanded the screen at a time that the film was getting tiresome and he wound up the characters, the energy of the film and the action to help it ride to its inevitable, bloody conclusion.
Ultimately, Pearce delivered a solid B- film, one that has moments of quirk and interest, but set against a backdrop - and supporting actors - that are subdued and not memorable. This is a cardinal sin for this kind of film, instead of subduing those parts, Pearce needed to enhance those and he just plainly did not.
If you want to see a good, stylized, gritty action film, with interesting locales and supporting players, check out JOHN WICK or BAD TIMES AT THE EL ROYALE. If you've seen these, HOTEL ARTEMIS is fine, but the other two do it better.
Letter Grade: B-
6 (out of 10) stars and you can take that to the Bank(ofMarquis)
Well...HOTEL ARTEMIS is no EL ROYALE and maybe that's not fair to Artemis, for I was constantly comparing the two films, so let me see if I can separate the 2 and hold HOTEL ARTEMIS up to it's own scrutiny.
Telling the tale of a JOHN WICK-type world where - instead of a safehouse Hotel for crooks, the HOTEL ARTEMIS is a safehouse HOSPITAL for crooks where the rules are that the crooks cannot hurt each other on the premises. When a riot breaks out in downtown Los Angeles, the rules go out the window and mayhem - and violence - ensue.
Well...this film is no JOHN WICK either. Oh shoot, I've done it again. I've compared this film to another film.
And that's the problem with HOTEL ARTEMIS, it treads ground that has been trod better - and with more style - before. So this film, no matter how well intention-ed, falls short in originality, style and substance. I was still entertained, but not as entertained as I was by JOHN WICK or EL ROYALE.
Jodie Foster (in her first acting role since 2013's ELYSIUM) stars as the person who runs the Artemis. She has a mysterious background (of course) and runs the Artemis with an emotional-less efficiency. Her performance is quirky and interesting and almost holds the film together - almost. She is joined by Sterling K. Brown, Charlie Day, Brian Tyree Henry and Sofia Boutella as patients in the Hotel - none of which were interesting or unusual. They all were playing variants of the characters they usually play, almost as if Director/Writer Drew Pearce said "Get my a Charlie Day-type and a Sterling K. Brown-type", and the Casting Director thought they "scored" by getting the original person - each of whom looks like they are coasting through this film at about 70% output.
Only Dave Bautista shines as the "Health Care Professional" who works with Foster. He brings an interesting charisma to his character and was almost the high point in the film.
Almost. All of the performances pale in comparison to the Mob Boss who shows up about 2/3 of the way through the film. This character is talked about in reverential and scary terms throughout the film. The build-up was huge for this character and I was prepared for the inevitable let down when the mob boss finally shows up, but when the elevator door opens up and I saw that is was Jeff Goldblum in "full Goldblum" mode, I was thrilled and he did not disappoint. He commanded the screen at a time that the film was getting tiresome and he wound up the characters, the energy of the film and the action to help it ride to its inevitable, bloody conclusion.
Ultimately, Pearce delivered a solid B- film, one that has moments of quirk and interest, but set against a backdrop - and supporting actors - that are subdued and not memorable. This is a cardinal sin for this kind of film, instead of subduing those parts, Pearce needed to enhance those and he just plainly did not.
If you want to see a good, stylized, gritty action film, with interesting locales and supporting players, check out JOHN WICK or BAD TIMES AT THE EL ROYALE. If you've seen these, HOTEL ARTEMIS is fine, but the other two do it better.
Letter Grade: B-
6 (out of 10) stars and you can take that to the Bank(ofMarquis)

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Gareth von Kallenbach (980 KP) rated Fifty Shades of Grey (2015) in Movies
Aug 6, 2019
remember thinking, after reading the first couple of chapters of Fifty Shades of Grey two years ago, “Is this guy a vampire?” E.L. James’ description of Christian Grey brought to mind Edward of the Twilight series and the heroine, Anastasia Steele’s clumsy entrance into Grey’s office reminded me of Bella. I was so certain I would find out Grey was a vampire in the following chapters.
So it wasn’t too much of a surprise for me when I learned the book started out as Twilight fan fiction. The hero and heroine were clearly patterned after Bella and Edward. So whenever someone asked me what the book was about, I would tell them, “It’s an awfully written Twilight with a lot of sex and some bondage and spanking. “ That being said, I’m hardly a book snob. I’ll read just about anything, and while I may complain the whole time, I’ll finish the series if one exists. But even casual readers should be able to recognize badly written fiction when it smacks them in the face like Fifty Shades of Grey.
When I heard they were making a movie, I figured it would be a Rated R or NC-17 version Twilight. I played the game along with other millions of women on who should be the leads. I picked Anna Kendrick and Ian Somerhalder. I wasn’t too disappointed with the actual picks (I think that required actually caring), but the trailers did not endear Dakota Johnson to me at all. On the way to the screener, I joked with my husband, Gareth, that I expected to see Dakota Johnson and Jamie Dornan doing a lot of gasping or scowling with mouth agape since that seemed to be their go-to reactions in the book. (James is fond of writing about jaw-drops and sharp intakes of breath in her books).
I had to make him promise to refrain from making Mystery Science Theater 3000 commentary during the movie, but within the first 5 minutes he recognized some landmarks and leaned over to ask “Wait. She went to WSU?” When I nodded, Gareth, a proud UW Husky, leaned back, shook his head and muttered, “Already disappointed.” We both actually enjoyed seeing the Seattle backdrop, all shiny and urbane, at least in Grey’s world. I thought Gareth was talking about the ridiculousness of Christian Grey’s wealth when he whispered, “This movie is so full of it.” I raised my eyebrows at him and he said, “You know you can’t find parking that easily in Seattle.”
Being familiar with the books, I knew what to expect and for the most part, director Sam Taylor-Johnson, greatly improved on weak source material. Dakota Johnson was a pleasant surprise, making Anastasia smart, witty and much more relatable than the book Ana. Jamie Dornan was very easy to look at. Listening to? Not so much. It’s been reported that E. L. James’ insisted the dialogue from her books remain unchanged. One wonders if she also insisted Dornan deliver his parts as if he were reading her book. Reluctantly and under great duress.
Fans of the books will notice a few changes, and of course it won’t be as graphic as the book, but there are at least 25 minutes of steamy scenes. All in all, this may be one of those rare times the movie is better than the book. Like the books, now that I’m invested, I will watch the next two in the trilogy. Mainly thanks to Dakota Johnson. If nothing else, I have to give Fifty Shades of Grey credit for inspiring passion – in debates about abusive relationships, true BDSM and the age-old bad boy vs. good men attraction. I don’t think I’ve engaged in this many debates with friends and coworkers about a non-sci-fi movie before. It could very well inspire all kinds of other passion for those who give in and escort their significant other to this movie this weekend. But hopefully, unlike the leads in the movie, those inspired will reach a satisfying finish rather than a stylized fade-out to the morning after.
So it wasn’t too much of a surprise for me when I learned the book started out as Twilight fan fiction. The hero and heroine were clearly patterned after Bella and Edward. So whenever someone asked me what the book was about, I would tell them, “It’s an awfully written Twilight with a lot of sex and some bondage and spanking. “ That being said, I’m hardly a book snob. I’ll read just about anything, and while I may complain the whole time, I’ll finish the series if one exists. But even casual readers should be able to recognize badly written fiction when it smacks them in the face like Fifty Shades of Grey.
When I heard they were making a movie, I figured it would be a Rated R or NC-17 version Twilight. I played the game along with other millions of women on who should be the leads. I picked Anna Kendrick and Ian Somerhalder. I wasn’t too disappointed with the actual picks (I think that required actually caring), but the trailers did not endear Dakota Johnson to me at all. On the way to the screener, I joked with my husband, Gareth, that I expected to see Dakota Johnson and Jamie Dornan doing a lot of gasping or scowling with mouth agape since that seemed to be their go-to reactions in the book. (James is fond of writing about jaw-drops and sharp intakes of breath in her books).
I had to make him promise to refrain from making Mystery Science Theater 3000 commentary during the movie, but within the first 5 minutes he recognized some landmarks and leaned over to ask “Wait. She went to WSU?” When I nodded, Gareth, a proud UW Husky, leaned back, shook his head and muttered, “Already disappointed.” We both actually enjoyed seeing the Seattle backdrop, all shiny and urbane, at least in Grey’s world. I thought Gareth was talking about the ridiculousness of Christian Grey’s wealth when he whispered, “This movie is so full of it.” I raised my eyebrows at him and he said, “You know you can’t find parking that easily in Seattle.”
Being familiar with the books, I knew what to expect and for the most part, director Sam Taylor-Johnson, greatly improved on weak source material. Dakota Johnson was a pleasant surprise, making Anastasia smart, witty and much more relatable than the book Ana. Jamie Dornan was very easy to look at. Listening to? Not so much. It’s been reported that E. L. James’ insisted the dialogue from her books remain unchanged. One wonders if she also insisted Dornan deliver his parts as if he were reading her book. Reluctantly and under great duress.
Fans of the books will notice a few changes, and of course it won’t be as graphic as the book, but there are at least 25 minutes of steamy scenes. All in all, this may be one of those rare times the movie is better than the book. Like the books, now that I’m invested, I will watch the next two in the trilogy. Mainly thanks to Dakota Johnson. If nothing else, I have to give Fifty Shades of Grey credit for inspiring passion – in debates about abusive relationships, true BDSM and the age-old bad boy vs. good men attraction. I don’t think I’ve engaged in this many debates with friends and coworkers about a non-sci-fi movie before. It could very well inspire all kinds of other passion for those who give in and escort their significant other to this movie this weekend. But hopefully, unlike the leads in the movie, those inspired will reach a satisfying finish rather than a stylized fade-out to the morning after.

Purple Phoenix Games (2266 KP) rated Tiny Epic Galaxies: BLAST OFF! in Tabletop Games
Mar 30, 2021
Yes, we have reviewed Tiny Epic Galaxies in the past. We loved it. It’s close to being a Golden Feather Award recipient. It has earned a spot on my Top 10 Games of All Time list. I cannot say enough great things about the game. But wait, a newer updated version has recently hit the scene. Is it just new art on the same game? Nope. Read on.
I will not be explaining the entire game in this review as indeed it is mostly the same game as before. However, I will be visiting some differences between this version and the original.
Firstly, the art is most certainly different. The card layouts are all different. The components are completely different. It is markedly improved for me, but I will save my gushings until the end.
Mechanics-wise, the differences are slight, but perfectly altered. For starters, many of the benefits of using planet powers have been streamlined, simplified, and make a lot of sense. Much of this has to do with iconography on the cards, but also the powers are mostly brand new. Additionally, this version rids players of the Secret Mission cards from the original. Now, I enjoyed that aspect of OG TEG, but I did not find myself pining for it whilst playing BLAST OFF! Also removed from this version is the seventh action die; BLAST OFF! comes complete with six dice total. Again, it reduces the number of actions that can be completed on a turn, but I haven’t missed that extra die. One of the greatest changes in this version is the Converter tweak. In the original game a player would need to sacrifice two inactive dice to convert a third die to whichever face was needed. In the new version, only one die is needed for sacrifice along with either one Energy or one Culture value. The Converter was always neglected in the older version, and now it’s a real option during play.
I do wish certain aspects of the older version were included, however. What has been eliminated in the streamlining process is the Solo mode and the fifth player. BLAST OFF! can accommodate two to four players now instead of one to five players, with the black components being axed from this version. I will miss the Solo mode mostly because I used to love breaking out the game later at night once the kids were asleep to try to conquer the Red rival (I almost never play Red). I do understand that a Solo mode may still be created in the future by Gamelyn directly or by another gamer.
All of these changes are minor, but equate to a much better gameplay overall. I do want to speak more on components, so let’s away with them.
Components. Okay, BLAST OFF! boasts improvements on the original game on every facet of components. Yes, the materials are similar quality, so it’s a wash there, but everything else is so much better. The dice are bigger, and ORANGE (great choice btw)! The iconography is much easier to understand and decipher throughout the game. The planets now have two new alignments: Life (plant icon) and Tech (gear icon). I feel the iconography and terminology in the first version could be confusing to new players, but plants vs gears is easy to distinguish. The ships are more stylized now, and the inclusion of this new Galaxy Slider to move up the Galaxy Track on the mats is most excellent. All of these improvements definitely cater to new Tiny Epic Galaxies players, and are most welcome as I try to convince my brother that this is one of the best games out there.
Obviously I am keeping this version and am seriously considering weeding out my original version of TEG with all expansions in favor for this. I just feel better playing it. It is more streamlined, easier to play and teach, and I love the way it looks on the table much more. One minor wish I have for the game is different player colors. This game could have been a triumph with just four different player colors from the original. Now, there’s nothing wrong with tried and true blue, yellow, green, and red, but I’m much more interested in playing a game with fuscia, purple, volt (like our green color we use throughout our branding), and aqua. Maybe it has to do with colorblindness, I don’t know, but take on the colors like are found in Seasons or something, and this game would blast off higher on my Top 10 Games of All Time list for sure.
That said, Purple Phoenix Games still gives this one a rocket of a GOLDEN FEATHER AWARD! If you are a fan of the original but wish new players to the game would enjoy it more, check out BLAST OFF! Nearly everything that has been changed caters to newer players and giving all players a more aesthetically-pleasing experience over the original. I will definitely be playing my copy a TON. Maybe if I ask nicely Gamelyn Games will make me some different player colors. Maybe.
I will not be explaining the entire game in this review as indeed it is mostly the same game as before. However, I will be visiting some differences between this version and the original.
Firstly, the art is most certainly different. The card layouts are all different. The components are completely different. It is markedly improved for me, but I will save my gushings until the end.
Mechanics-wise, the differences are slight, but perfectly altered. For starters, many of the benefits of using planet powers have been streamlined, simplified, and make a lot of sense. Much of this has to do with iconography on the cards, but also the powers are mostly brand new. Additionally, this version rids players of the Secret Mission cards from the original. Now, I enjoyed that aspect of OG TEG, but I did not find myself pining for it whilst playing BLAST OFF! Also removed from this version is the seventh action die; BLAST OFF! comes complete with six dice total. Again, it reduces the number of actions that can be completed on a turn, but I haven’t missed that extra die. One of the greatest changes in this version is the Converter tweak. In the original game a player would need to sacrifice two inactive dice to convert a third die to whichever face was needed. In the new version, only one die is needed for sacrifice along with either one Energy or one Culture value. The Converter was always neglected in the older version, and now it’s a real option during play.
I do wish certain aspects of the older version were included, however. What has been eliminated in the streamlining process is the Solo mode and the fifth player. BLAST OFF! can accommodate two to four players now instead of one to five players, with the black components being axed from this version. I will miss the Solo mode mostly because I used to love breaking out the game later at night once the kids were asleep to try to conquer the Red rival (I almost never play Red). I do understand that a Solo mode may still be created in the future by Gamelyn directly or by another gamer.
All of these changes are minor, but equate to a much better gameplay overall. I do want to speak more on components, so let’s away with them.
Components. Okay, BLAST OFF! boasts improvements on the original game on every facet of components. Yes, the materials are similar quality, so it’s a wash there, but everything else is so much better. The dice are bigger, and ORANGE (great choice btw)! The iconography is much easier to understand and decipher throughout the game. The planets now have two new alignments: Life (plant icon) and Tech (gear icon). I feel the iconography and terminology in the first version could be confusing to new players, but plants vs gears is easy to distinguish. The ships are more stylized now, and the inclusion of this new Galaxy Slider to move up the Galaxy Track on the mats is most excellent. All of these improvements definitely cater to new Tiny Epic Galaxies players, and are most welcome as I try to convince my brother that this is one of the best games out there.
Obviously I am keeping this version and am seriously considering weeding out my original version of TEG with all expansions in favor for this. I just feel better playing it. It is more streamlined, easier to play and teach, and I love the way it looks on the table much more. One minor wish I have for the game is different player colors. This game could have been a triumph with just four different player colors from the original. Now, there’s nothing wrong with tried and true blue, yellow, green, and red, but I’m much more interested in playing a game with fuscia, purple, volt (like our green color we use throughout our branding), and aqua. Maybe it has to do with colorblindness, I don’t know, but take on the colors like are found in Seasons or something, and this game would blast off higher on my Top 10 Games of All Time list for sure.
That said, Purple Phoenix Games still gives this one a rocket of a GOLDEN FEATHER AWARD! If you are a fan of the original but wish new players to the game would enjoy it more, check out BLAST OFF! Nearly everything that has been changed caters to newer players and giving all players a more aesthetically-pleasing experience over the original. I will definitely be playing my copy a TON. Maybe if I ask nicely Gamelyn Games will make me some different player colors. Maybe.

Natalia (73 KP) rated Detroit: Become Human in Video Games
Dec 17, 2018
Story (4 more)
Characters
Art direction
Soundtrack
Controls
More Than Just a Video Game
I'll admit that hearing the initial premise of Detroit, it seemed to me cliche: a future in which technology has advanced to the point that androids exist, and how these androids themselves gain sentience. This, sprinkled in with messages of how we must improve how we treat the planet, and how we need to have a more consistent moral compass. All this I had expected from the game, but it ended up being so much more than that.
While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.

Paul Kellett (118 KP) rated Fallen Land: A Post Apocalyptic Board Game in Tabletop Games
May 9, 2019
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.
On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.
After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.
The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.
The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.
The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.
While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.
So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.
You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.
You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.
Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.
Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.
On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.
There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.
This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.
All in all a great so experience and a fantastic, brutal multiplayer game.