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Zuky the BookBum (15 KP) rated The Lake House in Books
Mar 15, 2018
<b>All spoilers hidden.</b>
The Lake House sounded really interesting to me because of its weave of three stories that make the one mystifying disappearance of young baby Theo. Our first of the three stories comes from the perspective of young Alice during the earlier years of the 1900s, the second comes from current day, now serial author, Alice in the early 2000s and the last from troubled police detective Sadie. But wait there are more stories given to us in this book? But I thought it claimed there were only three? Well no there are at least 4 as we also get a very in depth tale from Alices mother's perspective too.
To begin with I really enjoyed this book and I looked forward to my travels everyday to give me a bit of down time with the opportunity for a good read too however when we got to about half way through I started to get a bit bored. I definitely feel that the story could have been cut down by quite a lot, it seemed in places that Morton was just rambling away, trying to add substance to the story that it could have easily done without. By the time the mystery was being solved I was actually quite fed up of all of the characters and just wanted to know what had happened to Theo so I could get on with my life. I wasnt even surprised by the time we got to the resolution of the mystery as Id already guessed it, so it was a little anticlimactic.
Lets talk about the characters for a minute shall we?
OK, so Alice. I understand that she lost her brother, <spoiler> and believed for most of her life that she was the reason he had gone missing,</spoiler> but I dont understand why that made her so cold and harsh? <spoiler> She made the choice to keep her secret to herself so it was her own fault she felt so guilty all the time, but there was no need for her to turn that bitterness onto everyone else.</spoiler> She changed so much from the young, spritely young girl she once was, to a boring old woman who ate bloody boiled eggs <i>everyday.</i>
Sadie was such a cliche. A police detective with such a strong connection with a previous case that she was asked to take some leave? A police detective with some underlying issue that makes it difficult for her to focus on her tasks without stepping back into the past each time? A police detective who just couldnt let go of the case in front of her and would do everything she possibly could to solve something that had been unsolvable for 70 years? <i>Well my god, Ive never seen such a character in a book before!</i> <spoiler> Can someone explain to me how this woman can come along and solve a 70 year old cold case just like that? And whats the fucking betting her grandad is the missing baby Theo! What an amazing and unpredictable end to the novel!</spoiler>
Eleanor was the only character in the book I couldnt decide if I liked or not. She was such a lovely young girl but had to turn into the strict Mother for her young children while Daddy was away which almost made her dislikable. But then we find out all that shes going through so much to keep her family afloat that we can forgive her for her stony personality. <i>But then,</i> we find out shes doing something morally questionable, <spoiler> her stupid affair,</spoiler> behind her family's back purely for her own pleasure with almost no regard for how it might make her children and husband feel. Now I have to say I didnt feel any sympathy for Eleanor once her actions were made known to the reader, and as soon as they were I knew what the end of the novel was going to be.
Can we also quickly talk about Ben Munro please he was such a hippy idiot.
<img src="https://media.giphy.com/media/CK3smvJ4EJlug/giphy.gif" width="442" height="249" alt="hippie"/>
<spoiler> There was nothing appealing about his character in the slightest and it makes me wonder why Eleanor fell for him so hard. There was nothing spectacular about his choice to live as a gypsy. He was a deluded, drippy loser who was terrified commitment, even to a fucking kettle. Why couldnt he have taken his son? Why did he choose to live his life in his caravan rather than looking after his son that he so apparently adored and treasured? Selfish, selfish, selfish!</spoiler>
Apart from all my annoyances with the characters and the lack of excitement I felt by the end of the novel, it wasnt the worst thing Ive ever read and I even thought I enjoyed it. But as its been over a week since Ive finished this and Ive had time to think about it, the more Ive realised how bloody annoyed it made me.
The Lake House sounded really interesting to me because of its weave of three stories that make the one mystifying disappearance of young baby Theo. Our first of the three stories comes from the perspective of young Alice during the earlier years of the 1900s, the second comes from current day, now serial author, Alice in the early 2000s and the last from troubled police detective Sadie. But wait there are more stories given to us in this book? But I thought it claimed there were only three? Well no there are at least 4 as we also get a very in depth tale from Alices mother's perspective too.
To begin with I really enjoyed this book and I looked forward to my travels everyday to give me a bit of down time with the opportunity for a good read too however when we got to about half way through I started to get a bit bored. I definitely feel that the story could have been cut down by quite a lot, it seemed in places that Morton was just rambling away, trying to add substance to the story that it could have easily done without. By the time the mystery was being solved I was actually quite fed up of all of the characters and just wanted to know what had happened to Theo so I could get on with my life. I wasnt even surprised by the time we got to the resolution of the mystery as Id already guessed it, so it was a little anticlimactic.
Lets talk about the characters for a minute shall we?
OK, so Alice. I understand that she lost her brother, <spoiler> and believed for most of her life that she was the reason he had gone missing,</spoiler> but I dont understand why that made her so cold and harsh? <spoiler> She made the choice to keep her secret to herself so it was her own fault she felt so guilty all the time, but there was no need for her to turn that bitterness onto everyone else.</spoiler> She changed so much from the young, spritely young girl she once was, to a boring old woman who ate bloody boiled eggs <i>everyday.</i>
Sadie was such a cliche. A police detective with such a strong connection with a previous case that she was asked to take some leave? A police detective with some underlying issue that makes it difficult for her to focus on her tasks without stepping back into the past each time? A police detective who just couldnt let go of the case in front of her and would do everything she possibly could to solve something that had been unsolvable for 70 years? <i>Well my god, Ive never seen such a character in a book before!</i> <spoiler> Can someone explain to me how this woman can come along and solve a 70 year old cold case just like that? And whats the fucking betting her grandad is the missing baby Theo! What an amazing and unpredictable end to the novel!</spoiler>
Eleanor was the only character in the book I couldnt decide if I liked or not. She was such a lovely young girl but had to turn into the strict Mother for her young children while Daddy was away which almost made her dislikable. But then we find out all that shes going through so much to keep her family afloat that we can forgive her for her stony personality. <i>But then,</i> we find out shes doing something morally questionable, <spoiler> her stupid affair,</spoiler> behind her family's back purely for her own pleasure with almost no regard for how it might make her children and husband feel. Now I have to say I didnt feel any sympathy for Eleanor once her actions were made known to the reader, and as soon as they were I knew what the end of the novel was going to be.
Can we also quickly talk about Ben Munro please he was such a hippy idiot.
<img src="https://media.giphy.com/media/CK3smvJ4EJlug/giphy.gif" width="442" height="249" alt="hippie"/>
<spoiler> There was nothing appealing about his character in the slightest and it makes me wonder why Eleanor fell for him so hard. There was nothing spectacular about his choice to live as a gypsy. He was a deluded, drippy loser who was terrified commitment, even to a fucking kettle. Why couldnt he have taken his son? Why did he choose to live his life in his caravan rather than looking after his son that he so apparently adored and treasured? Selfish, selfish, selfish!</spoiler>
Apart from all my annoyances with the characters and the lack of excitement I felt by the end of the novel, it wasnt the worst thing Ive ever read and I even thought I enjoyed it. But as its been over a week since Ive finished this and Ive had time to think about it, the more Ive realised how bloody annoyed it made me.
KalJ95 (25 KP) rated the PlayStation 4 version of STAR WARS Battlefront II in Video Games
Jun 10, 2020
Star Wars Immersion At Its Finest. (2 more)
Multiplayer Is Feels Fluid, Bouncy And Satisfying.
Frequent Updates Have Saved The Game.
Sometimes Buggy. (1 more)
Campaign Is Short, Bare and Repetitive.
Can EA Redeem Themselves? (2020 Update Review)
I will begin this by telling you a story. Back in 2016, I bought EA and DICE's STAR WARS Battlefront for £25, feeling like a got a pretty good bargain. Little did I know at the time that this was an EA project, I had very high hopes after spending hundreds of hours of my childhood playing the original, Battlefront and Battlefront II, on my original XBOX. To me, along with KOTOR and Rogue Squadron II: Rogue Leader, were the pinnacle of how good a STAR WARS game could be. I played four hours of this remake, and realised how much of a mistake I had made. I subsequently put the game on eBay, with the description, “Please take this abomination from me before I throw it at the wall!”. It sold for £9. Worth it.
Once I discovered EA and DICE were doing a sequel, I knew this was to be avoided at all costs. Upon launch, Battlefront II was slammed by critics and fans for various reasons, including a loot based system that gave a player a clear advantage over another, and a story which was so short and bare boned it barely even passed four hours. A complete disaster all round. Yet, a new hope arose. Frequent updates have come since then, and all updates have been free for players as a sorry for all the mistakes both companies have made with the property. So, with all this information in the past, I received Battlefront II as a free game with PlayStation Plus for June. A what a treat it is.
STAR WARS Battlefront II is a well improved shooter over its 2015 release, and an all round excellent game, and this is down to its updates being made free to all its players. Battlefront II must be broken up into parts in order to properly get a fair review, so let’s start with the campaign.
Narrative:
The story follows Iden Versio, an Empire Commander who’s morals are tested and sides are divided once she discovers the truth behind her allegiances as the story goes on. The campaign is the weakest part of the package, roughly taking around four to five hours to complete, and the missions feel the same; go to objective, kill enemies, find other objectives etc. The formula gets mixed a few times to introduce iconic heroes and villains through this timeline of STAR WARS history. Average would be the perfect word to describe this aspect, it doesn’t try anything new or experiment, and thats a shame because they introduce some new ideas that could of shaken up the story a little. They did add an expansion called Resurrection, following on some years after the campaign. Again, its too short for any real substance or replay value. Arcade mode is fun enough too, pitting you against different tasks for the Light and Dark side. Each one puts you with different Heroes, Villains or Soldiers, as you fight against a numbered amount of enemies. It all is enough to satisfy for a couple of hours, but if you're buying Battlefront for single-player purposes, don't bother.
Multiplayer:
The Multiplayer is fantastic, immersion filled experience fans of STAR WARS will love. I’ve recently lost a lot of love for the franchise, but this game has made me remember why I loved it as a child. The combination of John William’s score, the fluid gunplay that bounces with every successful hit, mixed with the amazing environments of each world and excellent sound effects. This makes it absolutely flawless. It features various different game modes to choose from, my personal favourite being Co-op missions, all your standard multiplayer shooter modes. Unlike before, where you had to buy the STAR WARS characters you want to play as, you now have to earn points during battle to play as them. The system works as you feel you’ve earned the way to play as, for example, Luke or Han. Sometimes it feels a little buggy in places, especially in modes with forty players, but it never ruins the overall game.
The issues, which they’re are many, occur in multiplayer frequently. The Galactic Assault is messy, and frustrating most of the time due to wonky controls. It feels like the controller doesn’t work for the ships, but works perfectly for the on-ground assaults. I did try this mode a number of times, and the same things happened again and again.
The package is finely finished with some great customisation options for your troopers and also the main characters of the franchise. The sheer number of characters in the roster is staggering. Some choices, like BB-8, feel a little shoehorned, but weirdly they all feel different, with their own unique perks. As a whole, it feels like for once EA has decided to put the consumer first with their product, rather than thinking of the money. They’ve taken the time to issue an apology for the awful services they’ve been providing, by putting a product they know the fans will love. I never thought I would say it, but props to DICE and EA. You’ve redeemed yourselves, for now.
Once I discovered EA and DICE were doing a sequel, I knew this was to be avoided at all costs. Upon launch, Battlefront II was slammed by critics and fans for various reasons, including a loot based system that gave a player a clear advantage over another, and a story which was so short and bare boned it barely even passed four hours. A complete disaster all round. Yet, a new hope arose. Frequent updates have come since then, and all updates have been free for players as a sorry for all the mistakes both companies have made with the property. So, with all this information in the past, I received Battlefront II as a free game with PlayStation Plus for June. A what a treat it is.
STAR WARS Battlefront II is a well improved shooter over its 2015 release, and an all round excellent game, and this is down to its updates being made free to all its players. Battlefront II must be broken up into parts in order to properly get a fair review, so let’s start with the campaign.
Narrative:
The story follows Iden Versio, an Empire Commander who’s morals are tested and sides are divided once she discovers the truth behind her allegiances as the story goes on. The campaign is the weakest part of the package, roughly taking around four to five hours to complete, and the missions feel the same; go to objective, kill enemies, find other objectives etc. The formula gets mixed a few times to introduce iconic heroes and villains through this timeline of STAR WARS history. Average would be the perfect word to describe this aspect, it doesn’t try anything new or experiment, and thats a shame because they introduce some new ideas that could of shaken up the story a little. They did add an expansion called Resurrection, following on some years after the campaign. Again, its too short for any real substance or replay value. Arcade mode is fun enough too, pitting you against different tasks for the Light and Dark side. Each one puts you with different Heroes, Villains or Soldiers, as you fight against a numbered amount of enemies. It all is enough to satisfy for a couple of hours, but if you're buying Battlefront for single-player purposes, don't bother.
Multiplayer:
The Multiplayer is fantastic, immersion filled experience fans of STAR WARS will love. I’ve recently lost a lot of love for the franchise, but this game has made me remember why I loved it as a child. The combination of John William’s score, the fluid gunplay that bounces with every successful hit, mixed with the amazing environments of each world and excellent sound effects. This makes it absolutely flawless. It features various different game modes to choose from, my personal favourite being Co-op missions, all your standard multiplayer shooter modes. Unlike before, where you had to buy the STAR WARS characters you want to play as, you now have to earn points during battle to play as them. The system works as you feel you’ve earned the way to play as, for example, Luke or Han. Sometimes it feels a little buggy in places, especially in modes with forty players, but it never ruins the overall game.
The issues, which they’re are many, occur in multiplayer frequently. The Galactic Assault is messy, and frustrating most of the time due to wonky controls. It feels like the controller doesn’t work for the ships, but works perfectly for the on-ground assaults. I did try this mode a number of times, and the same things happened again and again.
The package is finely finished with some great customisation options for your troopers and also the main characters of the franchise. The sheer number of characters in the roster is staggering. Some choices, like BB-8, feel a little shoehorned, but weirdly they all feel different, with their own unique perks. As a whole, it feels like for once EA has decided to put the consumer first with their product, rather than thinking of the money. They’ve taken the time to issue an apology for the awful services they’ve been providing, by putting a product they know the fans will love. I never thought I would say it, but props to DICE and EA. You’ve redeemed yourselves, for now.
Lee (2222 KP) rated Alita: Battle Angel (2019) in Movies
Feb 8, 2019 (Updated Feb 8, 2019)
The Visuals (1 more)
Alita
A lot of big names, overqualified and underutilised (1 more)
Clunky dialogue and pacing issues
All style, not much substance
James Cameron has spent more than a decade trying to bring Alita: Battle Angel to the big screen. Based on a popular cyberpunk manga series by Yukito Kishiro, published between 1990-1995, he has spent that time refining the script and developing the world that Alita inhabits. And that’s pretty much what he now spends most of his time taking care of with the Avatar movies and the world of Pandora. Hence the reason why he eventually decided to step back into producer duties for this movie, letting Robert Rodriguez pick up the directing reins in order to finally get it finished. Rodriguez uses much of the script that Cameron wrote, but brings a little bit of his trademark style to the table too.
It’s 2563, and we’re in Iron City. Dr Dyson Ido (Christoph Waltz) is scavenging among a huge scrapyard, looking for cyborg spare parts that he can make use of, while fresh metal and rubbish rains down from Zalem – a man-made, floating city sitting in the sky above Iron City. 300 years ago there were many of these floating cities but following a brutal war all of them except for Zalem perished. During that time though, the elevator leading up to Zalem was destroyed, and these days only the ‘pure’ inhabitants of Zalem are permitted there. Nobody from Earth is allowed to visit and if anyone comes down from Zalem, they’re not allowed back. It’s to try and avoid any contamination from entering Zalem. If you’ve seen the Matt Damon movie Elysium… well, then it’s a bit like that really.
Among the usual items, such as robotic hands and eyeballs, Dr Ido discovers Alita, or rather the core of Alita – lying lifeless and broken, with only a battered hairless head and upper torso remaining. He takes her back to his laboratory/home, where he works as a cybernetics expert, repairing and upgrading the inhabitants of Iron City who are either cyborgs or humans with cyborg body parts. Along with his assisting nurse, and using a robotic body that had been previously built for his now deceased daughter (this gets briefly explained later), they rebuild her, giving her the name Alita (also his daughters name). Alita awakens later in a nice comfortable bed, in what was presumably Dr Ido’s daughters room. She has no memory of her previous existence and sets about experiencing all the sights, sensations and tastes that human life and Iron City has to offer, exploring and striking up a friendship with local boy Hugo and his group of friends. But, as the name of the movie implies, this cyborg was built for battle, and it’s not long before Alita begins to remember who exactly she used to be and just how good at kicking ass she is.
A quick word about the visuals, as they are by far the best thing about this movie. Iron City, despite clearly being a futuristic world, is certainly not dark or bleak looking in the way we’re used to with similar movies of this genre. Many of the early scenes take place during daylight hours and the city is a vibrant, bright, bustling home to thousand of humans and cyborgs. We get to go beyond the limits of Iron City – the city walls, out to the badlands beyond, and as you’d expect from Cameron a lot of thought and detail has gone into mapping out and building this world. The cyborgs and the other robots we meet are all pretty standard for a movie of this kind, but it’s Alita that is the most impressive. Much of this is down to the incredible CGI involved in making her look as realistic as she does, but a lot of what makes her so enjoyable and believable is down to Rosa Salazar, whose motion captured performance helps bring her to life. The visuals are obviously at their most impressive during the battle scenes involving Alita – where so many movies with heavy CGI battles end up as just a messy whirlpool of characters and action, that’s certainly not the case here. Slick, inventive and exhilarating choreography allowing you to actually track and follow every single character and action in crisp detail. It’s refreshing and impressive, even more so when watched in 3D and particularly so during the fast paced Motorball scenes featured towards the end of the movie.
Outside of the visuals though, other characters and plot lines don’t seem to stick so well, which is disappointing considering the rich source material available to the film makers. Alita: Battle Angel suffers from inconsistent pacing, dialogue that is clunky and exposition-heavy and there are many times when the accompanying soundtrack just felt distracting to me, out of place with whatever is currently happening. Christoph Waltz, Mahershala Ali and Jennifer Connolly all seem overqualified and underutilised, and the romance between Alita and Hugo is unnecessary, and at times annoying. It feels like it’s trying to cram too much story into its two hour run time, resulting in plot holes and frustrations later on. And there is even a cliffhanger ending – frustrating in that it feels as though we haven’t even properly concluded this part of the story and we’re now being left to wait should a sequel ever be given the go ahead.
I found much to enjoy with Alita: Battle Angel, and would gladly go see a sequel or two, should they get made. It’s enjoyable at times, and dazzling to look at, but overall it did leave me feeling a little bit frustrated and disappointed.
It’s 2563, and we’re in Iron City. Dr Dyson Ido (Christoph Waltz) is scavenging among a huge scrapyard, looking for cyborg spare parts that he can make use of, while fresh metal and rubbish rains down from Zalem – a man-made, floating city sitting in the sky above Iron City. 300 years ago there were many of these floating cities but following a brutal war all of them except for Zalem perished. During that time though, the elevator leading up to Zalem was destroyed, and these days only the ‘pure’ inhabitants of Zalem are permitted there. Nobody from Earth is allowed to visit and if anyone comes down from Zalem, they’re not allowed back. It’s to try and avoid any contamination from entering Zalem. If you’ve seen the Matt Damon movie Elysium… well, then it’s a bit like that really.
Among the usual items, such as robotic hands and eyeballs, Dr Ido discovers Alita, or rather the core of Alita – lying lifeless and broken, with only a battered hairless head and upper torso remaining. He takes her back to his laboratory/home, where he works as a cybernetics expert, repairing and upgrading the inhabitants of Iron City who are either cyborgs or humans with cyborg body parts. Along with his assisting nurse, and using a robotic body that had been previously built for his now deceased daughter (this gets briefly explained later), they rebuild her, giving her the name Alita (also his daughters name). Alita awakens later in a nice comfortable bed, in what was presumably Dr Ido’s daughters room. She has no memory of her previous existence and sets about experiencing all the sights, sensations and tastes that human life and Iron City has to offer, exploring and striking up a friendship with local boy Hugo and his group of friends. But, as the name of the movie implies, this cyborg was built for battle, and it’s not long before Alita begins to remember who exactly she used to be and just how good at kicking ass she is.
A quick word about the visuals, as they are by far the best thing about this movie. Iron City, despite clearly being a futuristic world, is certainly not dark or bleak looking in the way we’re used to with similar movies of this genre. Many of the early scenes take place during daylight hours and the city is a vibrant, bright, bustling home to thousand of humans and cyborgs. We get to go beyond the limits of Iron City – the city walls, out to the badlands beyond, and as you’d expect from Cameron a lot of thought and detail has gone into mapping out and building this world. The cyborgs and the other robots we meet are all pretty standard for a movie of this kind, but it’s Alita that is the most impressive. Much of this is down to the incredible CGI involved in making her look as realistic as she does, but a lot of what makes her so enjoyable and believable is down to Rosa Salazar, whose motion captured performance helps bring her to life. The visuals are obviously at their most impressive during the battle scenes involving Alita – where so many movies with heavy CGI battles end up as just a messy whirlpool of characters and action, that’s certainly not the case here. Slick, inventive and exhilarating choreography allowing you to actually track and follow every single character and action in crisp detail. It’s refreshing and impressive, even more so when watched in 3D and particularly so during the fast paced Motorball scenes featured towards the end of the movie.
Outside of the visuals though, other characters and plot lines don’t seem to stick so well, which is disappointing considering the rich source material available to the film makers. Alita: Battle Angel suffers from inconsistent pacing, dialogue that is clunky and exposition-heavy and there are many times when the accompanying soundtrack just felt distracting to me, out of place with whatever is currently happening. Christoph Waltz, Mahershala Ali and Jennifer Connolly all seem overqualified and underutilised, and the romance between Alita and Hugo is unnecessary, and at times annoying. It feels like it’s trying to cram too much story into its two hour run time, resulting in plot holes and frustrations later on. And there is even a cliffhanger ending – frustrating in that it feels as though we haven’t even properly concluded this part of the story and we’re now being left to wait should a sequel ever be given the go ahead.
I found much to enjoy with Alita: Battle Angel, and would gladly go see a sequel or two, should they get made. It’s enjoyable at times, and dazzling to look at, but overall it did leave me feeling a little bit frustrated and disappointed.
Bob Mann (459 KP) rated Ready Player One (2018) in Movies
Sep 29, 2021
Virtually brilliant with Easter Eggs a plenty.
Of all the Spielberg films of recent years – and possibly with the exception of “The BFG” – this was the film whose trailer disconcerted me the most. It really looked dire: CGI over heart; gimmicks over substance. I was right about ‘The BFG”, one of my least favourite Spielberg flicks. I was definitely wrong about “Ready Player One”: it’s a blast.
The film is fun in continually throwing surprises at you, including those actors not included in the trailer and only on small print on the poster. So I won’t spoil that here for you (you can of course look them up on imdb if you want to: but I suggest you try to see this one ‘cold’).
It’s 2044, and the majority of the population have taken the next logical step of video gaming and virtual reality and retreated into their own headsets, living out their lives primarily as avatars within the fanciful landscapes of “The Oasis”. You can “be” anyone and (subject to gaining the necessary credits) “do” anything there.
When the housing market is stacked against you. Columbus Ohio circa 2044.
The Oasis was the brainchild of a (Steve Wozniak-like) genius called James Halliday (played in enormous style by “Actor R”) and supported by his (Steve Jobs-like) business partner Ogden Morrow (“Actor P”). The two had a big falling out leaving Halliday in total control of the Oasis. But he died, and his dying “game” was to devise a devious competition that left a trail of three virtual keys in the Oasis leading to an ‘easter egg’: which if found would provide the finder with total ownership of the Oasis and the trillions of dollars that it is worth.
But the game is not only played by amateur “gunters” (egg-hunters) like our hero Wade Watts (Tye Sheridan, “X-Men: Apocalypse“) and his in-Oasis flirting partner Samantha (Olivia Cooke, “Me and Earl and the Dying Girl”); there are big corporate game-hunters involved like IoI (that’s eye-oh-eye, not one-oh-one as I assumed from the trailer) who fill warehouses with combinations of nerd-consultants and professional game players to try to find the keys before anyone else. Which hardly seems fair does it? Ruthless boss Sorrento (Ben Mendelsohn, “Rogue One“) and his tough-as-nails hench-woman F’Nale Zandor (Hannah John-Kamen, “Tomb Raider“) really couldn’t give a toss!
In the future, everyone is reaching out for something.
What follows is two-hours of high-octane game-play and eye-popping 3D (it is good in 3D by the way) that melds a baseline of “Avatar” with soupçons of “Tron”, “Minority Report” and Dan Brown novels. But its a blend that works.
I was afraid as I said that CGI would squash flat any hope of character development and story, and – yes – to be sure this is ‘suppressed’ a bit. You never get to really know many of the ‘pack’ members to any great level other than Wade and Samantha. And exactly what drives the corporate protagonists, other than “corporate greed”, is not particularly clear. What gives the film heart though are the performances of “Actor P” and (particularly) “Actor R”, who again steals every scene he is in. For their limited screen time together, the pair bounce off each other in a delightful way.
I have to make a confession at this point that I spent the whole film thinking “Miles Teller is way too old for the part of Wade”! Tye Sheridan (who I think *does* bear a likeness!) is actually much more age appropriate, and is fine in the role. But the star performance for me, out of the youngsters at least, was Oldham’s-own Olivia Cooke, who has a genuinely magnetic screen presence. She is most definitely a name to watch for the future.
Ready Player One
Young star of the show for me – Olivia Cooke as Samantha.
Lena Waithe (“Master of None”) plays Wade’s inventor friend Helen.
The story, although simple and quite one-dimensional, in the main intrigues: there is nothing like a Mario-style chase for keys to entertain when it is done well (I am so old and crusty that in my day it was “Manic Miner” on a ZX-Spectrum!).
He’s iron and he’s just gigantic! Reb’s creation becomes a force to be reckoned with when needed.
And there’s not just one “Easter Egg” in this film: the film is rammed to the rafters with throwbacks to classic pop-culture icons of past decades, and particularly the 80’s…. the film could have been subtitled “I ❤ 80’s”. Some of these are subliminal (Mayor Goldie Wilson anyone?), and others are more prominent but very clever: “The Zemekis cube” and “The Holy Hand Grenade” being prime examples. This is a film that deserves buying on Blu-ray and then slo-mo-ing through! The nostalgia extends to the music by Alan Silvestri, with occasional motifs from his most famous soundtrack!
For me though, the highspot of the film is a journey into a recreation of a classic ’80’s film which – while a scary sequence, earning for sure its 12A UK rating – is done with verve and chutzpah.
Wade’s avatar, Parzival.
Although a little overlong (2 hours 20 mins) and getting rather over-blown and LOTR-esque in the finale, the ending is very satisfying – roll on Tuesdays and Thursdays!
Spielberg’s recent films have been largely solid and well-constructed watches (“The Post” and “Bridge of Spies” for example) but they have been more niche than mainstream box office draws. I firmly predict that “Ready Player One” will change that: here Spielberg has a sure-fire hit on his hands and word of mouth (rather than the ho-hum trailer) should assure that.
The film is fun in continually throwing surprises at you, including those actors not included in the trailer and only on small print on the poster. So I won’t spoil that here for you (you can of course look them up on imdb if you want to: but I suggest you try to see this one ‘cold’).
It’s 2044, and the majority of the population have taken the next logical step of video gaming and virtual reality and retreated into their own headsets, living out their lives primarily as avatars within the fanciful landscapes of “The Oasis”. You can “be” anyone and (subject to gaining the necessary credits) “do” anything there.
When the housing market is stacked against you. Columbus Ohio circa 2044.
The Oasis was the brainchild of a (Steve Wozniak-like) genius called James Halliday (played in enormous style by “Actor R”) and supported by his (Steve Jobs-like) business partner Ogden Morrow (“Actor P”). The two had a big falling out leaving Halliday in total control of the Oasis. But he died, and his dying “game” was to devise a devious competition that left a trail of three virtual keys in the Oasis leading to an ‘easter egg’: which if found would provide the finder with total ownership of the Oasis and the trillions of dollars that it is worth.
But the game is not only played by amateur “gunters” (egg-hunters) like our hero Wade Watts (Tye Sheridan, “X-Men: Apocalypse“) and his in-Oasis flirting partner Samantha (Olivia Cooke, “Me and Earl and the Dying Girl”); there are big corporate game-hunters involved like IoI (that’s eye-oh-eye, not one-oh-one as I assumed from the trailer) who fill warehouses with combinations of nerd-consultants and professional game players to try to find the keys before anyone else. Which hardly seems fair does it? Ruthless boss Sorrento (Ben Mendelsohn, “Rogue One“) and his tough-as-nails hench-woman F’Nale Zandor (Hannah John-Kamen, “Tomb Raider“) really couldn’t give a toss!
In the future, everyone is reaching out for something.
What follows is two-hours of high-octane game-play and eye-popping 3D (it is good in 3D by the way) that melds a baseline of “Avatar” with soupçons of “Tron”, “Minority Report” and Dan Brown novels. But its a blend that works.
I was afraid as I said that CGI would squash flat any hope of character development and story, and – yes – to be sure this is ‘suppressed’ a bit. You never get to really know many of the ‘pack’ members to any great level other than Wade and Samantha. And exactly what drives the corporate protagonists, other than “corporate greed”, is not particularly clear. What gives the film heart though are the performances of “Actor P” and (particularly) “Actor R”, who again steals every scene he is in. For their limited screen time together, the pair bounce off each other in a delightful way.
I have to make a confession at this point that I spent the whole film thinking “Miles Teller is way too old for the part of Wade”! Tye Sheridan (who I think *does* bear a likeness!) is actually much more age appropriate, and is fine in the role. But the star performance for me, out of the youngsters at least, was Oldham’s-own Olivia Cooke, who has a genuinely magnetic screen presence. She is most definitely a name to watch for the future.
Ready Player One
Young star of the show for me – Olivia Cooke as Samantha.
Lena Waithe (“Master of None”) plays Wade’s inventor friend Helen.
The story, although simple and quite one-dimensional, in the main intrigues: there is nothing like a Mario-style chase for keys to entertain when it is done well (I am so old and crusty that in my day it was “Manic Miner” on a ZX-Spectrum!).
He’s iron and he’s just gigantic! Reb’s creation becomes a force to be reckoned with when needed.
And there’s not just one “Easter Egg” in this film: the film is rammed to the rafters with throwbacks to classic pop-culture icons of past decades, and particularly the 80’s…. the film could have been subtitled “I ❤ 80’s”. Some of these are subliminal (Mayor Goldie Wilson anyone?), and others are more prominent but very clever: “The Zemekis cube” and “The Holy Hand Grenade” being prime examples. This is a film that deserves buying on Blu-ray and then slo-mo-ing through! The nostalgia extends to the music by Alan Silvestri, with occasional motifs from his most famous soundtrack!
For me though, the highspot of the film is a journey into a recreation of a classic ’80’s film which – while a scary sequence, earning for sure its 12A UK rating – is done with verve and chutzpah.
Wade’s avatar, Parzival.
Although a little overlong (2 hours 20 mins) and getting rather over-blown and LOTR-esque in the finale, the ending is very satisfying – roll on Tuesdays and Thursdays!
Spielberg’s recent films have been largely solid and well-constructed watches (“The Post” and “Bridge of Spies” for example) but they have been more niche than mainstream box office draws. I firmly predict that “Ready Player One” will change that: here Spielberg has a sure-fire hit on his hands and word of mouth (rather than the ho-hum trailer) should assure that.
Emma @ The Movies (1786 KP) rated Terminator: Dark Fate (2019) in Movies
Nov 7, 2019
I'd managed to see the Terminator and T2 in a double bill at the cinema and was shocked to discover I hadn't seen the first one... I really thought I had! Retro films on the big screen are amazing and I need to find the person I need to bribe to get some of my favourites shown.
Dani is working hard to help support her family, she's happy and carefree living with her father, brother and dog, Taco. But today is going to change her life forever.
Grace drops into the world violently, her mission is to protect Dani from a machine sent back to kill her. It's a familiar story, but the Rev-9's aren't like the Terminators, they're relentless and nearly indestructible. Grace and Dani find some unexpected back-up when Sarah Connor joins the hunt, aiding their escape and leading them to another ally for their mission.
Straight off the bat I want to say I loved this film, I'm going to compare it to 2018's Halloween. Neither franchise is something I'm an expert in but these new incarnations to me feel quite respectful to the originals and manage to give us a successful modern take. They both create a homage of things that came before them, and I like that.
The film opens in a great way with the interview tape of Sarah Connor and I thought it was really clever to mix it with consistent effects onto the studio logos/trailers. I was also impressed with the flashback scene of Sarah and John... I genuinely thought I'd missed something from the previous films because I hadn't seen this footage. It was in fact done with a body double and some CGI from what I've read. The quality of the effects in this bit were amazing and I couldn't tell that it wasn't actual footage, it really threw me for a loop.
Our original characters have both developed since their outing in T2. Sarah is much more purposeful but I have to wonder what she was doing between the times she recounts during the film. The Terminator has managed to adapt to his own sort of "human" life, which again, looks like it's got a few holes in it, but neither case really had me pondering until after the film. Linda Hamilton gives a relaxed kick-ass action performance, Sarah has clearly honed her skills and has little emotion apart from hatred coursing through her veins when she's on a mission, it gave a satisfying little lift to things for me. I couldn't help but believe her attitude to everything, still a little bit of the crazy about her but her determination to keep the machines from rising gives her laser focus.
The Terminator, now going by the name Carl is left to do his own thing after completing his mission. I don't know how I feel about this, would there not have been programming beyond his original mission? Anyway, I can't go down that rabbit hole. I thought Arnie's performance was really good, he's still got that "unintentionally" funny thing down well and the chemistry between him and Hamilton really shone through. He's also done well to get Carl to be quite natural while still being a giant robot, had he played it human I don't think I'd have been so onboard... though I don't know how I felt about his new career.
Having the enhanced human character of Grace stopped the sequences from being too flat. With the emotionless side of things previously it was difficult to engage with all the scenes. Mackenzie Davis gets to do the Terminator acting while still being human, you get the human panic and the machine reacting and the blend works well. Her relationship with Dani is a nice one to follow and getting to see her backstory in flashbacks... wait, flashforwards... really added to it all.
Sadly I was disappointed with Dani in general, she's just kind of dragged along with everything and even though she was essentially our Sarah Connor of this film there's very little happening with her. Her character doesn't have enough substance, she doesn't have enough in her to play with the big boys around her. Dani is also confusing in the future story for several reasons, including issues with time travel which I'm not even going to get into.
Overall the effects were very good. The way the Rev-9 movies is unnatural and enthralling to watch and Gabriel Luna's performance was impressive when you think about how he'd have to act and react to some of the more sci-fi moments. The effects weren't great throughout though and in the underwater scene with Arnie and the Rev-9 I was frowning slightly at the screen. The whole thing had a rather misty feel to it and was much more distracting than you'd think.
The other thing I feel is worth mentioning is that there are some odd choices with slow-motion shots. I couldn't see any correlation between the shots and why they'd been chosen for this effect, some happened close together and others happened out on their own and hardly any fit naturally into the scenes. The only one that felt right was Grace sizing up her shot early on, it showed us one of her abilities and that worked well, but after that they felt more like they were trying to show off more than actually picking spots that would have any impact.
Dark Fate has a lot of nice little nods back to the originals and that made for a satisfying watch. There's subtle humour and surprisingly some emotional scenes too, I came out of this and felt really content having seen it. Despite my quibbles, or which I now realise there were many, I really enjoyed this film.
What you should do
It's definitely worth a watch, it's some good mindless action and I think it's a good follow on to the original two films.
Movie thing you wish you could take home
Some super robot enhancements wouldn't go amiss.
Dani is working hard to help support her family, she's happy and carefree living with her father, brother and dog, Taco. But today is going to change her life forever.
Grace drops into the world violently, her mission is to protect Dani from a machine sent back to kill her. It's a familiar story, but the Rev-9's aren't like the Terminators, they're relentless and nearly indestructible. Grace and Dani find some unexpected back-up when Sarah Connor joins the hunt, aiding their escape and leading them to another ally for their mission.
Straight off the bat I want to say I loved this film, I'm going to compare it to 2018's Halloween. Neither franchise is something I'm an expert in but these new incarnations to me feel quite respectful to the originals and manage to give us a successful modern take. They both create a homage of things that came before them, and I like that.
The film opens in a great way with the interview tape of Sarah Connor and I thought it was really clever to mix it with consistent effects onto the studio logos/trailers. I was also impressed with the flashback scene of Sarah and John... I genuinely thought I'd missed something from the previous films because I hadn't seen this footage. It was in fact done with a body double and some CGI from what I've read. The quality of the effects in this bit were amazing and I couldn't tell that it wasn't actual footage, it really threw me for a loop.
Our original characters have both developed since their outing in T2. Sarah is much more purposeful but I have to wonder what she was doing between the times she recounts during the film. The Terminator has managed to adapt to his own sort of "human" life, which again, looks like it's got a few holes in it, but neither case really had me pondering until after the film. Linda Hamilton gives a relaxed kick-ass action performance, Sarah has clearly honed her skills and has little emotion apart from hatred coursing through her veins when she's on a mission, it gave a satisfying little lift to things for me. I couldn't help but believe her attitude to everything, still a little bit of the crazy about her but her determination to keep the machines from rising gives her laser focus.
The Terminator, now going by the name Carl is left to do his own thing after completing his mission. I don't know how I feel about this, would there not have been programming beyond his original mission? Anyway, I can't go down that rabbit hole. I thought Arnie's performance was really good, he's still got that "unintentionally" funny thing down well and the chemistry between him and Hamilton really shone through. He's also done well to get Carl to be quite natural while still being a giant robot, had he played it human I don't think I'd have been so onboard... though I don't know how I felt about his new career.
Having the enhanced human character of Grace stopped the sequences from being too flat. With the emotionless side of things previously it was difficult to engage with all the scenes. Mackenzie Davis gets to do the Terminator acting while still being human, you get the human panic and the machine reacting and the blend works well. Her relationship with Dani is a nice one to follow and getting to see her backstory in flashbacks... wait, flashforwards... really added to it all.
Sadly I was disappointed with Dani in general, she's just kind of dragged along with everything and even though she was essentially our Sarah Connor of this film there's very little happening with her. Her character doesn't have enough substance, she doesn't have enough in her to play with the big boys around her. Dani is also confusing in the future story for several reasons, including issues with time travel which I'm not even going to get into.
Overall the effects were very good. The way the Rev-9 movies is unnatural and enthralling to watch and Gabriel Luna's performance was impressive when you think about how he'd have to act and react to some of the more sci-fi moments. The effects weren't great throughout though and in the underwater scene with Arnie and the Rev-9 I was frowning slightly at the screen. The whole thing had a rather misty feel to it and was much more distracting than you'd think.
The other thing I feel is worth mentioning is that there are some odd choices with slow-motion shots. I couldn't see any correlation between the shots and why they'd been chosen for this effect, some happened close together and others happened out on their own and hardly any fit naturally into the scenes. The only one that felt right was Grace sizing up her shot early on, it showed us one of her abilities and that worked well, but after that they felt more like they were trying to show off more than actually picking spots that would have any impact.
Dark Fate has a lot of nice little nods back to the originals and that made for a satisfying watch. There's subtle humour and surprisingly some emotional scenes too, I came out of this and felt really content having seen it. Despite my quibbles, or which I now realise there were many, I really enjoyed this film.
What you should do
It's definitely worth a watch, it's some good mindless action and I think it's a good follow on to the original two films.
Movie thing you wish you could take home
Some super robot enhancements wouldn't go amiss.
Purple Phoenix Games (2266 KP) rated Bob Ross: Art of Chill Game in Tabletop Games
Jun 30, 2021
Bob Ross is a household name in the United States and has been for quite a while. The man is a legend and part of the Trinity of Mankind (which also includes Mister Rogers and Steve Irwin). Anyone who has watched this man paint instantly recognizes a beautiful human being with extreme talent and the ability to lull audiences into a state of euphoria as he paints mountains, creeks, cabins, and trees. And of course, every one should have a friend. His wholesomeness goes to 11! So what do I find one day whilst perusing the strange board game wares in my local Target one day three years ago but a Bob Ross game. I wasn’t expecting much, but had to have it for nostalgic reasons. Was my money wasted or is there something in this box worth actually playing?
Bob Ross: Art of Chill is a set collection, hand management, card drafting game that has its players attempting to complete masterful paintings before the master does in order to collect bonus “chill points” to win the game. Whomever manages to reach ultimate chill status will be victorious and can return to feeding Peapod, their rascally pocket squirrel.
To setup, place the easel and one of the shuffled painting panels upon it. Place the other panels (paintings) nearby. Place the main scoreboard nearby as well and place the shuffled Chill Cards on its space upon the board. The Technique Cards deck and the Art Supplies Card decks will be shuffled separately and placed below the board with four cards from each deck revealed as an offer. Place the Bob Mover (Bobeeple) on the easel in the first location printed on the panel. Each player will receive a palette, the scoring cube of their color to be placed on the scoreboard, the three Feature Markers, and three random Art Supplies Cards. The game may now begin!
On a turn players will be rolling the Bob die and carrying out its action. These actions are playing a paint card from hand onto their palette, drawing one Art Supplies Card from the deck to their hand, performing one free Action prior to the Action phase, or resolving the Bob die face. The Bob die face requires players to reveal a new Chill Card and resolve its immediate effects, or effects that will remain in play until a new Chill Card is revealed. Secondly, the Bobeeple will move to the next printed stopping point on the panel.
Once the die has been rolled and resolved, the active player will be able to take any three actions available in any order: Draw an Art Supplies Card (from the deck or from the offer), Sweep the Art Supplies Card (discard all face-up cards and reveal four new ones), Apply Paint to Your Palette (by placing it on your palette from your hand of cards), Wash Your Palette (by discarding cards from one of the palette areas to clear it), Earn a Technique Card (by discarding two like-cards from the hand of cards in order to score more VP for painting features in the future), or Paint a Feature (by discarding the required brush from the player’s hand of cards and the correct matching paints already applied to their palette).
Once complete, the next player will take their turn of rolling the die and completing three actions. Should players paint a feature on the panel before Bob moves to that spot on the panel the player(s) will gain extra bonus Chill points. Players may still paint features for points if Bob already has as well, they just will not receive the bonus Bob points. Turns will continue in this fashion until the moment one player has reached ultimate Chill and won the game.
Components. This game has a fair amount of components and I am happy to say they are all great! The cardboard components (palettes, score board) are good. The cards are all lovely linen-finished. The other player components are fine as well. The painting panels are excellent and feature actual Bob Ross masterpieces, and there are 15 double-sided panels in the box! The coolest component is certainly the easel though. It seems to be a somewhat real and functional easel (not that you would really want to paint on it) and it amps up the table appeal when setup and in play. I love the components and I am so glad that Big G Creative made a Bob Ross game with beautiful components. Anything less would be sacrilege.
It probably comes as no surprise that I love this game. I have always loved watching Bob Ross from when I was a child even up through my adulthood and I am relieved to be able to still watch him in action via Netflix. The game, though, is rather surprising. I certainly wasn’t expecting to like this as much as I do and was quite shocked to find out that there was actual substance in a Bob Ross game. Especially when it was stationed next to “games” like Who Wants to Be a Millionaire, Throw Throw Burrito, and the like. I enjoy the nostalgia in seeing my favorite colors in my hands like Phthalo Blue, Cadmium Orange, and Sap Green.
I don’t know if I would really consider this a gateway game, though I believe it really depends on the gamers with whom you are playing. There will be many times when you are concentrating on collecting the colors needed to finish a feature before Bob only to frustratingly never see that color on offer nor in the cards you draw and then the painting has to be refreshed because people can’t seem to stop rolling Bob on the die. However, if you play with people who can literally chill when things don’t go their way, this is a gem. Purple Phoenix Games gives Bob Ross: Art of Chill a 21 / 24. The only thing missing here is a way to, “beat the devil out of it,” and it would make my heart sing.
Bob Ross: Art of Chill is a set collection, hand management, card drafting game that has its players attempting to complete masterful paintings before the master does in order to collect bonus “chill points” to win the game. Whomever manages to reach ultimate chill status will be victorious and can return to feeding Peapod, their rascally pocket squirrel.
To setup, place the easel and one of the shuffled painting panels upon it. Place the other panels (paintings) nearby. Place the main scoreboard nearby as well and place the shuffled Chill Cards on its space upon the board. The Technique Cards deck and the Art Supplies Card decks will be shuffled separately and placed below the board with four cards from each deck revealed as an offer. Place the Bob Mover (Bobeeple) on the easel in the first location printed on the panel. Each player will receive a palette, the scoring cube of their color to be placed on the scoreboard, the three Feature Markers, and three random Art Supplies Cards. The game may now begin!
On a turn players will be rolling the Bob die and carrying out its action. These actions are playing a paint card from hand onto their palette, drawing one Art Supplies Card from the deck to their hand, performing one free Action prior to the Action phase, or resolving the Bob die face. The Bob die face requires players to reveal a new Chill Card and resolve its immediate effects, or effects that will remain in play until a new Chill Card is revealed. Secondly, the Bobeeple will move to the next printed stopping point on the panel.
Once the die has been rolled and resolved, the active player will be able to take any three actions available in any order: Draw an Art Supplies Card (from the deck or from the offer), Sweep the Art Supplies Card (discard all face-up cards and reveal four new ones), Apply Paint to Your Palette (by placing it on your palette from your hand of cards), Wash Your Palette (by discarding cards from one of the palette areas to clear it), Earn a Technique Card (by discarding two like-cards from the hand of cards in order to score more VP for painting features in the future), or Paint a Feature (by discarding the required brush from the player’s hand of cards and the correct matching paints already applied to their palette).
Once complete, the next player will take their turn of rolling the die and completing three actions. Should players paint a feature on the panel before Bob moves to that spot on the panel the player(s) will gain extra bonus Chill points. Players may still paint features for points if Bob already has as well, they just will not receive the bonus Bob points. Turns will continue in this fashion until the moment one player has reached ultimate Chill and won the game.
Components. This game has a fair amount of components and I am happy to say they are all great! The cardboard components (palettes, score board) are good. The cards are all lovely linen-finished. The other player components are fine as well. The painting panels are excellent and feature actual Bob Ross masterpieces, and there are 15 double-sided panels in the box! The coolest component is certainly the easel though. It seems to be a somewhat real and functional easel (not that you would really want to paint on it) and it amps up the table appeal when setup and in play. I love the components and I am so glad that Big G Creative made a Bob Ross game with beautiful components. Anything less would be sacrilege.
It probably comes as no surprise that I love this game. I have always loved watching Bob Ross from when I was a child even up through my adulthood and I am relieved to be able to still watch him in action via Netflix. The game, though, is rather surprising. I certainly wasn’t expecting to like this as much as I do and was quite shocked to find out that there was actual substance in a Bob Ross game. Especially when it was stationed next to “games” like Who Wants to Be a Millionaire, Throw Throw Burrito, and the like. I enjoy the nostalgia in seeing my favorite colors in my hands like Phthalo Blue, Cadmium Orange, and Sap Green.
I don’t know if I would really consider this a gateway game, though I believe it really depends on the gamers with whom you are playing. There will be many times when you are concentrating on collecting the colors needed to finish a feature before Bob only to frustratingly never see that color on offer nor in the cards you draw and then the painting has to be refreshed because people can’t seem to stop rolling Bob on the die. However, if you play with people who can literally chill when things don’t go their way, this is a gem. Purple Phoenix Games gives Bob Ross: Art of Chill a 21 / 24. The only thing missing here is a way to, “beat the devil out of it,” and it would make my heart sing.
Death By Rock and Roll by The Pretty Reckless
Album
Rock 'n' roll is a religion. It's a commitment to an ideal, a belief system. The lifestyle and...
5 Minute Movie Guy (379 KP) rated 47 Meters Down: Uncaged (2019) in Movies
Aug 26, 2019
I love a good shark movie. Since as far back as I can remember, I have been fascinated by sharks. I think they’re some of the most interesting creatures on our planet. Even when I was a kid, I used to wear shark tooth necklaces because I thought they were so cool. Basically any time you’ve got sharks in a movie, I’m all in for it. Amusingly enough, that same sentiment does not apply to video games where I think they’re terrifying! (Jaws on the original Nintendo freaked-me-out as a child.) Having said all that, I was excited to see 47 Meters Down: Uncaged, even though I missed out on the original film back in 2017. Johannes Roberts, the director of the minimalistic first film, 47 Meters Down, returns for this sequel and brings back the great white sharks, but shakes up for the formula a bit by adding an underwater maze to the mix.
The sequel focuses on teenaged loner Mia (Sophie Nélisse) who has recently relocated to Mexico with her father and step-family. Her father Grant (John Corbett) scouts and maps out underwater locations for a living, and has recently discovered an ancient sunken Mayan city. With the help of his two assistants, he’s currently in the process of mapping out its maze-like design. One day, Mia joins her sister Sasha (Corinne Foxx) whose two friends, Alexa (Brianne Tju) and Nicole (Sistine Stallone), take them to a hidden local cove for a day of fun. This location turns out to be one of the entrances to the historic labyrinth that Mia’s father Grant has been exploring. Alexa, who once dated one of Grant’s assistants, had gone diving with this former boyfriend into the submerged city before. Upon finding enough extra scuba gear for all of them on a floating dock in this isolated cove, Alexa pressures her friends into joining her on a brief underwater tour that ends up being anything but.
This sunken Mayan labyrinth that the four girls go inside to explore is the setting for most of the film. They’re supposed to be following Alexa, who knows part of the maze well enough to navigate it without getting them lost, but their stubborn and defiant friend Nicole decides to venture off-course and winds up endangering them all. In the aftermath of Nicole’s senselessness, a pillar gets knocked over, creating a domino effect of destruction that causes the entrance they came in through to collapse and get sealed off. Now they’ll have to find another way out. With limited oxygen and even less light and visibility, the girls have to swim deeper into the maze to try to look for an exit.
Quickly the girls come to discover they’re not as alone in this labyrinth as they first thought, and they find themselves in the presence of great white sharks. These sharks, blind from living their whole lives in the darkness of this lost city, have their other senses heightened as a result, and they’re on the hunt for blood. The arrival of these sharks, however, opens up a big plot hole in the story. How is it that Mia’s father has never seen these deadly sharks nor made any reference to them when he’s already spent weeks, possibly even months, exploring this sunken city? I suppose it’s possible that in the collapse of the entrance, another passageway may have opened up that let the sharks in. However, that logic doesn’t hold up, because had they came in from outside, they wouldn’t be blind. These particular sharks evolved down here, so it’s hard to believe they were never noticed before, especially considering how violent and aggressive they are.
That’s far from being the only problem with these sharks, though. They also look flat out awful. The quality of their special effects in this film is simply pitiful. I’m not even exaggerating when I say they often reminded me of that infamously bad shark attack scene from Jaws 3D. They look so fake and unbelievable that instead of feeling any sense of fear when they randomly appeared, I couldn’t help but cringe. It literally looks almost as bad as the Sharknado movies, but the key difference is that unlike the intentionally campy Sharknado movies, 47 Meters Down: Uncaged is actually trying to take itself seriously. Plus it has even has double the budget to work with.
47 Meters Down: Uncaged takes a very lazy and bare-bones approach to filmmaking. The story lacks substance, the characters and dialogue lack depth, and the visuals throughout most of the film are muddied and unclear. It’s rough on the eyes because the visuals are so obscured and are shrouded in so much darkness that it’s hard to actually see what’s happening on screen. This is often exploited as a cheap tactic to create jump scares by having the sharks suddenly appear from literally out of nowhere, which seems especially hard to believe since it’s doubtful these large sharks could smoothly navigate most of these narrow passageways in the first place. Despite the restrictive maze design, the film fails to create a sense of claustrophobia, and instead just gave me a headache.
The story progression in the film mostly feels generic and expected. There are new complications that arise and circumstances that change, but it’s all pretty standard fare. The ending, however, sets up a decent scenario, but it ends up being ruined by how unrealistic it is. Besides, after wading through all of the garbage to get there, I couldn’t be bothered to care much at that point. The acting in the film is mostly poor, but truthfully they’re never given much to work with. It’s also difficult to keep track of who is who once they’re inside the maze anyway because the visuals are so muddled. The movie does feature its share of violence and death, but its light on the gore and to me it always felt unsatisfying.
In all, 47 Meters Down: Uncaged sinks right to the bottom of my rating list as the worst movie I’ve seen in 2019. It’s lazy and bland to the point of being exhausting. There’s ultimately not one single thing about it that I can sincerely commend. The only thing I’m probably going to remember this movie for is how dreadful it looks and the 90 minutes of boredom and disappointment it caused me.
The sequel focuses on teenaged loner Mia (Sophie Nélisse) who has recently relocated to Mexico with her father and step-family. Her father Grant (John Corbett) scouts and maps out underwater locations for a living, and has recently discovered an ancient sunken Mayan city. With the help of his two assistants, he’s currently in the process of mapping out its maze-like design. One day, Mia joins her sister Sasha (Corinne Foxx) whose two friends, Alexa (Brianne Tju) and Nicole (Sistine Stallone), take them to a hidden local cove for a day of fun. This location turns out to be one of the entrances to the historic labyrinth that Mia’s father Grant has been exploring. Alexa, who once dated one of Grant’s assistants, had gone diving with this former boyfriend into the submerged city before. Upon finding enough extra scuba gear for all of them on a floating dock in this isolated cove, Alexa pressures her friends into joining her on a brief underwater tour that ends up being anything but.
This sunken Mayan labyrinth that the four girls go inside to explore is the setting for most of the film. They’re supposed to be following Alexa, who knows part of the maze well enough to navigate it without getting them lost, but their stubborn and defiant friend Nicole decides to venture off-course and winds up endangering them all. In the aftermath of Nicole’s senselessness, a pillar gets knocked over, creating a domino effect of destruction that causes the entrance they came in through to collapse and get sealed off. Now they’ll have to find another way out. With limited oxygen and even less light and visibility, the girls have to swim deeper into the maze to try to look for an exit.
Quickly the girls come to discover they’re not as alone in this labyrinth as they first thought, and they find themselves in the presence of great white sharks. These sharks, blind from living their whole lives in the darkness of this lost city, have their other senses heightened as a result, and they’re on the hunt for blood. The arrival of these sharks, however, opens up a big plot hole in the story. How is it that Mia’s father has never seen these deadly sharks nor made any reference to them when he’s already spent weeks, possibly even months, exploring this sunken city? I suppose it’s possible that in the collapse of the entrance, another passageway may have opened up that let the sharks in. However, that logic doesn’t hold up, because had they came in from outside, they wouldn’t be blind. These particular sharks evolved down here, so it’s hard to believe they were never noticed before, especially considering how violent and aggressive they are.
That’s far from being the only problem with these sharks, though. They also look flat out awful. The quality of their special effects in this film is simply pitiful. I’m not even exaggerating when I say they often reminded me of that infamously bad shark attack scene from Jaws 3D. They look so fake and unbelievable that instead of feeling any sense of fear when they randomly appeared, I couldn’t help but cringe. It literally looks almost as bad as the Sharknado movies, but the key difference is that unlike the intentionally campy Sharknado movies, 47 Meters Down: Uncaged is actually trying to take itself seriously. Plus it has even has double the budget to work with.
47 Meters Down: Uncaged takes a very lazy and bare-bones approach to filmmaking. The story lacks substance, the characters and dialogue lack depth, and the visuals throughout most of the film are muddied and unclear. It’s rough on the eyes because the visuals are so obscured and are shrouded in so much darkness that it’s hard to actually see what’s happening on screen. This is often exploited as a cheap tactic to create jump scares by having the sharks suddenly appear from literally out of nowhere, which seems especially hard to believe since it’s doubtful these large sharks could smoothly navigate most of these narrow passageways in the first place. Despite the restrictive maze design, the film fails to create a sense of claustrophobia, and instead just gave me a headache.
The story progression in the film mostly feels generic and expected. There are new complications that arise and circumstances that change, but it’s all pretty standard fare. The ending, however, sets up a decent scenario, but it ends up being ruined by how unrealistic it is. Besides, after wading through all of the garbage to get there, I couldn’t be bothered to care much at that point. The acting in the film is mostly poor, but truthfully they’re never given much to work with. It’s also difficult to keep track of who is who once they’re inside the maze anyway because the visuals are so muddled. The movie does feature its share of violence and death, but its light on the gore and to me it always felt unsatisfying.
In all, 47 Meters Down: Uncaged sinks right to the bottom of my rating list as the worst movie I’ve seen in 2019. It’s lazy and bland to the point of being exhausting. There’s ultimately not one single thing about it that I can sincerely commend. The only thing I’m probably going to remember this movie for is how dreadful it looks and the 90 minutes of boredom and disappointment it caused me.
Bong Mines Entertainment (15 KP) rated The Life of Pablo by Kanye West in Music
Jun 7, 2019
Kanye West is an iconic rapper from Chicago, Illinois. Not too long ago, he released his seventh studio album, entitled, “The Life of Pablo“.
ULTRA LIGHT BEAMS
The opening track functions as a Sunday-morning church revival, where Kanye is the ordained minister. He’s standing in the pulpit, preaching a time-sensitive sermon to his loyal congregation.
His message: God over Satan, keep the faith, pray for Paris, pray for parents, and we’re living God’s dream.
West sets the tone and declares where he stands on religious and socially-driven issues.
A Gospel choir emerges. The Dream and Kelly Price reinforce West’s message by singing verses of encouragement, leading to a heartfelt testimonial by Chance The Rapper.
While the collection plates are being filled with hopes of a better tomorrow, Kirk Franklin concludes the service by praying for everyone. He uplifts those who feel they are not good enough or have said, “I’m sorry,” too many times.
Father Stretch My Hands (Pt. 1)
A spiritual figure, Pastor T.L. Barrett, ushers in the second track with praises to The Most High. Future appears for a brief moment and Kid Cudi delivers a stunning chorus.
A liberated West returns to the pulpit and gives a brief, but somewhat explicit testimony of his past and present relationships to Amber Rose and Kim Kardashian.
Father Stretch My Hands (Pt. 2)
West continues his testimony and raps about his personal experiences. He speaks on the importance of returning his wife’s phone calls and not wanting to make the same mistakes his father made. Also, he mentions the passing of the mother in Hollywood, being broke, and the reason why he broke his jaw.
West’s words hit home, making room for another liberated soul to tell his story of triumph.
Desiigner, a newly-signed artist of G.O.O.D. Music, emerges from the underbelly of the ghetto. He raps about getting money illegally, drugs, and violence-familiarized by urban-street hustlers.
Though his grim subject matter contradicts the song’s hopeful message of liberation, it somehow adds mysticism or substance to Kanye’s brutally-honest testimony.
Desiigner, blessed with a futuristic flow, highlights a few things that West’s congregation needs to examine in order to be totally liberated.
FAMOUS
Whenever an important event occurs in an urban community, an after party is sure to follow. And a host of celebrities are always on standby to attend it. The Life of Pablo is no exception.
The fourth song features Rihanna and legendary-producer Swizz Beatz. Also, it contains timeless vocals from Sister Nancy and Nina Simone.
West, no longer in church clothes, stands out lyrically with witty, braggadocios lyrics.
Whether that statement is factual or not, it’s doesn’t really matter because West believes it is.
FEEDBACK
The fifth song serves as a transformational period, where West shows signs of the old Kanye.
West doesn’t need a psychiatrist to diagnose his problems. He does that himself by wearing them on his sleeves.
LOW LIGHTS
On the sixth track, West wrote via Twitter, “I put Low Lights on my album just thinking about all the moms driving their kids to school, then going to work.”
Listeners can now relate to the everyday struggle that mothers endure.
The song features an acapella sample from “So Alive” by Kings of Tomorrow.
The woman gives a grateful-testimony of God’s graciousness over a laid-back, simple piano groove. Her honesty is felt. Also, she sounds liberated because her Creator has accepted her for who she is.
HIGH LIGHTS
From lows to high, the seventh track is in direct correlation to “Low Lights”.
West and Young Thug put on their festive robes because it’s time to celebrate life. El Debarge and The Dream chime in, and West addresses a lingering issue.
But this is only the beginning. West finishes strong with more thought-provoking lyrics.
FREESTYLE 4
The eighth track features Desiigner. Again, when he and West are together, all hell breaks loose.
The once festive scene transforms into a grimy underworld filled with a prostitute that West is explicitly lusting after. The temptation makes it difficult for him to stand on his opening statement of Jesus over Satan. But the power of darkness is more powerful than West thinks. So, he subconsciously indulges in sexual misconduct.
I LOVE KANYE
On the ninth track, West realizes that he’s at war with himself. The old Kanye, known for chopping up soul records is fighting against the new Kanye that everyone hates. But Kanye wants to go back to being sweet again if that’s even possible. His multiple egos are fighting for control over the ‘real’ Kanye.
WAVE
West doesn’t stare in the mirror for too long. On the tenth track, redemption happens. Chris Brown, disguised as an angel, comes to West’s aid by providing much-needed light.
Miraculously, the sun emerges from the shade, a bird flies out its cage, and a nostalgic feeling is felt.
West realizes that nothing is impossible because waves don’t die and feelings don’t really go away.
FML (FOR MY LADY)
On the eleventh track, West realizes what’s really important to him and that’s his wife. Someone he won’t jeopardize for no other woman. Also, his children are all layers of his soul.
The Weeknd appears in the form of West’s conscience.
West remains focused and listeners can feel the positive aura of God surrounding him. He is determined to remain faithful to only Kim, no other woman.
REAL FRIENDS
West continues his introspective outlook and raps about trust issues that everyone can relate to. His honest, down-to-earth lyrics, mixed in with Ty Dolla $ign’s vocals, paints a vivid picture. Also, it forms a collectible souvenir that hangs nicely in listeners’ collective memories.
WOLVES
The thirteenth track provides a cooling effect with wild emotions and bizarre-sounds.
The setting, maybe an extraterritorial realm in West’s subconscious mind. Perhaps, it’s the Milky Way Galaxy or a dream-state of Saturn.
A time for relaxation, preparing listeners for a surprise guest.
SILVER SURFER INTERMISSION
The fourteenth track features a phone conversation between incarcerated Max B and French Montana. Also, Max voices his gratitude to West for showing him love.
30 HOURS
On the fifteenth track, West takes a trip down memory lane and raps about an ex-girlfriend that he used to drive 30-hours to see. He used to drive from Chicago to St. Louis, St. Louis to Chicago. He recalls the good times they shared. But unfortunately, her infidelity was the reason why they broke up.
NO PARTIES IN L.A.
The sixteenth track will go down in history as a legendary bar-fest between two elite emcees. Kendrick Lamar and West rap with dope punchlines and clever metaphors over a Madlib-produced track. Once again, West is flowing like the old Kanye that people love.
FACTS
The seventeenth track is a standout anthem where West brags that Yeezy just jumped over Jumpman. He’s in boss-mode, talking that big-money talk.
FADE
The final track features Post Malone and Ty Dollar $ign. The song has a reoccurring sample from Rare Earth, “Your love is fading/I feel it fade.”
The Eli Linnetz-directed video shows Teyana Taylor explicitly dancing.
CONCLUSION
Kanye West’s “The Life of Pablo” is a memorable hip-hop album with solid content and heavy replay value.
https://www.bongminesentertainment.com/kanye-west-life-pablo/
ULTRA LIGHT BEAMS
The opening track functions as a Sunday-morning church revival, where Kanye is the ordained minister. He’s standing in the pulpit, preaching a time-sensitive sermon to his loyal congregation.
His message: God over Satan, keep the faith, pray for Paris, pray for parents, and we’re living God’s dream.
West sets the tone and declares where he stands on religious and socially-driven issues.
A Gospel choir emerges. The Dream and Kelly Price reinforce West’s message by singing verses of encouragement, leading to a heartfelt testimonial by Chance The Rapper.
While the collection plates are being filled with hopes of a better tomorrow, Kirk Franklin concludes the service by praying for everyone. He uplifts those who feel they are not good enough or have said, “I’m sorry,” too many times.
Father Stretch My Hands (Pt. 1)
A spiritual figure, Pastor T.L. Barrett, ushers in the second track with praises to The Most High. Future appears for a brief moment and Kid Cudi delivers a stunning chorus.
A liberated West returns to the pulpit and gives a brief, but somewhat explicit testimony of his past and present relationships to Amber Rose and Kim Kardashian.
Father Stretch My Hands (Pt. 2)
West continues his testimony and raps about his personal experiences. He speaks on the importance of returning his wife’s phone calls and not wanting to make the same mistakes his father made. Also, he mentions the passing of the mother in Hollywood, being broke, and the reason why he broke his jaw.
West’s words hit home, making room for another liberated soul to tell his story of triumph.
Desiigner, a newly-signed artist of G.O.O.D. Music, emerges from the underbelly of the ghetto. He raps about getting money illegally, drugs, and violence-familiarized by urban-street hustlers.
Though his grim subject matter contradicts the song’s hopeful message of liberation, it somehow adds mysticism or substance to Kanye’s brutally-honest testimony.
Desiigner, blessed with a futuristic flow, highlights a few things that West’s congregation needs to examine in order to be totally liberated.
FAMOUS
Whenever an important event occurs in an urban community, an after party is sure to follow. And a host of celebrities are always on standby to attend it. The Life of Pablo is no exception.
The fourth song features Rihanna and legendary-producer Swizz Beatz. Also, it contains timeless vocals from Sister Nancy and Nina Simone.
West, no longer in church clothes, stands out lyrically with witty, braggadocios lyrics.
Whether that statement is factual or not, it’s doesn’t really matter because West believes it is.
FEEDBACK
The fifth song serves as a transformational period, where West shows signs of the old Kanye.
West doesn’t need a psychiatrist to diagnose his problems. He does that himself by wearing them on his sleeves.
LOW LIGHTS
On the sixth track, West wrote via Twitter, “I put Low Lights on my album just thinking about all the moms driving their kids to school, then going to work.”
Listeners can now relate to the everyday struggle that mothers endure.
The song features an acapella sample from “So Alive” by Kings of Tomorrow.
The woman gives a grateful-testimony of God’s graciousness over a laid-back, simple piano groove. Her honesty is felt. Also, she sounds liberated because her Creator has accepted her for who she is.
HIGH LIGHTS
From lows to high, the seventh track is in direct correlation to “Low Lights”.
West and Young Thug put on their festive robes because it’s time to celebrate life. El Debarge and The Dream chime in, and West addresses a lingering issue.
But this is only the beginning. West finishes strong with more thought-provoking lyrics.
FREESTYLE 4
The eighth track features Desiigner. Again, when he and West are together, all hell breaks loose.
The once festive scene transforms into a grimy underworld filled with a prostitute that West is explicitly lusting after. The temptation makes it difficult for him to stand on his opening statement of Jesus over Satan. But the power of darkness is more powerful than West thinks. So, he subconsciously indulges in sexual misconduct.
I LOVE KANYE
On the ninth track, West realizes that he’s at war with himself. The old Kanye, known for chopping up soul records is fighting against the new Kanye that everyone hates. But Kanye wants to go back to being sweet again if that’s even possible. His multiple egos are fighting for control over the ‘real’ Kanye.
WAVE
West doesn’t stare in the mirror for too long. On the tenth track, redemption happens. Chris Brown, disguised as an angel, comes to West’s aid by providing much-needed light.
Miraculously, the sun emerges from the shade, a bird flies out its cage, and a nostalgic feeling is felt.
West realizes that nothing is impossible because waves don’t die and feelings don’t really go away.
FML (FOR MY LADY)
On the eleventh track, West realizes what’s really important to him and that’s his wife. Someone he won’t jeopardize for no other woman. Also, his children are all layers of his soul.
The Weeknd appears in the form of West’s conscience.
West remains focused and listeners can feel the positive aura of God surrounding him. He is determined to remain faithful to only Kim, no other woman.
REAL FRIENDS
West continues his introspective outlook and raps about trust issues that everyone can relate to. His honest, down-to-earth lyrics, mixed in with Ty Dolla $ign’s vocals, paints a vivid picture. Also, it forms a collectible souvenir that hangs nicely in listeners’ collective memories.
WOLVES
The thirteenth track provides a cooling effect with wild emotions and bizarre-sounds.
The setting, maybe an extraterritorial realm in West’s subconscious mind. Perhaps, it’s the Milky Way Galaxy or a dream-state of Saturn.
A time for relaxation, preparing listeners for a surprise guest.
SILVER SURFER INTERMISSION
The fourteenth track features a phone conversation between incarcerated Max B and French Montana. Also, Max voices his gratitude to West for showing him love.
30 HOURS
On the fifteenth track, West takes a trip down memory lane and raps about an ex-girlfriend that he used to drive 30-hours to see. He used to drive from Chicago to St. Louis, St. Louis to Chicago. He recalls the good times they shared. But unfortunately, her infidelity was the reason why they broke up.
NO PARTIES IN L.A.
The sixteenth track will go down in history as a legendary bar-fest between two elite emcees. Kendrick Lamar and West rap with dope punchlines and clever metaphors over a Madlib-produced track. Once again, West is flowing like the old Kanye that people love.
FACTS
The seventeenth track is a standout anthem where West brags that Yeezy just jumped over Jumpman. He’s in boss-mode, talking that big-money talk.
FADE
The final track features Post Malone and Ty Dollar $ign. The song has a reoccurring sample from Rare Earth, “Your love is fading/I feel it fade.”
The Eli Linnetz-directed video shows Teyana Taylor explicitly dancing.
CONCLUSION
Kanye West’s “The Life of Pablo” is a memorable hip-hop album with solid content and heavy replay value.
https://www.bongminesentertainment.com/kanye-west-life-pablo/
Purple Phoenix Games (2266 KP) rated Ghoulash: The Game of Card Calamity in Tabletop Games
Sep 3, 2019
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!