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Gorinto
Gorinto
2020 | Abstract Strategy
I have been noticing that as I do more and more reviews and previews I am learning to absolutely adore abstract strategy games. Like, I LOVE them now. So when a call for reviewers came out for a new abstract game with art by Josh Cappel, I was immediately intrigued. I love games with an Asian style (even if loosely themed), and games that reward players for thinking ahead and maximizing their turns. Wait, it plays in 30-60 minutes too? I’m a fan.

A “gorinto” is a Japanese five-tier pagoda tower where each tier is representative of something of religious importance. In this game, each tier is representative of one of the elements: fire, water, wind, earth, and void. In this prototype version, the season tracking pawn is a representative gorinto. To gain deeper understanding of these elements and attain ultimate Wisdom is the goal of the game of Gorinto.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will be different from these shown. Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign running until March 4, 2020, or purchase through any retailers stocking it after fulfillment. -T

To setup, each player will choose a color, take the play mat of matching color, and place their score marker on the score board. The season tracker will be placed on the scoreboard as well, along with the randomized Goal cards and end-of-game element scoring cards. The main play board will be populated with randomized element tiles pulled from the bag in the shape of a mountain, with 10 tiles placed along the side and top edges of the built mountain of tiles. Determine the first player and the game is ready to be played.

On a player’s turn they will choose one of these outlying tiles to move onto the board. Once placed, the player will choose tiles, based on the placed tile’s power, from the board. For example, “fire spreads tall,” so if a Fire tile is placed on the board, a player may choose any tile from the column where it was placed two spaces above or below the placed tile. The number of tiles that can be plucked from the board depends on the player’s “understanding” of the element (the number of tiles of that type on the player’s board +1). With two tiles on a player’s personal board, they can choose three tiles when moving that type of tile, in the example – fire.

Tiles moved from the left side of the mountain can only move horizontally in their row and tiles moved from the top of the mountain can only move vertically in their column. With each of the elements possessing different ways tiles can be chosen from the mountain, and understanding of each element affecting how many tiles can be chosen, players need to plan ahead for their turns… except that other players will be doing the same and planning their own strategies to destroy their opponents’ plans.

When there are fewer tiles to be moved outside the mountain than there are players, the season (round) ends. At this point, players will score the Goal cards before setting up for the next season.

Each season the Goal cards will be scored – so players will know throughout the game upon what they should be concentrating their efforts. Examples of these Goal cards are: score your tallest stack (1 point per tile), then score your shortest stack (0 points if no tiles on a stack); score your stacks with odd number of tiles twice; score the stack with the median number of tiles three times. By being able to manipulate and keep track of the tile stacks players can be planning their scores ahead of time for each season.

Components. Again, this is a prototype copy of the game, but already one can see the direction this game is headed, and it’s glorious! I have seen the Kickstarter page, and am super excited about seeing nearly every component get a fantastic upgrade. The art direction is incredible, the physical components are plastic and cardboard heaven. I am even pretty happy with this prototype copy. Yeah, the tiles are squarish wooden tiles with stickers, and the retail copy will have sexy interlocking plastic tokens, and the player boards in prototype are rectangular, but the retail copy will have a fancy contoured edge. Even so! The game looks amazing on the table, and will be even more so once it goes to manufacturing in earnest.

I mentioned in my intro that I am falling more in love with abstracts the more I play them. Has it just been that abstracts have been getting better and better lately, or am I leveling up as a gamer? I don’t know and I don’t care. Abstracts hold a very special place in my heart now, and this one is one of the best I have played. Most abstracts get a bad rap for being themeless and boring to look at, but Gorinto brings it and I’m totally diggin’ it. I love games like Gekitai, Calico, Elementos, Hive, and Onitama, and now there’s another to add to my display case of amazing abstracts.

If you enjoy themed abstract strategy games, games that make you think without bogging you down, and games that make you smile even when you lose simply because you enjoyed the experience, you should check this one out. There is still time to back it through Kickstarter, but the campaign ends on Wednesday, March 6. At the time of writing, the campaign is funded at over 500%.
  
Aldabas: Doors of Cartagena
Aldabas: Doors of Cartagena
2021 | Card Game
I’m just going to come right out with it so I can get it out of the way. This game has some really nice knockers. Yes, it is kid-friendly – I am referencing the door knockers that adorn the Doors of Cartagena. These ornate knockers have historically signified professions held by the residence’s inhabitants and can still be found in this Colombian city today. So how does this translate into a board game? Well, let’s dive into the world of Aldabas: Doors of Cartagena.

In Aldabas, players are (loose) urban planners in historic Cartagena attempting to build their city block with the most influential people in town. By drafting the most strategic door cards the winning player is they who scores the most points at the end of the game.

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


To setup, place out 12 coins per player on the table, create the door offer dock, shuffle the Doors deck, and give each player five Doors and one Vault board. Each player then chooses one card from their hand to secretly place under their vault for endgame scoring. Place the shuffled Doors deck next to the Dock and deal one card to each space beneath the Dock. The game is now setup and ready to play!
On a turn the active player will take two actions. The actions are: Take Two Coins, Buy One Door, and Place One Door. Obviously, the first action has the player adding two coins from the supply to their play area (called the purse). To Buy One Door the player simply chooses one of the Door cards from the Dock area and pays its cost to the supply. The two cards on the leftmost spaces of the Dock are free, while the other cards cost coins according to their placement at the Dock. Once a card has been purchased, a new card is revealed and added to the rightmost space, sliding all other Doors cards to the left.

To Place One Door, the active player will choose a Doors card from their hand and place it on their block they are building in front of them. The Vault card acts as the bottom leftmost space, with the block encompassing a 4×3 grid above it and to the right (as shown below). Once the Door is placed, any special power it offers is triggered immediately, as are the Doors cards’ powers adjacently below and beside the newly placed Door card.


The catch here is that when placing Doors, it is illegal to place them orthogonally adjacent to Doors of the same color, and the spaces both below and to the left of the placed Door cannot be empty. Essentially, Doors need to be placed in a cone starting from the Vault. Play continues in this fashion with players taking turns until either the supply runs out of coins, a player fills up their 4×3 grid with Doors, or the Dock cannot be refilled because the Doors deck is empty. Then final scoring occurs, which is based on individual cards as well as any suit-specific bonuses offered.
Components. Again, this is a prototype copy of the game, so final components may be different in many different ways upon a successful Kickstarter campaign. That said, this game looks GORGEOUS on the table. The colors are all super vibrant, and the great knockers really pop. Excellent theme and art here carry an already-spiffy game. The game is basically a bunch of cards and some coin tokens. They are all fine quality, especially for a prototype. I have no issues at all. I love the way this looks!

So I love the way it looks, but do I love the way it plays? I think it’s a good little game. It reminds me a little of Viceroy with the color combinations and placement rules. While Viceroy is good, Aldabas is much better in almost all ways. Aldabas plays quicker and has more easily digestible rules. If you check Viceroy’s profile on BGG you will see that many users enjoy it, and it currently sits just above rank 1000. So when I say Aldabas gives a similar feel but delivers a more enjoyable game experience, I expect Aldabas to perform better in the BGG rankings, if that’s your thing.

The special powers on the Doors cards, though I didn’t really mention them, range from VPs at game end, to moving coins to and from the Vault onto Doors to make them more valuable, to gaining coins from the supply or stealing them from other players, to offering discounts on purchasing Doors from the Dock. There are some other fun rules used in scoring, but I will let you experience those on your own with your backed copy.

So final word from me on this one is that I highly recommend it and hope you give it a shot. It offers lots of strategic game play with a medium-sized table footprint, but boy it looks great on that table! Turns are fast, and everyone is in the game until end scoring, so I never felt there was a runaway winner issue. If you are like me, you will definitely want to be adding this to your collection. Big recommendations from me, I know you will enjoy it.
  
Abyss
Abyss
2014 | Card Game, Mythology, Science Fiction
I am not a great swimmer. For several years of my life I would avoid water at all costs. I have since grown to love it, but would still freak out a bit if a crab came towards me. I’m kind of a baby like that. I do so love underwater scenes and the wildlife, so I was bound to enjoy Abyss. Throw in some of the most amazing artwork in all of gaming and you have a hit, right?


Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!

On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.

Plotting at Court is simply paying pearls to reveal more Lords at Court.

The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.

To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.

Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.

Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.


Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.

The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.

I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
  
Tropico 6
Tropico 6
2018 | Simulation
I used to spend my time dreaming of what it would be like to live in a tropical paradise. No concerns in the world except for when my next umbrella drink was to arrive and how long I could nap before flipping over and beginning the whole process again. The leisurely island lifestyle seemed to be the perfect escape from the non-stop chaotic life that has become my own. Getting my hands-on Tropico 6, developer Limbic Entertainment’s latest installment of the popular city-builder series, quickly turned my peaceful dreams into a hectic, fast-paced adventure. Now instead of wondering what the difference between SPF 15 and SPF 30 in my sunblock are, I was forced to quell revolutions, ensure that my people had enough entertainment and housing, and promising improvement in healthcare…all in the hopes of getting re-elected and I loved every minute of it.

Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.

For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.

There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.

Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.

Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.

Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.

Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.

Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!

What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals

What I liked less: Road tool seems a bit finicky, some items are difficult to locate
  
40x40

Dana (24 KP) rated Winter in Books

Mar 23, 2018  
Winter
Winter
Marissa Meyer | 2016 | Children
10
8.9 (26 Ratings)
Book Rating
There will be spoilers, so you have been warned!

I have said this before and I will say it again, this series is amazing! I love how much power Meyer gives to her leading female protagonists, and I especially like how she makes them to be so dynamic. The same goes to the male characters, but honestly, I don't think they are given as much of a role as the women, and I am okay with that.

Lets start off with Cinder. She is so kick ass in this book. Not like she isn't in the others, but in Winter, she allows herself to become the queen she is. Even though she is scared to death and does not want any harm to come to her friends, she is willing to accept their help and start a gosh darn revolution to save both the Lunar colonies and all of Earth! All of this while trying to stay sane, learning how her powers work, trying to not become like her Aunt, trying to save all of her friends, and have a romantic relationship with a certain Emperor. I just really appreciate how, even though she is painted as this weird thing being a cyborg, she is able to push past those hardships and still come out a great person.

Iko is so amazing in this series as well. She is such a great friend and, honestly, I just freaking love her! All of the sarcastic comments she makes give me happy thoughts. Plus, she is just as bad a flirt as Thorne is!

Scarlet is so fierce. Not only has she been kidnapped (multiple times in this series), she also has to deal with the fact that basically all of her family is dead and the only person she loves is a Lunar wolf-hybrid. She is so strong and loving. Once someone comes into her pack (yes, I said pack because she is the freaking Alpha), she protects them at all costs. Her relationship with Winter, while it started off rocky, ends up to be really special. I love how Meyer made her so strong and level headed, but still gave her a "soft" side. (I put soft in quotation marks because she is never really soft, but she cares a lot and I couldn't think of a better way to describe that.)

Cress is one of my favorite characters in this whole series. She is just so full of hope and love and joy and is able to spread that to everyone else. I love how much she loves Thorne, but she doesn't want to ruin their friendship, so she kinda tries to hide it and push away the fact that HE FEELS THE SAME WAY ABOUT HER. Sorry, I am just very passionate about these two. They are just so freaking cute together I want to die. Also, even though she is this tiny, cute thing, she is a bad ass as well. She can hack literally anything and shot her boyfriend's fingers off. On top of that, SHE SURVIVED BEING STABBED IN THE STOMACH! How much more metal can she get? (Apart from becoming cyborg, I guess)

Now, to conclude our leading ladies, we come to Winter. I feel so horrible for her. She had to endure her whole life with her evil step-mother Levana, but she was still able to come out on top. She used her kindness and compassion to succeed in life rather than manipulation. She genuinely cares about the people in her life and her love for Jacin is stellar. (get it?) I am so glad she is able to be happy in the end because, stars above, she deserves it. I kinda wanted her to become queen for just a second, but I am honestly fine with her being ambassador. Like I said before, her friendship with Scarlet is so pure and good. I just love her so much.

Now onto the boys starting with Kai. Kai is so great. He has to marry Levana, yet he still believes in Cinder as much as he can. He just wants what is best for his country, and while being emperor is difficult, he still makes time for his friends. Well, they do kidnap him for about a month, but he helped them with their plans!

Wolf is too good for the world. He has been through so much, from the alterations, to his brother being drafted and then killed (?), his girlfriend being kidnapped, then his mother being shot in front of him, and more alterations. Give the guy a break! I do love how he tries to quell his animal instincts for Scarlet and how he shows how much he loves her.

Thorne was so adorable when he got his sight back and all he could do was stare at Cress. Like, oh my stars goals! He was still as sassy as ever, but we also got to see a super sweet side to him that was very insecure about his feelings toward Cress. I thought that was really cool to see alongside his arrogant asshole side.

Jacin was a mystery from the start. I knew he wasn't all bad, even when he sold out the crew to Levana, but I didn't really know the extent to his feelings toward Winter. Everything, and I mean everything, he does is for her. He just wants to protect her from the world, Levana, and herself, but he doesn't really know how to do that completely. He is so shy with his emotions, but once he lets them out, it's like he can't hold back the floods anymore!

The plot was very well thought out as well. I was very impressed with the structure of it, and quite possibly more important, the actual format. I did NOT expect the book to be over eight hundred pages just looking at it. When I looked to the end to see the page count when I was about 42 pages in, I was shocked to say the least. Holy cow Fiewel and Friends! Great printing job! But back to the actual plot, I really enjoyed it, and while I was sad to see it over, I loved the way it ended. There was hope and happiness, but it wasn't as if it was not hard won. They all had their battle scars, but they were functioning and moving past their problems.

Overall, I freaking loved this series so much! If any of you ever want to talk about it with me, feel free! I am up to the task!
  
Greedfall
Greedfall
2018 | Role-Playing
Greedfall the latest action-adventure roleplaying game from the folks at Spider and Focus Home Interactive is set in the far-off land of Teer Fradee where numerous factions vie for dominance over the continent (and its native inhabitants) while searching for an elusive cure for the Malichor, an insidious disease that threatens to wipe out the inhabitants. The story begins in the plague-ridden streets of Serene, where you immediately get a sense of what it must have been like in Europe while the black plague threatened to wipe out entire societies. You play the role of De Sardet, a young noble who sets sail for the new world in an effort to bring back a cure and assist his cousin who has taken over as the newly appointed governor. Using your skills of diplomacy, sword play, and stealth you’ll have to befriend not only the other factions, but the natives if you wish to bring a cure home.

Greedfall is a beautiful game, taking place in large expansive cities reminiscent of Paris or London in the 18th century and the lush forest landscape of Teer Fradee. Each character is costumed in what could only be considered French Musketeer and the island natives’ representative of what early European settlers in North America must have encountered. The sense of scale between the massive cities, and the vast expanse of the frontier provides a sense of openness that rival many other titles.

It’s this sense of openness however, where Greedfall initially stumbles. Much like games such as Dragon Age, the illusion of an open world environment is regularly halted by “invisible” walls that impede your progress. Looking through a small grove of trees you see your objective but are unable to pass through them directly. Instead, you must follow the path and climb a rock ledge to reach it. Several times while attempting to get to my highlighted objective, I’d get stuck on small bushes, or my path stopped by what should be easily passable brush. There are moments where it’s uncertain whether or not I could pass through the environment, so I’d have to refer to my map to see if that was the correct path, or I had to follow some other indirect route to get there. While this game style is hardly new (and had been common in the past until advancements in both computing power and storage space allowed for larger environments) the inconsistencies of what was passable and impassable lead to a bit more frustration then it should.

Combat is quick and easy to pick up with a light and heavy attack and a block or dodge for defense. Each successful attack also builds up your fury meter which allows for stronger strikes against enemy opponents. You and your opponents also benefit from armor and health attributes. Armor can help defend against health damage, but once the armor is depleted there is little standing between you and certain death at the end of a musket or blade. Numerous spells and potions can be used to buff up your character, cause elemental damage or provide quick healing when needed. Besides swords, maces and axes there are also an assortment of pistols and rifles for ranged attack. If you so choose, you can also create magic wielding warriors who can utilize spells and magic rings in combat as well. Various skill points can be added to your offensive and defensive capabilities that allows for stronger strikes, better mobility (unlocking the ability to roll away from danger is something that I highly recommend) and increase the length of spells.

The story and character voice acting is typically top notch, the one glaring exception to this was the accent used by the natives. As much as I hoped I would get used to it, the worse it tended to get. While creating an accent that is supposed to be unique to the people who share it should be applause worthy, it often felt forced and in most cases entirely TOO artificial. The cut scenes that are used throughout to further along the story are outstanding, and while the facial expressions generally left a lot to be desired, it didn’t detract too much from what was being said. The amount of voice acting and cut scenes puts it on par with far larger budget titles and outside of those few gripes feel they are done well overall.

Technically the game tends to suffer from some annoying and immersion breaking problems. While I played the game using a Nvidia GTX 2080 Super, there were times when the frame rates would drop from the typical 80+ on my ultra-wide screen down to 15 or 20. These slowdowns didn’t last long but seemed to come at times I wouldn’t have expected them. In my attempts to isolate them, I tried lowering a number of the graphical settings, but in most cases, it didn’t seem to have much effect. These have improved somewhat with the latest patches to the game, but still exist from time to time. There are also the random crashes to desktop for no reason at all, thankfully the game autosaves frequently enough (and allows you to manually save as often as you wish) that I never lost much progress when these occurred, but it’s something to be aware of. Characters and animals occasionally get stuck on the environment, I one time found myself stuck in a small hole that I should have easily been able to walk out of, and another time a large deer was stuck running in place next to a large rock. While these glitches didn’t cause any serious quest ending problems, they are just additional polish issues that still need to be worked out. As other reviewers have pointed out, there are some issues going from light to dark environments where it seems to take awhile for the lighting to adjust as it should.

Greedfall even with the inconsistent accents and technical difficulties is still an easy game to recommend for folks looking for a change of pace from the standard Dungeons and Dragons tropes. There is plenty of political intrigue and mysteries to unravel on Teer Fradee and no one faction that can be singled out as good or evil. Sacrifices have to be made when dealing with each faction and doing something for one will almost always cause a conflict with another. While the choices you make, do impact how others see you, they aren’t as world changing as they could have been. Greedfall is a long game easily 40+ hours depending on how many side quests you choose to complete on your search for a cure and it tells an interesting enough story to keep you engaged throughout.

What I liked: Interesting factions, Beautiful scenery, Unique setting

What I liked less: Invisible walls, Technical glitches, Inconsistent voice acting
  
Focus (2015)
Focus (2015)
2015 | Comedy, Drama
6
6.2 (6 Ratings)
Movie Rating
The problem with Focus is that it treats its audience like we're all as dumb as nails. While the film itself is entertaining, its cons are unconvincing, and it's not nearly as smart as it thinks it is.
After watching Focus, I thought back to a great line from Will Smith’s con artist character Nicky Spurgeon, in which he proclaims, “There’s two kinds of people in this world. There’s hammers and nails. You decide which one you want to be.” It’s a powerful and chilling line of dialogue that emphasizes Nicky’s need to exert power and control over others in order to be successful in his indecent business. The problem with the film, however, is that it treats its audience like we’re all as dumb as nails.

Unfortunately, therein lies the film’s biggest problem. While I do think there is some merit in its depiction of the con game, Focus for the most part is unconvincing. Not only did I feel like I was being conned by the characters, but I felt like I was being conned by the legitimacy of the cons themselves. Most of them are quite a stretch, to say the least, but more troublesome is that their successful outcomes don’t ever feel truly earned. Everything just cleans up too neatly, due to some inane level of planning that relies on far too many improbable factors and additionally treats every mistake as if it was part of the plan all along. Therefore, trying to take Focus seriously is something of a brain-numbing exercise. While the film itself is fairly entertaining, it’s not nearly as smart as it thinks it is.

As a viewer, it feels like there’s not much of a pay-off in watching them pull off their successful schemes, and that’s largely because we’re left out of the loop. We the audience are being played the whole time. We’re not given any room for our own participation and guesswork because the movie gives us no clues to help us solve the puzzle. Yet it’s inviting us to look for answers by emphasizing the importance of being focused and aware, while withholding any and all necessary clues to help us make sense of what is happening along the way.

In Focus, Will Smith plays con-man Nicky, who meets a beautiful woman named Jess (Margot Robbie) while dining alone one night. After inviting Nicky to her hotel room, Jess attempts to con him with the help of a friend, but ultimately fails. After all, you can’t hustle a hustler. Being eager to learn more, Jess wants Nicky to take her under his wing and teach her the art of his craft. What ensues is a steamy relationship and a partnership in deception.

Jess proves to be a natural in the con game, quickly earning the respect and admiration of Nicky, who allows her to join his thirty-strong crew. This team of crooks racks up millions through swindling, hustling, and pickpocketing. It’s fun to watch the action unfold, but a little disconcerting that it glorifies these criminals while they’re plainly stealing from innocent strangers. Make no mistake about it, Focus portrays them as the good guys, and offers little to no consequence for their devious actions. Still, it’s hard to root against this cast of con-artists, and you’ll want to see how they manage to get away with it all.

Instead, Focus tries to make you believe there isn’t any con in play at all, only to later pull out the rug to reveal a highly ludicrous scenario. It feels dishonest and cheap, like it’s essentially cheating its way to the desired outcome without doing the work to get there. It’s selling its own capers short and taking the fun out of them. Thus even the climax of the film feels disjointed because we can’t believe what we’re seeing and just have to watch incredulously as we wait for the inevitable far-fetched explanation.

Despite the shortcomings of the cons, I would like to express that the film still does plenty of things right. First and foremost, Will Smith shines in his performance, adding enough perplexity to his character to keep you on your toes. He makes it hard to tell whether or not his character Nicky is bluffing, which helps add to the tension of scenes. Even when Nicky appears to break character and let his guard down, I still found myself guessing about his true intentions. While the movie is overall somewhat of a letdown, I can safely say that Will Smith absolutely nails it.

The only issue I had with Will Smith is his character’s obsession with Margot Robbie’s Jess. I’m sure many guys could attest to a Margot Robbie obsession, but I’m not one of those guys. While the chemistry between Smith and Robbie was fairly good, it did seem more than a tad blown out of proportion. The romance between them felt rushed and more lustful than loving. Still, Robbie gives a respectable performance of deception and allure.

I would like to particularly applaud the work of B.D. Wong, who plays a high-stakes roller that gambles with Nicky during the Super Bowl, in what is my personal favorite scene of the movie. The tension between Wong and Smith is absolutely electrifying, and they play off of each other extraordinarily well. I was on the edge of my seat throughout their whole encounter, only to have the moment spoiled by an absurd and unlikely final outcome.

The other performances are all adequate, though most of the characters are given little screen time, aside from Nicky’s perverted, overweight associate Farhad (Adrian Martinez) who musters up a few laughs. The dialogue can be pretty hit-or-miss, and the plot is rather thin, but the production values are outstanding. This is a film that is unmistakably beautiful to look at, with gorgeous sets and superb camera work. One particularly admirable scene has the camera placed in the passenger seat focused on a man who is gearing himself up before he deliberately crashes his car head-on into another. It’s a moment that feels like a strange detour, and yet it’s so bizarre and memorable that it just works.

Focus has the makings of an excellent film, but it regrettably drops the ball by fumbling the con game. If only the cons themselves weren’t so far-fetched and sloppy, the whole movie would have been a whole lot more effective. Despite the film’s insistence that you look closely, its most pivotal moments don’t hold up to any sort of analysis or scrutiny. In other words, this is a film that would be best enjoyed out of focus.

(This review was originally posted at 5mmg.com on 1.31.16.)
  
The Quest Kids: Matching Adventure
The Quest Kids: Matching Adventure
2021 | Fantasy, Kids Game
Those of you with kids: you know how you are just aching for a good game to come out that will satisfy your 3-year-old’s interest, keep their attention throughout, and even get them talking about board games afterward? At least a game that isn’t super-basic and boring? Well have I a treat for you today. I may have just found the game for us!

The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.

When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.

Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.


Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.

In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!

So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
  
Blue Moon City
Blue Moon City
2006 | City Building, Fantasy
Ahh Blue Moon. Delicious on a hot Summer day night. Hefeweizen is my favorite type of beer, but most places do not serve my all-time fave Hefe: Paulaner Hefe-Weizen. If you haven’t yet tried it, you must. I’m no snob or anything, so I’ll take the Blue Moon when I can’t have the Paulaner, but I wanted you all to know my tastes. So when I heard about a game that was all about a city named after a beer I enjoy (but only with an orange slice) I had to try it. Did it live up to my expectations or did it- wait, this game isn’t about beer? Why the heck did I-


Blue Moon City is a fantasy-set, hand management, set collection, city rebuilding game for two to four players. In it players are attempting to help reconstruct the war-ravaged Blue Moon City to its former glory by utilizing its citizens at crucial construction sites in order to earn crystals. It sounds weird, and it is, but read further to understand why. Oh and there are dragons that act like supervisors or teachers when they come stand by you to watch you take a test and judge you from behind the whole time.
To setup, place the Courtyard tile in the middle of the table and build the city in a 5×5 grid minus the corner tiles. Each player chooses their color and takes the mini and discs of that color. Place the dragons nearby, along with the Obelisk token, draw deck of cards, crystal chits, and dragon scale chits. Deal each player a hand of eight cards and the game may begin!

Blue Moon City is played over a series of turns, and each turn is divided into four phases: Movement, Contribution, Reset, Pass Turn. During the optional Movement phase, a player may move their pawn one to two orthagonal spaces (N/E/S/W) or use cards from their hand for their special movement powers for player pawn AND/OR dragon movement.

Next, a player may discard cards from their hand to contribute to the reconstruction of a building during this optional Contribution phase. By discarding a number of cards whose values equal or exceed the printed value on the matching-colored building tile a player will be able to place a disc upon the tile. Once the tile’s contribution spaces have been filled with discs it can be scored. To score a building tile, determine majority presence on the tile and award the Majority Bonus to that player. Any disc presence in minority will receive the Construction Bonus, including the majority winner. If a player had contributed on a tile that also was hosting a dragon mini, that player would earn a dragon scale from said dragon supervisor. Players may also make their way back to the Courtyard tile in order to donate crystals to the Obelisk. Doing so will allow the player to place one of their discs on the Obelisk itself, and the game ends when a player has placed the proper number of discs upon the Obelisk per the number of players.

When the pile of dragon scale tokens has been exhausted, players will check who currently holds the majority of scales. They will be awarded with six crystals, and any player holding three or more will receive three crystals. Turn all the dragon scales back into the supply to be earned again.

During the Reset phase a player may discard any number of cards from their hand and draw back as many cards plus two. So if a player discards zero cards from hand they would still draw two from the deck. Discarded four cards? Well redraw six.

Finally the active player will Pass Turn to the player on their left, who will complete their turn of the same four phases.


Play continues in this fashion until one player has placed the target number of discs on the Obelisk token to claim victory and dragon approval!
Components. Okay, this is a tough one because overall I love the components in the game. The dragons and player pawns are cool minis (from CMON that just makes sense). The Obelisk token is huge and I love how it looks. The art overall is really creepy, but well done, and enjoyable to behold. The player discs, though poo-pooed by other more-renowned reviewers, I find to be just fine. They are a smooth plastic in the player color and I have no problems with their quality. But speaking of colors… I agree with others that have stated the colors of some cards (or suits, if you prefer) should have been made a different color. What I mean is that the game is very greige-heavy throughout. The card suits (except the red, yellow, and blue) are a variation of the same greige that makes eyes strain to determine exactly which color they are holding. I understand that a certain aesthetic was targeted, and they certainly achieved that, but these colors do make it more difficult to play, especially for us that are starting to over-ripen with age.

Those component gripes aside, this is an incredible game. The color choices aside, I love everything about it! The movement from tile to tile, and trying to align movement with the cards in hand and keeping some back so that you can use them to move the dragon to your spot as well is just fun mental exercise. Each value 1 and 2 card has a special ability, be it movement bonuses, changing other cards’ colors, or just being straight up wild cards, and having to choose to use the cards as either the special power or for contribution values creates tons of crunchy gamer choices. Not super-crunchy. Turns won’t be mentally debated for 10 minutes, but deciding how best to use the hand of cards you hold is great.

I also very much enjoy the theme of the game, even though I was hoodwinked by the title (not really, just trying to tie it all back). I love fantasy worlds and having a unique theme is a definite plus for me. I haven’t yet thrown in the expansion tiles, but I will the next time I play. If you need a relatively quick-playing jaunt through a ravaged city, I recommend you check out Blue Moon City. Purple Phoenix Games give it a 10 / 12. It has nothing to do with beer, which would be another great theme idea – drunken dragons – but I will be holding onto this one for quite a while.
  
X-Men: Days of Future Past (2014)
X-Men: Days of Future Past (2014)
2014 | Action, Sci-Fi
This is the X-Men movie you've always hoped for. (3 more)
James McAvoy and Michael Fassbender further prove they are worthy successors to Patrick Stewart and Ian McKellan.
The action and special effects are brilliantly executed and undeniably satisfying.
An effective and engaging story with commendable performances all around.
This is what most superhero movies should strive to emulate. X-Men: Days of Future Past is a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.
The future in X-Men: Days of Future Past is more desolate than ever. Mutants are being hunted to extinction, with the few remaining survivors living together as refugees as they try to escape their all-too-certain fate of captivity or death. They are hunted by Sentinels, versatile and powerful machines programmed to locate and imprison any and all mutants, as well as any humans that attempt to help them. The entire world has been transformed into an apocalyptic dystopia at the mercy of these machines. In order to prevent their inevitable demise, the mutants devise a plan that will rewrite the course of history by telepathically sending the consciousness of one of their own back in time in order to stop the Sentinels from ever rising to power. Doing so means averting the assassination of their designer, Dr. Bolivar Trask, and accomplishing this will require the disbanded X-Men crew to put aside their differences and reunite for a common goal; to save the fate of mutants.

X-Men: Days of Future Past is personally only the second X-Men film that I have seen, and I believe that’s to my disadvantage when watching it. That’s not to say the film isn’t accessible to people that are unfamiliar with X-Men, but you will certainly get the most out of it if you’ve seen the other films, or at least are somewhat knowledgeable about the super mutant group. Fortunately for me, even though I haven’t seen the original X-Men trilogy, nor the Wolverine spin-off films, I saw plenty of the popular X-Men cartoon of the ‘90s when growing up, and probably read more than a handful of the comics. Therefore I felt right at home with the story, even when it quickly thrusts the audience right into the thick of the action. I can imagine newcomers might at times feel a little overwhelmed, especially with such a wide array of unique characters, and so much going on. Although I do believe that the film manages to very effectively balance the action and characters, and create an immensely entertaining and engaging experience regardless of your history with X-Men.

I think it speaks of the true power and quality of the film when I say that after watching X-Men: Days of Future Past, I am now eager to watch all of the other entries in the movie series. Not only to help myself better understand the numerous references to past films, but because the film is so good and so expertly made that I don’t want to miss anything else. Make no mistake, X-Men: Days of Future Past is not only one of the best superhero movies ever made, it’s also the perfect homage to the X-Men. The film merges the two timelines seamlessly, combining the legendary cast of the original trilogy with the equally impressive cast of X-Men: First Class. It ties everything together so well and concludes in such an extraordinary manner that I would feel perfectly content if they ended the X-Men series entirely with Days of Future Past. While I don’t expect the already announced X-Men: Apocalypse (2016) to be able to top this one, I will admit that I am still more than excited to see what they have in store for the future.

Days of Future Past has an incredible, star-studded cast. It brings back the beloved X-Men stars of old, highlighted by Hugh Jackman as Wolverine, as well as with Patrick Stewart and Ian McKellan reprising their roles as Professor X and Magneto. In addition, it includes the cast of X-Men: First Class, with James McAvoy and Michael Fassbender playing younger versions of Professor X and Magneto, while Jennifer Lawrence returns as Mystique. The more substantial newcomers include Game of Thrones star Peter Dinklage as Trask, the creator of the Sentinels, and Evan Peters, playing a teenage Quicksilver. Despite the film having a large number of characters, it doesn’t feel like any of them get the short end of the stick. While some of them may not get much screen-time, Days of Future Past still gives you a solid display of what each of the mutants are capable of. It’s a truly wonderful thing to be able to witness the new era of X-Men actors in the same film as their older counterparts, and it makes it all the more apparent just how remarkably well-cast McAvoy and Fassbender are for their roles. These two young stars in particular have especially large shoes to fill, but they each do an exceptional job. The way in which the film combines the young actors with the old makes it feel as though it’s honoring a proper passing of the torch from one generation to the next.

This action-packed film features some great acting performances, and even though there are a lot of characters, I don’t believe there is a single weak performance among them. The real star of the show is James McAvoy as young Charles Xavier, otherwise known as Professor X. McAvoy nails the inner-conflict of his character in what is surely the most demanding role of the movie. He portrays a convincing struggle of a great man who has lost his way and fallen into despair and desolation. He is a man torn apart by the tension between his feelings of compassion and his guilt-ridden capitulation. Fassbender, on the contrary, is unnerving and yet engrossing as the magnificent Magneto. I personally loved the way in which his character continuously throws a wrench into everyone’s plans by opting to take an alternative and selfish approach. I found him to be notably riveting during a tense scene that takes place on an airplane, where Fassbender really demonstrates his talent. Then of course, there’s everybody’s favorite mutant, Wolverine. Hugh Jackman’s Wolverine is wonderfully enthralling, insanely ripped, and appropriately arrogant. Jackman has turned Wolverine into a career-defining role. There is no doubt about it, he is Wolverine, and no one will ever do it better. Meanwhile, everybody’s favorite actress, Jennifer Lawrence, adds an emotional and memorable performance as Mystique. Lastly, newcomer Evan Peters is a real-stand out as Quicksilver, in a performance that surely will become an instant fan favorite. His big scene alone makes me wish I had seen the movie in 3D, and in fact, the movie is so good that I just might do that. The stellar cast of X-Men: Days of Future Past hit all the right notes, making the characters memorable, and personable.

The action in Days of Future Past is simply phenomenal. This is what most superhero movies should strive to emulate. What I admire most about the action of this film is that it’s smart. It’s well-thought-out and well-executed. It never feels derivative, nor uninspired. Everything has its purpose and has a tangible weight to it. Rather than cluttering the film with unnecessary action pieces, it instead focuses on making its important action sequences really memorable and really good. It also handles its use of violence extremely well, making it powerful and satisfying, without making it feel sugarcoated because of its PG-13 rating. The movie’s score is suitably powerful, helping to escalate the action and establish a tense, grandiose ambiance. The special effects seen here are outstanding. This is a big upgrade over First Class, not only in visual quality, but certainly also in scale. It reaches an epic level and yet it never hinders in quality or takes any shortcuts. It shows you what you want to see, and does it better than you’d ever expect. The result is a movie that’s as visually remarkable as it is entertaining. The true enemies of Days of Future Past, the Sentinels, look awesome. I don’t know how they looked in the older movies, if they’re even present at all, but I never liked their appearance in the comic books. I’m glad they’ve been completely reimagined from their original design, and I love how the movie demonstrates their ability to adapt to make them more efficient mutant-killing machines. The character Beast also looks better than ever, unlike in First Class where his appearance was embarrassingly bad, and borderline laughable. In X-Men: Days of Future Past, everything looks stellar. You won’t want to look away as you’re sitting on the edge of your seat in sheer delight.

The majority of the film is set in the 1970s, taking place after the events of X-Men: First Class, as the Vietnam War is coming to an end. Considering that the film deals with themes of discrimination, it’s fitting that this setting coincides with the Civil Rights movement, even though it’s not explicitly referenced. This was a time in American history when the country was divided, and it offers a strong parallel to the grim, segregated world depicted in the film’s present-day wasteland. The story of Days of Future Past is rather dark, dealing with an apocalyptic future fueled by fear, jealousy and hatred. Although, it still has its fair share of laughs, thanks to the always charming Wolverine and the lightning fast Quicksilver. The movie does an admirable job in recreating the ‘70s, and additionally with juggling the different time periods, while maintaining a steady, coherent pace. However, as much as I enjoyed the ending, I must say that using time travel as a method to clean up a series’ loose ends seems a little cheap, but it’s entirely forgivable given just how beautifully it all comes together. X-Men: Days of Future Past is ultimately a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.

X-Men: Days of Future Past embodies everything I love about movies. It has great action, unforgettable characters, an engaging story, top-notch special effects, and a nice healthy dose of comedy, while never feeling unoriginal or insignificant. I really believe this movie is every X-Men fan’s dream come true. To be honest, I have never considered myself much of an X-Men fan. Now that I’ve seen Days of Future Past, I’m an X-Men fan for life.

(This review was originally posted at 5mmg.com on 5.26.14.)