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Tomorrowland (2015)
Tomorrowland (2015)
2015 | Sci-Fi
With Tomorrowland's lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your future will undoubtedly be better off if it doesn't involve watching this movie.
Disney’s Tomorrowland implores us to imagine a world without limitation. One where nothing is impossible, and all of our wildest dreams can come true. (Sounds very trademark Disney, doesn’t it?) In the movie, that world exists in the form of a secret utopian society that has been built by only the brightest of minds. It is a place that exists free of politics and corruption, where people can push the boundaries of possibility as far as their imaginations will take them. Tomorrowland is a world meant to inspire, to evoke wonder, and to nurture creativity. It’s a stunning shame then, that all I ever felt while watching the movie was sheer boredom. For all of its endless opportunity, Tomorrowland ends up being almost completely uninteresting. With Tomorrowland‘s lifeless fantasy world, bland characters, second-rate special effects, forced dialogue, and uninspired story, your own future will undoubtedly be better off if it doesn’t involve ever watching this movie.

With the star talent of George Clooney, the directorial skill of Brad Bird, and the film’s promising trailers, I must admit that I was caught off guard by Tomorrowland‘s lackluster execution. The greatest compliment I can give the film is that it’s blandly passable, but in no area is it particularly good, engaging, or thought-provoking. For being a film that is about celebrating creativity, it sure is lacking in that regard. Tomorrowland itself feels like a poorly-realized pipe dream. It’s supposed to be this wonderfully ingenious world of innovation, but nothing about it struck me as notably exciting or exceptional. From the surface, it looks like your typical futuristic metropolis, complete with jetpacks and flying cars. Beyond that, I couldn’t really tell you what makes Tomorrowland so special, and I believe that’s largely because we’re given so little access to it. The movie treats us as outsiders to this place, and we spend the majority of the film tagging alongside the two main characters as they try to get in, but we’re never given any sort of rewarding payoff once we get there. The world of Tomorrowland is practically nothing more than a shallow, fantasy world facade.

The movie starts off with an uncomfortably awkward recruitment video recorded by Tomorrowland’s two main characters, Frank Walker (George Clooney) and Casey Newton (Britt Robertson), in which they argue over how they should tell their story. It’s a poor attempt at humor with banter that feels entirely forced. If anything, this overly long introduction should have served as an early indicator that I was about to embark on a two-hour snooze-fest. From there we transition to each of their character’s respective origin stories, and their separate journeys that led them to Tomorrowland.

Frank’s story takes us to the 1964 World’s Fair at Disneyland where as a young boy he’s trying to enter with his faulty jetpack creation. His invention is rejected, but he still manages to catch the attention of a girl named Athena, who gives him a special pin with the Tomorrowland logo. Young Frank is ordered to secretly follow her in the theme park, leading to the “It’s A Small World” ride, where he’s magically transported to Tomorrowland. Here we’re given our first glimpse of this futuristic world, but the entire sequence isn’t nearly as fun or awe-inspiring as it should be. Frank takes to the skies in his newly-repaired jetpack and yet this significant moment somehow winds up feeling surprisingly empty. The movie fails to capture that youthful element of whimsy and excitement that comes from discovery.

Next we learn the much more recent story of Casey, an enthusiastic high school student with a passion for making the world a better place. She’s the daughter of a struggling inventor who gets herself in trouble with the law after trying to sabotage the government’s planned demolition of a NASA launch pad. Once bailed out of jail, Casey finds a mysterious Tomorrowland token among her belongings, and upon touching it, she is magically transported to a wheat field with the distinguished metropolis of Tomorrowland in the distance. However, when trying to reach this futuristic city, she finds that boundaries in the real world inhibit her in this golden future world, even though she cannot see them while holding the token. It’s a novel idea, and one of the movie’s better moments, but if you’ve seen the film’s trailers then you’ve already seen most of how it plays out.

The trailers also spoiled Tomorrowland‘s best, and arguably only good action sequence, in which androids invade Frank’s house in an attempt to capture Casey, who possesses that coveted Tomorrowland token. It’s a well-crafted and exciting moment that demonstrates Brad Bird’s talent, but it’s also an unfortunately rare instance of entertainment in what is otherwise a dull film. As for the aforementioned androids, they’re unbelievably cheesy and lame. These robot villains are sourced from the pinnacle of technological advancement, and yet they’re remarkably derivative and hokey. The most original thing about them is that they blink their eyelids alternatively. That’s some real cutting edge creativity right there! To top it off, Tomorrowland even throws in an android-to-human love story for good measure, because why not? Robots need love too, you guys!

You know what the most troubling thing about Tomorrowland is for me? The fact that Brad Bird was the very first choice to direct Star Wars: Episode 7 and he turned it down to make this movie instead. That is almost incomprehensible to me. Even more so when you consider that Tomorrowland features a comic book store scene that is literally brimming with Star Wars props. It’s a decision that may come back to haunt him, but given how poor this movie is, I’m now actually thanking my lucky Death Stars that he’s not the one making the upcoming Star Wars: The Force Awakens.

In the end, Tomorrowland is a movie that I don’t feel any connection to. I wasn’t captivated by the characters or the performances (not even George Clooney could save this one). The plot was a total bore. The sci-fi elements missed the mark. The visuals were mostly just decent, and tended to look more fake than impressive. The underlying message of hope was weak, and please, don’t even get me started on that cliché “two wolves” story that was needlessly tacked in. Nothing about the movie ever reminded me of the actual Tomorrowland from Disneyland Park, nor did it share its level of creativity. The longer the movie went on, the more I wanted it to end. I can honestly tell you that I have had more enjoyment standing in line for two hours for a ride in Disneyland’s Tomorrowland than I ever had while watching this movie. If this is how dull our ideal future is going to be, then sign me up for a front row ticket to the apocalypse where the future belongs to the mad!

(This review was originally posted at 5mmg.com on 5.26.15.)
  
Doctor Who: Time of the Daleks
Doctor Who: Time of the Daleks
2017 | Entertainment, Science Fiction
I cannot tell you what a big fan of Doctor Who I am. I have one sticker on my car, and it’s a DW TARDIS right there in the upper left. They say you’ll never forget your first Doctor, and I only started watching several years into the reboot, but started with 9. And then 10 stole my heart. 11 was also quite amazing and I always reference people who have never seen the show to please please please watch, “Vincent and the Doctor.” If you watch that episode and are not moved to tears by the sheer beauty of the story being told, you absolutely have no soul. And if after watching that episode you are not an immediately-converted Whovian, then it was never meant to be. So why then is my rating on this game so lackluster if I love the IP so?


Doctor Who: Time of the Daleks (which I will carefully refer to as DW from here on out though I would never abbreviate to Dr.) is an adventure dice racing game, even though the only official tag is dice. In it, players take on the roles of different Doctor regenerations and will travel through time and space collecting companions, Timey-Wimey cards, and Sonic Charges in order to manipulate dice rolls to defeat Dilemmas and Time Anomalies that pop up at the absolute worst times.
To setup, follow the rulebook instructions – there are just too many components to detail here. The game takes up quite a bit of table space, so do make sure to use your largest table.

On a player’s turn they will be adding Sonic Charges, shuffling up companions, and rolling the TARDIS die to determine travel. Once at a location, the Doctor (and subsequent harem) can Adventure by assessing the challenge of dice results printed on the Location board plus the Dilemma disc combined. It is these icons that must be rolled (and possibly manipulated) in order to have a successful adventure. If successful, typically this involves a reward of moving the TARDIS pawn on the main Web of Time board closer to Gallifrey, in addition to other rewards. Failure on an adventure will typically result in the Dalek ship being moved further from Skaro and closer to Gallifrey.

Once the Doctors have had their turn, the Daleks will take a turn. Immediately move the Dalek ship one space on the Web of Time track towards Gallifrey, and if they have reached Gallifrey before any Doctor, or on the same turn as a Doctor, the Daleks win and the Doctors all lose. If not, play continues in this fashion until one of those win conditions are met, along with a couple more loss conditions I will leave you to discover.


This is a very pared-down synopsis of the rules, and I have intentionally left out several rules so as not to bog down my paraphrasing with minutia. Take this into consideration when determining if this is the game for you.
Components. All in all the components in DW are absolutely stellar! All the cardboard is thick and features great art and screencaps (which is a polarizing subject that I simply don’t mind). The dice are great quality, though I wish they had chosen a different color for the blue dice so that the TARDIS die would be the only blue in the box. The minis are great, and have interchangeable bases because throughout the game the Doctors may have to regenerate, thus switching to a different Doctor mid-game (awesome mechanic for this IP by the way).

Let me tell you why I like this DW game and why I do not. Firstly, the game is just too hard for me. Maybe it’s how I roll the dice, but I feel I am almost never in possession of enough resources to be able to reroll or manually manipulate my dice results enough to have the requisite amount of successful adventures. Some challenges require the Doctor to roll six dice, but then there are restrictions in play that drop a Doctor’s dice pool down to six, thus creating a you-must-roll-EXACTLY-what-you-need-to-win scenario that is tough to swallow for a dice game. Also, this next part is completely personal opinion, I wish that 10 was included in the starter box. I got my 11, and I appreciate that, but I feel like 10 is the most widely-popular Doctor in the franchise, or at least in New Who, so the ball was dropped here. I know I can purchase 10 in an expansion pack with 5 (and kudos to whomever made THAT combination), but I want him NOW.

Time travel games are so difficult to pull off, and with Doctor Who you HAVE to consider that time travel will play a very important part in gameplay. I believe this title handles it well, and even allows for multiple Doctors to work together (let’s not talk about time paradoxes for now). That is great and allows for excellent cooperative play, so I applaud the designer for that. I also enjoy the different abilities given by each different regeneration as well as what the companions each bring to the table. Perhaps a companion will add certain colors of dice to the Dice Pool, or allow the Doctor to switch out some of his generic dice for stronger and more specific dice, or simply allow rerolls of certain colors of dice. I dig that a lot. And seeing my precious companions in the game matched up to their Doctors fills me with a sense of nostalgia that I just do not feel in other games.

While this has been the subject of much deliberation on my part, I will be keeping my copy of the game, and will most definitely be adding 5 and 10 to the mix. I really want to like this game more than I do, and maybe having 10 in my arsenal is enough to do it, though I have my doubts. I love the Doctor Who IP and love dice games. I think this is a good game overall, and will continue to explore it with other gamers. Something will click, I’m sure of it. Purple Phoenix Games gives this one wibbly-wobbly 8 / 12. If you need a difficult dice game in your collection and also love the Doctors, pick up a copy. But also do yourself a favor and grab a copy of any expansion that includes your favorite Doctor – you will thank me later. Spoilers, sweetie, that’s coming in tomorrow’s post.
  
Kubo and the Two Strings (2016)
Kubo and the Two Strings (2016)
2016 | Action, Animation, Sci-Fi
A great film for any family night
Contains spoilers, click to show
Kubo and the two strings is a heart warming, coming of age movie, for the whole family. Adults, you will appericate the story line and the plight that Kubo undergoes. Kids will love the animation and the characters. From the moment that the movie started, I fought back the tears. You see a mother and baby in the middle of the ocean one moment and the next, you see them ship wrecked on a beach. You skip forward a few years to when Kubo is about the age of ten. He is now a caregiver for his mother who you come to understand as mentally ill, with something like alzheimer's or dementia. Daily young Kubo goes into the neighboring village and tells fantastic stories of a Samurai Knight, and how he battles the evil Moon King and his army, all while playing his Sangen (a Japanese Guitar) and creating Origami creatures for the story. But as the bells ring for night to come forth, Kubo runs home.

It seems that his mother only "comes to life" when its night time. And then shortly there after returns to a catatonic state. One day while in the village an old beggar woman who befriended him tells him a story of how she speaks with her dead husband at night during a certain ritual. Kubo, who is confused and longing to know anything about his father who was said to be the greatest Samurai, goes to the ancestral resting place and tries to summon his father.

Time gets away from him and night befalls rather quickly. Soon two masked spectral spirits appear, and tell him that they are his aunts. Kubo is then told the reason he is missing an eye is due to his grandfather who only wanted to have his other eye so that he could join them in the heavens. Kubo begins running back to the village. The two spirits attack and destroy the village. When they are almost upon him, his mother shows up and uses the last of her magics to activate a totem and to create wings to whisk him away to safety, far away from his blood thirsty aunts. Kubo then wakes up in a vast frozen waste land with a monkey looking after him. The monkey begins to address Kubo, telling him that they need to go on this quest to find a magical suite of armor that his father once wore. So Kubo and Monkey set off on a quest. Kubo is awaken by the monkey, saying that the origami papers that he carried in his pack, were flying around and that in his sleep he created an origami Samurai. The same Samurai from his stories. This little paper guardian, shows them the way to the armor's pieces, which consist of a sword, a breast plate, and a helmet. Along the way they come across a Beetle who was once a Samurai who was cursed to live the rest of his life as a beetle. After that the unlikely foursome come across a cave that has the sword in it. But much like Kubos life, it was not an easy task to retrieve it as it awakened a tall skeleton warrior, which they had to defeat. They then come to a large body of water, which Kubo uses his magic and his Samgen to create a boat made out of leaves. Monkey exclaims to him how his power is growing. As they set sail, the little paper Samurai point out that the breast plate is at the bottom of the water. Kubo remembering a story that his mother told him, of eyes that show you what you want to see most, lived at the bottom of the water. Beetle offers to dive in and look for the breast plate as "beetles can hold their breaths for a really long time under water, and are great swimmers." After quite some time passes Kubo dives in after Beetle and the breast plate. Monkey is then attacked by one of the evil aunts. While Kubo is under the water he finds the breast plate, and the eyes. They show him that the Monkey is actually his mother in the form of a spirit totem (MIND BLOWN)...Becoming dazzled by the eyes, he begins to drowned. Beetle swoops in and begins shooting the eyes and rescues Kubo. During this time Monkey is battling one of the aunts and defeats her. Kubo and the gang then continue their quest to find the helmet, which is back at his fathers fort. Once back at the fort one of the aunts reveals to Kubo and to Monkey that Beetle is actually Kubos father. So Kubo now armed with this new knowledge is able to defeat his aunt, but not after losing both his parents again. Kubo then uses his magic, to fly back to his village to adorn the helmet to complete his suite of armor. He then has to battle his grandfather The Moon King. At which point The Moon King transforms into a giant centipede like demon. Kubo uses his wits, and magic, to defeat his grandfather and makes him mortal. In his mortal state he loses his memories, and the village people tell him how he was a just and honest man, and how he was kind. The story ends on an upswing.

Over all the movie was really good. I love how engaging it was, and all the attention to detail they provided in it since it was a stop motion claymation. I highly recommend this for any family night.
  
Tranquility
Tranquility
2020 | Card Game, Numbers Game
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.

Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.

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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.

When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.

Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.


Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.

The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.

Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.

I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
  
The Thing: Infection at Outpost 31
The Thing: Infection at Outpost 31
2017 | Entertainment, Horror
Good game. Could be great with some house rule tweaking.
The Thing: Infected at Outpost 31 is a good game. It really gets the feel of John Carpenter's movie a far as the characters, the props & the look and layout of the outpost. That being said, the game has none of the suspense the movie has. But it can, with some house rules.
The first game I played, we had 6 players. We played the game wrong & had 3 infected. Even though we had too many infected, I was still able to pick all 3 infected. One I torched, 2 I got with the blood tests. Because the humans are able to talk about what cards are given to the captain with each mission, it's too easy to figure out the infected, unless the infected plays the game as a human & totally straight. Because of that, the game is boring as it was too easy for the humans to beat the missions & that it was a guarantee the game would get to the escape portion with no problem. During the game, the danger level didn't get past the third spot, so the danger never affected the missions. Far too easy for the humans. One friend, who was infected, played 2 sabotage cards & we easily figured out he was infected. The other 2 I guessed because of the way they acted. Not the way they acted in the game, just the way they acted. After the game, I suggested that we not be allowed to say what cards you give to the captain. I suggested we say either we can help with the mission or we cannot help. One friend disagreed & said it would be too easy for the infected to win the game by destroying 4 rooms or making 8 missions fail. I disagree.


Due to the arguments of my one friend, we decided it was up to the captain as to whether the cards were told during their missions. This doesn't work because only an infected would want to not have the cards said. As I mentioned, in the first game the danger level only moved up to the third spot. In the second game, we played with 8 players. The danger level only moved up once. Once! There is no suspense when the captain looks at his cards & says "No sabotage." because it's known the infected are playing the game as human, because they'll give themselves up otherwise. And once you're found out, you're left out for much of the game. I was infected in the second game. The first infected in fact. Every time I was chosen for a mission, it was with 3 or 4 player teams & would have been too easy to figure out I was the infected if I sabotaged the mission. So, I played the game straight to the end. It was only when my friend accused me of being infected & I gave up my "tell" that he was adamant I was infected. So again, it had nothing to do with the game, but rather reading my face.


So, basically, if you wanted, you could hand out the blood sample cards, accuse people of being infected, read their faces & guess who's infected without having to bother with the nonsense of the missions. Give the guesser 2 blood tests, because you're guaranteed to still be in danger level 1 & have 2 blood tests anyway. If the missions were exciting, I'd be all for it, but most of them aren't. It's just seeing who has the right cards, which with so many players, you're guaranteed to beat it.


And so, my suggestion of not being allowed to tell what cards you're given is one of the ways to fix this game. Yes, it may be easier for the infected to cause trouble, but without this change, there is no trouble, no sense of danger, no chance for the infected to win, unless they get lucky & get in on the escape. Without that chance of causing trouble, the game is monotonous & is just a big guess at the end. Another way I thought of fixing the game is throwing in a random card during a mission. Just draw an extra card, without looking at it, mix it in with other cards & then see what happens. That may seem unfair because then the mission may be too easily won (even more easily than they already are) & so I suggested another way. If a mission parameter is to have a choice of number of players, for example 4-5 players, then the captain can only choose a 4 player team & the 5th player would be a random card. This way, not every mission will have a random card drawn for it.


Anyway, I do like the game, but feel it could be made into a great game with some kind of tweak to fix this major problem.
  
Spider-Man: Far From Home (2019)
Spider-Man: Far From Home (2019)
2019 | Action, Sci-Fi
Director: Jon Watts
Writer: Chris McKenna, Erik Sommers (Screenplay) Steve Ditko, Stan Lee (Comic Book)
Starring: Tom Holland, Jake Gyllenhaal, Zendaya, Samuel L Jackson, Jon Favreau, Angourie Rice, Jacob Batalon, Tony Revolori
 
Plot: Following the events of Avengers: Endgame, Spider-Man must step up to take on new threats in a world that has changed forever.
 
Runtime: 2 Hours 9 Minutes
 
There may be spoilers in the rest of the review
 
Verdict: An Entertaining Jumble
 
Story: Spider-Man Far from Home starts when Peter Parker (Holland) and his classmates MJ (Zendaya), Ned (Batalon), Flash (Revolori) and others head off to Europe for a scientific school trip, Peter’s plan is to finally tell MJ how he feels, but things don’t go to plan.
Peter finds himself recruited by Nick Fury (Jackson) to help new superhero Quentin Beck known as Mysterio (Gyllenhaal) fight a new threat that is attacking cities in Europe, trying to decide if he is ready to tackle the added responsibility of being a superhero.
 
Thoughts on Spider-Man Far from Home
 
Characters – Peter Parker has two main storylines going on in this film, one side of him is the high school student that wants to tell the girl he likes his feeling, nervous and social awkward. The second one sees him facing the reality that he was hand picked to step up and help save the world, a decision which sees him wanting to just take a break from. Watching Peter balance the two is interesting because the high school one was the weaker side, the superhero side is very interesting to follow. Nick Fury is also adapting to life after the snap, where he isn’t in the same level of control on everything going on in the world, he wants Peter to come and work for him and doesn’t like being told no. They did try to recapture certain elements of the chemistry he had with Captain Marvel too. Quentin Beck is the new superhero dubbed Mysterio because of his powers and ability to defeat the elementals that have started attacking the major cities, he offers Peter a chance to discuss his position with having powers like nobody else has since Tony’s death. MJ is the girl of Peter’s dreams, she is very different to both versions of MJ we have seen before, being very distant to the rest of the class, but always manages to capture Peter watching her.
Performances – Tom Holland does do a very good job in the leading role, if it was just the high school side of the film, he does struggle at times, but it is the human effect of being a superhero that completely makes you believe what he is going through. Samuel L Jackson does what we expect from him in a supporting role, as does Zendaya who does everything without standing out. Jake Gyllenhaal though, he was a joy to watch especially in the second half of the film, he just takes his role and runs with it.
Story – The story here follows Peter Parker on his high school trip that gets interrupted to help try and save the world from a new threat, testing him to see if he is ready to replace Iron-Man. This like the character of Peter Parker can be broken down into two simple positives and negatives, the high school trip stuff, is there, most of it gets pretty boring quickly, it is here to help show a human life that he could have though. The superhero side of the story is the highlight because it does get to show how the once confident Peter is starting to question if he is ready to step up after seeing the consequences to what has happened to people in their lives. The villain is a surprise and while I won’t get into details, it is very entertaining to watch and could be one of the best they have bought to a stand alone film.
Action/Sci-Fi – The action in this film is brilliant to watch, it blends with the special effects and doesn’t turn into anything as ridiculous as it could be when you see the fights. The sci-fi element of the film does address the dangers of technology being in the wrong hands once again, but it all works for the story being shown here.
Settings – The film gives us the basic European settings, we have Venice, Prague, Berlin and London, you know well know locations that have large populations which could get destroyed.
Special Effects – The effects in the film did seem flawless, we do have large scale, dust, water and fire monsters used for battles which all look like they could be real along with certain twists in the story which only add to the effects.

Scene of the Movie – What is real?
That Moment That Annoyed Me – Most of the high school stuff.
Final Thoughts – This is a real mixed bag of a superhero movie, it could have been fantastic, only it gets too carried away dealing with the high school world which does drag things down.
 
Overall: Entertaining enough.
Rating
  
40x40

Daniel Boyd (1066 KP) rated NieR: Automata in Video Games

Oct 2, 2017 (Updated Oct 25, 2017)  
NieR: Automata
NieR: Automata
2017 | Role-Playing
Well developed characters, with a good amount of depth. (3 more)
Character motivations are clear and logical.
A visual feast.
A stunningly effective score.
A Genre Bending Masterclass In Game Design
There have been a good number of excellent games this year and before I played Nier it was difficult to choose my favourite game of the year so far. It is now extremely obvious.
This is one of the best games I have ever had the pleasure of playing through and it has pushed the boundaries of what I thought action RPG's could do. I had heard a lot of amazing things about this game before picking it up and I was sceptical that it was going to meet my expectations. I am happy to report that not only did it meet my expectations, but it greatly exceeded them.


The characters in this game are so well crafted. You will form an immediate opinion on each of the characters when you are first introduced to them, but be prepared to have your opinion changed multiple times. Initially likeable characters will commit despicable acts and the character you thought was a cold machine, will do something genuinely heart-warming. Even though these characters are prone to committing acts that don't necessarily match their character type, character motivations are always understandable, which is a mark of great writing.


The visuals in this game are incredible, not only in the graphical sense. The way that certain shots are framed, the way that lighting is implemented in certain environments, the fluid animations, the vast, lush natural environment; all of it is utterly stunning. Combat looks incredible, cutscenes are well timed and effective, character design is fantastic, all of this adds to the impressive visual flair of the game overall.


The audio is also significant during your playthrough, the soundtrack is so effective and well implemented. The tone is complimented by a different piece of music in each area of the game to the point that the music alone could tell you what area of the game that you are in without having to look at the screen.


The only negative feeling I have towards the game after finally completing it, was the exhaustion I felt towards the game's ending. Without spoiling anything, this game ends multiple times, each of them emotionally draining and leading to another even more complex layer of the game's overall story, to the point that finishing the entire thing feels like an endurance test and I'm not even anywhere near earning the platinum trophy! I didn't know exactly what I was getting into when I started the game and that is how I would recommend most players go into this game because you will truly be blown away, but you should know how much of your life this game is going to demand from you. If you don't have between 60-100 hours to spend, (depending on what completion rate you are aiming for,) then this will probably be too vast of an experience for you. And after finally completing the game in it's entirety, I feel exhausted and I'm not in any hurry right now to go back to the game to tackle the remaining sidequests. I feel that I have earned some time away from the game, at least for a few weeks. Normally I relish an epically long adventure, but even this pushed my limits of what a lengthy saga should be. This is the only thing that keeps me from scoring the game a perfect 10.


There is no denying that this game is very close to being a masterpiece and for those that do regard the game to be a perfect 10, I can see your point. There aren't any flaws within the game itself, mine is more of a personal problem and is proof to me at least, that you can have too much of a good thing. However, this doesn't disregard what I said previously in any way, this game does so many unique things and it does all of them impressively well. This is definitely Platinum's best game and I am glad that this fantastic experience is receiving the high level of praise that it deserves.
  
The Blackbird Season
The Blackbird Season
Kate Moretti | 2017 | Mystery, Thriller
9
9.0 (3 Ratings)
Book Rating
character-driven (2 more)
well-written
compelling
Complicated character-driven mystery
It's just another day in Mount Oanoke, Pennsylvania when the birds start to fall. Hundreds of dead starlings, dropping from the sky during a baseball game. It seems like the birds started it all, but really the secrets and lies began much earlier. Nate Winters, high school teacher and baseball coach, is beloved in the town. That is, until a reporter, in town to cover the birds, catches Nate hugging a student at a local motel. Suddenly, the birds are forgotten, and the story becomes much juicier: Nate; his student, Lucia; and their supposed affair. Lucia fuels the fire by affirming the affair and suddenly Nate and his wife, Alecia, are swept up in the story. The only who believes in Nate's innocence, even a sliver, is his friend and co-worker, Bridget. As Lucia's creative writing teacher, she has unique insight into the girl's mind. But when Lucia suddenly goes missing--with Nate as the prime suspect in her disappearance--not even Bridget may be able to save Nate. But is there more to Lucia's disappearance than an affair with her teacher?

Wow, I was really impressed by this novel. It's a complicated novel that is just as much a character-driven study as it is a mystery. It's incredibly well-written, and Moretti expertly embodies the voice of each of her characters, from beleaguered Alecia, who is worn down from mothering her autistic son, Gabe; to the cast of teenager characters; to Bridget, who lost her husband to cancer a year ago. It's so well-done that often with each chapter (which skip from various points of view -- Bridget, Kate, Lucia, Nate, etc.), I found my myself veering between whom I preferred or believed, constantly second-guessing my allegiances or what happened. This is very rare for me: typically I find my "person" in a novel and stick with them, no matter what.

But here, I was confused, wondering. Was Nate really a cad, who cheated on his wife every second he got, or was he the sweet, affable teacher and baseball coach that the whole town admired and adored? And Alecia--was she more than just a weary mom, broken down by years of staying at home with her autistic son, Gabe, unable to give to anyone beyond him? Did she push Nate away, into the arms of others? Or was the truth more complicated that all of this? I have to hand it to Moretti--she was excellent at creating confusion and doubt. In addition to different perspectives, the novel shifts in time (before the birds fell, after the birds fell, before Lucia disappeared, etc.). It's a little tough to keep track of, but it also keeps you on your toes and always wondering, as you piece various parts of the puzzle together.

For me--even more than the mystery of what exactly happened with Lucia--the strength of this novel was the writing and the characters. I felt for them, even when I was frustrated with them. Moretti captures the angst and meanness of high school extremely well, portraying the cliques of a small town quite superbly. (I was reminded of WHEN WE WERE WORTHY, which I just finished.) I loved the juxtaposition of this being a small town, so the idea is that everyone knows everyone and everything, and yet there are so many secrets, so much unknown. Being a witness to Alecia and Nate's marriage is amazing-- you see firsthand how the events affect them and how they've reached this point. It's an incredibly realistic portrayal of marriage and of motherhood.

As you probably tell, I just really liked this novel. It's very well-written, with quite compelling characters. I worked out some of the plot, but it didn't stop me from reading at all. I think some of the emphasis on character development slows the story at places, but not in any detrimental way. This one will make you think, as well as intrigue you with what happened to Lucia. Quite worth the read.
  
It Comes At Night (2017)
It Comes At Night (2017)
2017 | Horror
Like feeling paranoid, tense and uneasy at the movies? This is for you! (0 more)
Slow build up fizzles to a pretty disappointing ending (0 more)
Tension packed, slow burner
I headed into ‘It Comes At Night’ in a similar way to when I saw ‘Get Out‘ a few months back – having seen a lot of positive four or five star buzz about it on my news feeds, but without actually seeing the trailer. I skimmed a couple of reviews this time, just to get a rough idea of what I was in for, and one of the words which seemed to crop up on a number of them was ‘unsettling’. Well, that sold it for me! Get Out is my favourite movie of the year so far, and I felt that my enjoyment of seeing that had been greatly improved having not seen the trailer, and with no expectations. So, I went into ‘It Comes At Night’ hoping for a similar experience.

The opening scene sets the tone for what’s to come. A sick old man listens to his daughter Sarah tell him she loves him. She’s wearing a protective gas mask, as are her husband and son. Husband Paul and son Travis then take grandpa out of the cabin they’re in, into the woods where they proceed to wrap him up in a sheet, shoot him in the head, roll him into a ditch and set fire to him. It becomes apparent that we’re in a post apocalyptic world where some kind of plague has taken hold, and Grandpa had unfortunately become infected. We’re not shown any TV news footage, we don’t hear any radio broadcast of any kind and there aren’t any zombies or infected people wandering around. There’s just this small family, out in the middle of nowhere and with no idea what state the rest of the world is currently in or how bad things are. They keep their cabin boarded up, with only one locked door for entry. They lead a lonely, basic existence, taking no chances with whatever is going on out in the rest of the world.

And then one night they’re awoken by somebody breaking in downstairs. A man who claims he thought the place was empty. He claims to be only out scavenging for water for his family. His name is Will and he says that he’s left his wife and young son behind some 50 miles away and is only interested in providing for them. Paul and his family don’t know whether to believe him and this feeling of uncertainty, paranoia and tension is something which takes hold and continues throughout the entire movie. Not knowing if Will is infected or not, they tie him to a tree overnight to see if infection sets in. When it doesn’t, they come to an understanding and agree to go and get Wills family and bring them back to the safety of the cabin. The family seem to integrate well, falling in line with Pauls strict routine of eating, washing and going to the toilet, and all seems to be going well for a while.

Sadly, I think the expectation of an experience similar to ‘Get Out’ affected my overall enjoyment of the movie. Sure I was tense and on edge for pretty much the whole movie, but I guess I was expecting it all to build up to something much more. It did reach a pretty intense finale of sorts, but then it just seemed to fizzle out until the credits rolled and a sense of overall disappointment set in. I don’t think I was the only one either. As I stood to leave the cinema, the guy across the aisle from me, along with a couple of others seated nearby, all kind of looked at each other in disbelief and with a ‘WTF?!’ expression. It was definitely a good movie, which deserves to be seen, but it just didn’t leave that much of a lasting impression on me.
  
MO
My One and Only
2
6.0 (3 Ratings)
Book Rating
I loved Kristin Higgins' last release, All I Ever Wanted. I loved that it was a good romance with good characters and no explicit sex scenes. I loved the dogs. I loved the quirks. I loved the family, I loved everything about it. I was psyched to get her new release.

Sadly, it was a huge disappointment.

There were a few things that stacked against her in the beginning and I figured they would be made up for later, but it didn't improve. First, the characters.

I didn't like the main character, Harper. She was pessimistic, nosey, had no filter from her brain to her mouth, and her view of marriage was slightly offensive to me (only because I'm a Christian and a romantic. Don't mess with me.). I figured by halfway through the story maybe she'd see things the way they were, or that at least someone would hit her over the head and tell her to get a grip, but nobody did. I didn't like her interior monologue either. She didn't swear, but she had a few expletives that were... raunchy. I don't mind the "d" word too much. But supplementing the word "Crotch" or other phrases of similar nature just doesn't sit well with me.

And her boyfriend had the mentality of a sixth grader. Not joking. We'll leave it at that. Moving on!

Then there was her Ex. He was hot stuff, and I could see how the two of them could make it work (their personalities played off each other) but I just didn't like him. He was totally ignorant of the mistakes he'd made, at the halfway through point where we finally learn the back-story of her and him I seriously wanted to beat him over the head with a baseball bat--or a Bible--and give him a lecture about what marriage meant because the guy didn't get it. I didn't want the two to get back together, because it would be a recipe for disaster all over again. By the looks of it, neither of them had learned from their mistakes!

Second, I knew what was going to happen. She broke up with her boyfriend, she was going to fall for Nick again, and they were going to get married. Again. And because I didn't give a rat's poo about the characters, I didn't really care what happened to them.

Third, there were editorial mistakes. Now I know it's rude to point those out because when you read something dozens of times, you miss stuff like that. I understand that. I'm a writer. But I'm also a Professional Writing major and an editor, and I proofread stuff and I write promotional material and I edit things. It's what I do. It's my job. When I read a published book and I find things like "/= in the middle of the paragraph, or a grammatical error that is definitely not dialect or part of the character's personality, it makes me angry.

Fourth: I don't remember Kristin Higgins being a poor writer, but this book was poorly written and full of fragments. Sentences go like this: Subject, Verb, Direct Object. Or, Actor, Action, Description. Rearranging this causes passive voice, which is never fun to read, even though it does raise the word count. Ellipses should be used sparingly. Two or three per book: not per page or per paragraph.

And, no offense, but the dog was retarded. I know I shouldn't complain about the dog because now I'm just being whiney. But really? Maybe I'm biased about dogs, but I can't stand anything that bounces when it barks, even when it is in a book.

So those are five reasons why I stopped halfway through the book. This one is going to PBS. Don't get me wrong, I will continue to read Kristin's books. I've got a few more of hers that I hope will be as great as All I Ever Wanted, but this book was not her best work.

Recommended: Ages 18+ (Please note I don't know what sort of content was in the second half of the book.)