Search
Search results
Emma @ The Movies (1786 KP) rated Underwater (2020) in Movies
Mar 5, 2020
Underwater was in my top picks for February, it looked like a cross between Deep Rising, Alien and a selection of Doctor Who episodes... I was definitely in.
Down on a drilling station in the Mariana Trench the researchers and crew are thrown into chaos as an earthquake rips through the facility. Desperately trying to get to their escape pods the handful of remaining crew gather to assess their options. They're short on equipment and their best hope appears to be making it to another part of the complex, the only problem? It's 2 miles across the ocean floor... in the pitch black... without a craft. Oh, and unbeknownst to them, they're not alone.
The film does a great job of its opening, diagrams, reports and images of the station and their mission give us instant background which allows us to drop right into (what feels like) the middle of a scene. It reminds me of various monster movies with some of the recent Godzilla ones having similar montages, I like it because there's always something new to pick up when you watch the film again. The other thing the opening does is use sound in a very interesting way, the music builds and when we land in the station it instantly cuts and gives you a feeling of isolation. Sandwich that with the chaos of the earthquake soon after and it gives you a very odd and almost uncomfortable feeling.
While I was impressed by the opening I was also confused. There's a moment where you see a massive horror trope that doesn't actually go anywhere, it was like some strange red herring. It felt like a deliberate misdirect, but I have no idea what the purpose would have been for it.
My mixed feelings didn't end there, in the ensuing chaos we get a slow-motion shot of Stewart flying backwards in an explosion... it didn't fit with any of the style around it and was the last effect I expected to see.
Shortly after this I was dealt another blow when they access the last transmission from another part of the station. These are peak creature feature moments, cast get to gasp and scream in distress and it gives us a sneak peek of what's to come... what we got wasn't clear and wasn't intriguing. Underwater is a film filled with classic tropes of multiple genres and yet it doesn't seem to carry through with any of them.
As the cast get out into the water the film does start to pick up. Cutting from helmet cam footage to inside the suits with the characters starts to build some of that intrigue that's been missing. It gets a little more claustrophobic and finally feels like the films I'd been hoping for.
This whole section is filled with great moments because we're finally becoming aware of a presence with them. In some ways it reminds me of Blair Witch, it does well to hide from us what they're actually up against, it's just a shadow or a movement on the edge of the light. That really got me back on board.
But these feelings were fleeting. All the tension was broken again. I do wonder if someone went "the tension should come in waves... because... water". The constant up and down didn't work for me.
From this point on I didn't feel much for the film. It's clear from the building of the story how the film is going to end, and even the big reveal moments weren't exciting.
Kristen Stewart has been appearing in a lot of things recently and I've never been a big fan but I was looking forward to her in this off the back of the last couple of films I saw her in. The most I can say is it was fine, there weren't any moments I hated, there weren't any that wowed me. The same is true for most of the cast in fact. I enjoyed T.J. Miller's comedic role but the light-heartedness it brought also became a little frustrating as the scripting seemed unnecessarily crass at time.
I can't fault the effects, it felt right and the magnitude of what they created underwater, and how they filmed it felt solid. With a little less underwater and a little more creature though, I think they would have been on to something.
The rollercoaster ride this story went on left me exhausted. The momentum was repeatedly lost and the intrigue wasn't there to hook me in. I can tell you that I will watch it again though. I know, after I just moaned about it and everything! There's definitely something in this film and I'm still struggling as to the reasons why it didn't click more with me, it feels like this is one that might benefit from a second viewing.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/03/underwater-movie-review.html
Down on a drilling station in the Mariana Trench the researchers and crew are thrown into chaos as an earthquake rips through the facility. Desperately trying to get to their escape pods the handful of remaining crew gather to assess their options. They're short on equipment and their best hope appears to be making it to another part of the complex, the only problem? It's 2 miles across the ocean floor... in the pitch black... without a craft. Oh, and unbeknownst to them, they're not alone.
The film does a great job of its opening, diagrams, reports and images of the station and their mission give us instant background which allows us to drop right into (what feels like) the middle of a scene. It reminds me of various monster movies with some of the recent Godzilla ones having similar montages, I like it because there's always something new to pick up when you watch the film again. The other thing the opening does is use sound in a very interesting way, the music builds and when we land in the station it instantly cuts and gives you a feeling of isolation. Sandwich that with the chaos of the earthquake soon after and it gives you a very odd and almost uncomfortable feeling.
While I was impressed by the opening I was also confused. There's a moment where you see a massive horror trope that doesn't actually go anywhere, it was like some strange red herring. It felt like a deliberate misdirect, but I have no idea what the purpose would have been for it.
My mixed feelings didn't end there, in the ensuing chaos we get a slow-motion shot of Stewart flying backwards in an explosion... it didn't fit with any of the style around it and was the last effect I expected to see.
Shortly after this I was dealt another blow when they access the last transmission from another part of the station. These are peak creature feature moments, cast get to gasp and scream in distress and it gives us a sneak peek of what's to come... what we got wasn't clear and wasn't intriguing. Underwater is a film filled with classic tropes of multiple genres and yet it doesn't seem to carry through with any of them.
As the cast get out into the water the film does start to pick up. Cutting from helmet cam footage to inside the suits with the characters starts to build some of that intrigue that's been missing. It gets a little more claustrophobic and finally feels like the films I'd been hoping for.
This whole section is filled with great moments because we're finally becoming aware of a presence with them. In some ways it reminds me of Blair Witch, it does well to hide from us what they're actually up against, it's just a shadow or a movement on the edge of the light. That really got me back on board.
But these feelings were fleeting. All the tension was broken again. I do wonder if someone went "the tension should come in waves... because... water". The constant up and down didn't work for me.
From this point on I didn't feel much for the film. It's clear from the building of the story how the film is going to end, and even the big reveal moments weren't exciting.
Kristen Stewart has been appearing in a lot of things recently and I've never been a big fan but I was looking forward to her in this off the back of the last couple of films I saw her in. The most I can say is it was fine, there weren't any moments I hated, there weren't any that wowed me. The same is true for most of the cast in fact. I enjoyed T.J. Miller's comedic role but the light-heartedness it brought also became a little frustrating as the scripting seemed unnecessarily crass at time.
I can't fault the effects, it felt right and the magnitude of what they created underwater, and how they filmed it felt solid. With a little less underwater and a little more creature though, I think they would have been on to something.
The rollercoaster ride this story went on left me exhausted. The momentum was repeatedly lost and the intrigue wasn't there to hook me in. I can tell you that I will watch it again though. I know, after I just moaned about it and everything! There's definitely something in this film and I'm still struggling as to the reasons why it didn't click more with me, it feels like this is one that might benefit from a second viewing.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/03/underwater-movie-review.html
Phillip McSween (751 KP) rated Ninja Assassin (2009) in Movies
Dec 2, 2019
Bland Characters Equals Meh Movie
A former member of a sect of secret ninjas escapes the clan, but has to fight for his life when the past catches up to him.
Acting: 4
I have seen paper bags act better than Rain the actor who plays main character Raizo. I think the screenwriters knew this and tried to mask his lack of chops with less lines, but it definitely didn’t work. He is as bland as the chicken I feed my dog when he has diarrhea. The rest of the crew isn’t terribly better and aren’t worth much of a mention.
Beginning: 10
The movie actually gets off to a great start. It starts off in a gangster hideout and an old man is giving one of the gangsters a tattoo. A letter shows up with black sand in it. Black sand is basically the kiss of death for these ninjas so it’s not too long after that bedlam ensues. Dope scene, got me excited to watch more.
Characters: 2
Cinematography/Visuals: 8
Conflict: 10
The action was also a plus. The beginning is definitely an indicator of things to come. You want crazy martial fighting? Check. Blood and gore? Blamo! Insane slowmo sequences? Coming right up. This is basically an action junkie’s wet dream. Actually, I think I’m giving it too much credit…
Entertainment Value: 7
Memorability: 7
Pace: 7
While I appreciate certain things like at least making an attempt at a backstory, there were other portions that slowed the movie down in a couple of spots. Like seriously, how much training do we need to see this dude do? A few rounds on the good ole speed bag will suffice for me, thanks. Nope, this dude is doing splits, using ninja swords, fighting air. I also thought they spent a bit too much time on the main detective Mika (Naomie Harris) researching the ninjas. Pretty painful, but mostly fine.
Plot: 8
I didn’t hate the story. As I mentioned above, it was cool that you got a look into Raizo’s earlier life in the ninja clan and what got him to where he was. Crappy character, but I appreciated the effort to develop him. While the story got sidetracked here and there, it got you from Point A to Point B fairly smoothly.
Resolution: 6
Overall: 69
What disappoints me most about Ninja Assassin is the sheer amount of potential it had. Because it didn’t invest in quality actors or working in characters we care about, there is little margin for error in the rest of the movie. It wants to be likable, yet it didn’t put in the work to earn your friendship. I do not recommend.
Acting: 4
I have seen paper bags act better than Rain the actor who plays main character Raizo. I think the screenwriters knew this and tried to mask his lack of chops with less lines, but it definitely didn’t work. He is as bland as the chicken I feed my dog when he has diarrhea. The rest of the crew isn’t terribly better and aren’t worth much of a mention.
Beginning: 10
The movie actually gets off to a great start. It starts off in a gangster hideout and an old man is giving one of the gangsters a tattoo. A letter shows up with black sand in it. Black sand is basically the kiss of death for these ninjas so it’s not too long after that bedlam ensues. Dope scene, got me excited to watch more.
Characters: 2
Cinematography/Visuals: 8
Conflict: 10
The action was also a plus. The beginning is definitely an indicator of things to come. You want crazy martial fighting? Check. Blood and gore? Blamo! Insane slowmo sequences? Coming right up. This is basically an action junkie’s wet dream. Actually, I think I’m giving it too much credit…
Entertainment Value: 7
Memorability: 7
Pace: 7
While I appreciate certain things like at least making an attempt at a backstory, there were other portions that slowed the movie down in a couple of spots. Like seriously, how much training do we need to see this dude do? A few rounds on the good ole speed bag will suffice for me, thanks. Nope, this dude is doing splits, using ninja swords, fighting air. I also thought they spent a bit too much time on the main detective Mika (Naomie Harris) researching the ninjas. Pretty painful, but mostly fine.
Plot: 8
I didn’t hate the story. As I mentioned above, it was cool that you got a look into Raizo’s earlier life in the ninja clan and what got him to where he was. Crappy character, but I appreciated the effort to develop him. While the story got sidetracked here and there, it got you from Point A to Point B fairly smoothly.
Resolution: 6
Overall: 69
What disappoints me most about Ninja Assassin is the sheer amount of potential it had. Because it didn’t invest in quality actors or working in characters we care about, there is little margin for error in the rest of the movie. It wants to be likable, yet it didn’t put in the work to earn your friendship. I do not recommend.
Gareth von Kallenbach (980 KP) rated Magic Mike (2012) in Movies
Aug 7, 2019
Depending on what you are looking for and what your expectations are going into it, the movie Magic Mike will either satisfy you or dissapoint you entirely.
Bad news first: If you are looking for a great plot, great storyline and phenomenal acting you will undoubtedly leave the theater disappointed.
Good news: If you are looking for a movie full of ‘good views’, some decent laughs, and men with rock-hard bodies with ripped muscles, you’ll get what you were looking for.
The movie Magic Mike, produced by Channing Tatum is loosely based on Tatum’s own experience before his acting career took off, when he spent a period of time earning a living as a male stripper. While working a roofing construction job, Mike (Tatum) meets Adam (Alex Pettyfer) and despite his young age, Mike befriends him and takes him out partying and, unbeknownst to Adam, to the strip club where Mikr works as a stripper. Mike introduces Adam to Dallas (Mathew McConaughey), the owner of the strip club, as The Kid.
.
During one of the club’s shows, one of the other strippers, “Tarzan” (Kevin Nash) passed out, and Mike pushes The Kid out on stage. It’s an awkward, unpolished performance, as one would expect from someone brand new to that particular scene, but The Kid proves to be a hit. When Adam realizes the income potential and allure of life as a stripper, he expresses interest in joining Magic Mike’s crew, and Mike and Dallas take him under their wings and teach him everything he needs to know to be successful in the business. They share tips, tricks, and outfit him with appropriate costumes. He quickly learns the dance moves and the importance of perfect timing when it comes to the pelvic thrust.
While the ‘main’ story line unfolded pretty well and the dancing and on-stage portion of the male revue club scenes were rather riveting, the attempt at bringing a romance into the story – first between Mike and Joanna (a Sociology student played by Olivia Munn) then Adam’s sister Brooke (Cody Horn) fell flat. It seemed awkward and forced, and there was no chemistry whatsoever. With a cast of stars such as McConaughey and Channing, one would expect a higher level of performance, but apparently the writer was counting on the sex appeal and dance scenes to carry the film. Instead, the audience was left with a series of awkward silences and uncomfortable, choppy dialog. Magic Mike left those in the audience that were looking for more than a two-hour male revue sadly disappointed.
We agreed that if you go wanting to see a ‘real’ movie with a ‘real’ storyline, Magic Mike rates 2 out of 5.
If you go with the expectations of ‘sex on a screen’ we rate this 4 of 5. And only 4 of 5 because we both felt uncomfortable with the ‘crotch in the face scenes’. But if you’re into that kinda thing, then by all means, 5 of 5.
Bad news first: If you are looking for a great plot, great storyline and phenomenal acting you will undoubtedly leave the theater disappointed.
Good news: If you are looking for a movie full of ‘good views’, some decent laughs, and men with rock-hard bodies with ripped muscles, you’ll get what you were looking for.
The movie Magic Mike, produced by Channing Tatum is loosely based on Tatum’s own experience before his acting career took off, when he spent a period of time earning a living as a male stripper. While working a roofing construction job, Mike (Tatum) meets Adam (Alex Pettyfer) and despite his young age, Mike befriends him and takes him out partying and, unbeknownst to Adam, to the strip club where Mikr works as a stripper. Mike introduces Adam to Dallas (Mathew McConaughey), the owner of the strip club, as The Kid.
.
During one of the club’s shows, one of the other strippers, “Tarzan” (Kevin Nash) passed out, and Mike pushes The Kid out on stage. It’s an awkward, unpolished performance, as one would expect from someone brand new to that particular scene, but The Kid proves to be a hit. When Adam realizes the income potential and allure of life as a stripper, he expresses interest in joining Magic Mike’s crew, and Mike and Dallas take him under their wings and teach him everything he needs to know to be successful in the business. They share tips, tricks, and outfit him with appropriate costumes. He quickly learns the dance moves and the importance of perfect timing when it comes to the pelvic thrust.
While the ‘main’ story line unfolded pretty well and the dancing and on-stage portion of the male revue club scenes were rather riveting, the attempt at bringing a romance into the story – first between Mike and Joanna (a Sociology student played by Olivia Munn) then Adam’s sister Brooke (Cody Horn) fell flat. It seemed awkward and forced, and there was no chemistry whatsoever. With a cast of stars such as McConaughey and Channing, one would expect a higher level of performance, but apparently the writer was counting on the sex appeal and dance scenes to carry the film. Instead, the audience was left with a series of awkward silences and uncomfortable, choppy dialog. Magic Mike left those in the audience that were looking for more than a two-hour male revue sadly disappointed.
We agreed that if you go wanting to see a ‘real’ movie with a ‘real’ storyline, Magic Mike rates 2 out of 5.
If you go with the expectations of ‘sex on a screen’ we rate this 4 of 5. And only 4 of 5 because we both felt uncomfortable with the ‘crotch in the face scenes’. But if you’re into that kinda thing, then by all means, 5 of 5.
Bob Mann (459 KP) rated Their Finest (2017) in Movies
Sep 29, 2021
Keep Calm and Carry on Writing.
In a well-mined category, “Their Finest” is a World War 2 comedy/drama telling a tale I haven’t seen told before: the story behind the British Ministry of Information and their drive to produce propaganda films that support morale and promote positive messages in a time of national crisis. For it is 1940 and London is under nightly attack by the Luftwaffe during the time known as “The Blitz”. Unfortunately the Ministry is run by a bunch of toffs, and their output is laughably misaligned with the working class population, and especially the female population: with their husbands fighting overseas, these two groups are fast becoming one and the same. For women are finding and enjoying new empowerment and freedom in being socially unshackled from the kitchen sink.
The brave crew of the Nancy Starling. Bill Nighy as Uncle Frank, with twins Lily and Francesca Knight as the Starling sisters.
Enter Catrin Cole (Gemma Arterton, “The Girl with all the Gifts“) who is one such woman arriving to a dangerous London from South Wales to live with struggling disabled artist Ellis (Jack Huston, grandson of John Huston). Catrin, stretching the truth a little, brings a stirring ‘true’ tale of derring-do about the Dunkirk evacuation to the Ministry’s attention. She is then employed to “write the slop” (the woman’s dialogue) in the writing team headed by spiky Tom Buckley (Sam Claflin, “Me Before You“).
One of the stars of the film within the film is ‘Uncle Frank’ played by the aging but charismatic actor Ambrose Hilliard (Bill Nighy, “Dad’s Army“, “Love Actually”). Catrin proves her worth by pouring oil on troubled waters as the army insist on the introduction of an American airman (Jake Lacy, “Carol“) to the stressful mix. An attraction builds between Catrin and Tom, but how will the love triangle resolve itself? (For a significant clue see the “Spoiler Section” below the trailer, but be warned that this is a major spoiler!).
As you might expect if you’ve seen the trailer the film is, in the main, warm and funny with Gemma Arterton just gorgeously huggable as the determined young lady trying to make it in a misogynistic 40’s world of work. Arterton is just the perfect “girl next door”: (sigh… if I was only 20 years younger and unattached!) But mixed in with the humour and the romantic storyline is a harsh sprinkling of the trials of war and not a little heartbreak occurs. This is at least a 5 tissue movie.
Claflin, who is having a strong year with appearances in a wide range of films, is also eminently watchable. One of his best scenes is a speech with Arterton about “why people love the movies”, a theory that the film merrily and memorably drives a stake through the heart of!
Elsewhere Lacy is hilarious as the hapless airman with zero acting ability; Helen McCrory (“Harry Potter”) as Sophie Smith vamps it up wonderfully as the potential Polish love interest for Hilliard; Richard E Grant (“Logan“) and Jeremy Irons (“The Lion King”, “Die Hard: with a Vengeance”) pop up in useful cameos and Eddie Marsan (“Sherlock Holmes”) is also touching as Hilliard’s long-suffering agent.
But it is Bill Nighy’s Hilliard who carries most of the wit and humour of the film with his pompous thespian persona, basking in the dwindling glory of a much loved series of “Inspector Lynley” films. With his pomposity progressively warming under the thawing effect of Sophie and Catrin, you have to love him! Bill Nighy is, well, Bill Nighy. Hugh Grant gets it (unfairly) in the neck for “being Hugh Grant” in every film, but this pales in comparison with Nighy’s performances! But who cares: his kooky delivery is just delightful and he is a national treasure!
Slightly less convincing for me was Rachael Stirling’s role as a butch ministry busybody with more than a hint of the lesbian about her. Stirling’s performance in the role is fine, but would this really have been so blatant in 1940’s Britain? This didn’t really ring true for me.
While the film gamely tries to pull off London in the Blitz the film’s limited budget (around £25m) makes everything feel a little underpowered and ’empty’: a few hundred more extras in the Underground/Blitz scenes for example would have helped no end. However, the special effects crew do their best and the cinematography by Sebastian Blenkov (“The Riot Club”) suitably conveys the mood: a scene where Catrin gets caught in a bomb blast outside a clothes shop is particularly moving.
As with all comedy dramas, sometimes the bedfellows lie uncomfortably with each other, and a couple of plot twists: one highly predictable; one shockingly unpredictable make this a non-linear watch. This rollercoaster of a script by Gaby Chiappe, in an excellent feature film debut (she actually also has a cameo in the propaganda “carrot film”!), undeniably adds interest and makes the film more memorable. However (I know from personal experience) that the twist did not please everyone in the audience!
Despite its occasionally uneven tone, this is a really enjoyable watch (particularly for more mature audiences) and Danish director Lone Scherfig finally has a vehicle that matches the quality of her much praised Carey Mulligan vehicle “An Education”.
The brave crew of the Nancy Starling. Bill Nighy as Uncle Frank, with twins Lily and Francesca Knight as the Starling sisters.
Enter Catrin Cole (Gemma Arterton, “The Girl with all the Gifts“) who is one such woman arriving to a dangerous London from South Wales to live with struggling disabled artist Ellis (Jack Huston, grandson of John Huston). Catrin, stretching the truth a little, brings a stirring ‘true’ tale of derring-do about the Dunkirk evacuation to the Ministry’s attention. She is then employed to “write the slop” (the woman’s dialogue) in the writing team headed by spiky Tom Buckley (Sam Claflin, “Me Before You“).
One of the stars of the film within the film is ‘Uncle Frank’ played by the aging but charismatic actor Ambrose Hilliard (Bill Nighy, “Dad’s Army“, “Love Actually”). Catrin proves her worth by pouring oil on troubled waters as the army insist on the introduction of an American airman (Jake Lacy, “Carol“) to the stressful mix. An attraction builds between Catrin and Tom, but how will the love triangle resolve itself? (For a significant clue see the “Spoiler Section” below the trailer, but be warned that this is a major spoiler!).
As you might expect if you’ve seen the trailer the film is, in the main, warm and funny with Gemma Arterton just gorgeously huggable as the determined young lady trying to make it in a misogynistic 40’s world of work. Arterton is just the perfect “girl next door”: (sigh… if I was only 20 years younger and unattached!) But mixed in with the humour and the romantic storyline is a harsh sprinkling of the trials of war and not a little heartbreak occurs. This is at least a 5 tissue movie.
Claflin, who is having a strong year with appearances in a wide range of films, is also eminently watchable. One of his best scenes is a speech with Arterton about “why people love the movies”, a theory that the film merrily and memorably drives a stake through the heart of!
Elsewhere Lacy is hilarious as the hapless airman with zero acting ability; Helen McCrory (“Harry Potter”) as Sophie Smith vamps it up wonderfully as the potential Polish love interest for Hilliard; Richard E Grant (“Logan“) and Jeremy Irons (“The Lion King”, “Die Hard: with a Vengeance”) pop up in useful cameos and Eddie Marsan (“Sherlock Holmes”) is also touching as Hilliard’s long-suffering agent.
But it is Bill Nighy’s Hilliard who carries most of the wit and humour of the film with his pompous thespian persona, basking in the dwindling glory of a much loved series of “Inspector Lynley” films. With his pomposity progressively warming under the thawing effect of Sophie and Catrin, you have to love him! Bill Nighy is, well, Bill Nighy. Hugh Grant gets it (unfairly) in the neck for “being Hugh Grant” in every film, but this pales in comparison with Nighy’s performances! But who cares: his kooky delivery is just delightful and he is a national treasure!
Slightly less convincing for me was Rachael Stirling’s role as a butch ministry busybody with more than a hint of the lesbian about her. Stirling’s performance in the role is fine, but would this really have been so blatant in 1940’s Britain? This didn’t really ring true for me.
While the film gamely tries to pull off London in the Blitz the film’s limited budget (around £25m) makes everything feel a little underpowered and ’empty’: a few hundred more extras in the Underground/Blitz scenes for example would have helped no end. However, the special effects crew do their best and the cinematography by Sebastian Blenkov (“The Riot Club”) suitably conveys the mood: a scene where Catrin gets caught in a bomb blast outside a clothes shop is particularly moving.
As with all comedy dramas, sometimes the bedfellows lie uncomfortably with each other, and a couple of plot twists: one highly predictable; one shockingly unpredictable make this a non-linear watch. This rollercoaster of a script by Gaby Chiappe, in an excellent feature film debut (she actually also has a cameo in the propaganda “carrot film”!), undeniably adds interest and makes the film more memorable. However (I know from personal experience) that the twist did not please everyone in the audience!
Despite its occasionally uneven tone, this is a really enjoyable watch (particularly for more mature audiences) and Danish director Lone Scherfig finally has a vehicle that matches the quality of her much praised Carey Mulligan vehicle “An Education”.
Movie Metropolis (309 KP) rated Chappie (2015) in Movies
Jun 11, 2019
A little rough around the edges
District 9 was a tough act to follow for first-time director Neill Blomkamp. His follow up to 2009’s sci-fi sleeper hit was the mediocre Elysium that whilst having a gargantuan budget and the likes of Jodie Foster and Matt Damon, failed on the most basic of levels – storytelling.
Here, Blomkamp returns a little wiser and much richer with Chappie. But does it hark back to the brilliance of District 9?
Chappie follows the story of the titular robot, created by Deon Wilson (Dev Patel), as he grows up in the violent city of Johannesburg. Due to the increasing crime rates, Wilson has created a force of robotic police officers, known as Scouts.
Despite the gritty nature of the film, the cityscapes are stunning with the sweeping shots of the South African metropolis perfectly blended with claustrophobic ruins and towering skyscrapers.
Hugh Jackman stars as ex-soldier Vincent Moore, a man hell bent on proving the capabilities of his own robot, The Moose, even if that means going against the protocols of his employers Tetravaal. Sigourney Weaver also stars as the CEO of the aforementioned corporation.
Unfortunately, side-lining Jackman and to a greater extent Weaver hurts the film. We see Chappie grow from a young child-like robot through to a young adult but Jackman and Weaver only show their faces for very brief moments at a time, though they manage to show their prowess in each scene.
Instead, we are lumbered with real-life pop group Die Antwoord in two roles as Chappie’s ‘mommy’ and ‘daddy’, and despite their decent acting skills and intriguing screen presence, they fail to make as much of an impression as the big names.
Chappie hits home hard and often on just how violent a species we are and the fact that the titular robot doesn’t understand why we can be so cruel only deepens the emotional connection forged for him.
Sharlto Copley, a Blomkamp staple, must be given high praise for crafting such a brilliant cast-member in the motion-captured Chappie. The robot rivals Caesar from Dawn of the Planet of the Apes for sheer realism, and credit must be given to the entire crew for making us feel for a character that has very few human characteristics.
Nevertheless, there is a real issue with the film’s narrative. There are moments of comedic brilliance that are hastily juxtaposed with ones of
sadness and gore, and despite Blomkamp’s best efforts to merge them together, it fails and this becomes increasingly evident in the film’s admittedly exciting finale.
Pacing, a blight that plagued Elysium, is again a problem here. The first 40 minutes of the film drag to such an extent that it feels much longer than its 2 hour running time. This is a huge shame as once it gets going, Chappie rarely lets up until the end credits roll.
Overall, despite not reaching the dizzying heights of the brilliant District 9, director Neill Blomkamp is back on the right track and has crafted a beautifully shot, richly detailed and hugely emotional film – despite his insistence on pushing the most intriguing human characters into the background.
Like the titular character himself, Chappie is charming, if a little rough around the edges and has a lack of story definition, but if you’re a fan of Blomkamp’s work, there’s no reason why you’d be disappointed with what’s on offer.
https://moviemetropolis.net/2015/03/08/a-little-rough-around-the-edges-chappie-review/
Here, Blomkamp returns a little wiser and much richer with Chappie. But does it hark back to the brilliance of District 9?
Chappie follows the story of the titular robot, created by Deon Wilson (Dev Patel), as he grows up in the violent city of Johannesburg. Due to the increasing crime rates, Wilson has created a force of robotic police officers, known as Scouts.
Despite the gritty nature of the film, the cityscapes are stunning with the sweeping shots of the South African metropolis perfectly blended with claustrophobic ruins and towering skyscrapers.
Hugh Jackman stars as ex-soldier Vincent Moore, a man hell bent on proving the capabilities of his own robot, The Moose, even if that means going against the protocols of his employers Tetravaal. Sigourney Weaver also stars as the CEO of the aforementioned corporation.
Unfortunately, side-lining Jackman and to a greater extent Weaver hurts the film. We see Chappie grow from a young child-like robot through to a young adult but Jackman and Weaver only show their faces for very brief moments at a time, though they manage to show their prowess in each scene.
Instead, we are lumbered with real-life pop group Die Antwoord in two roles as Chappie’s ‘mommy’ and ‘daddy’, and despite their decent acting skills and intriguing screen presence, they fail to make as much of an impression as the big names.
Chappie hits home hard and often on just how violent a species we are and the fact that the titular robot doesn’t understand why we can be so cruel only deepens the emotional connection forged for him.
Sharlto Copley, a Blomkamp staple, must be given high praise for crafting such a brilliant cast-member in the motion-captured Chappie. The robot rivals Caesar from Dawn of the Planet of the Apes for sheer realism, and credit must be given to the entire crew for making us feel for a character that has very few human characteristics.
Nevertheless, there is a real issue with the film’s narrative. There are moments of comedic brilliance that are hastily juxtaposed with ones of
sadness and gore, and despite Blomkamp’s best efforts to merge them together, it fails and this becomes increasingly evident in the film’s admittedly exciting finale.
Pacing, a blight that plagued Elysium, is again a problem here. The first 40 minutes of the film drag to such an extent that it feels much longer than its 2 hour running time. This is a huge shame as once it gets going, Chappie rarely lets up until the end credits roll.
Overall, despite not reaching the dizzying heights of the brilliant District 9, director Neill Blomkamp is back on the right track and has crafted a beautifully shot, richly detailed and hugely emotional film – despite his insistence on pushing the most intriguing human characters into the background.
Like the titular character himself, Chappie is charming, if a little rough around the edges and has a lack of story definition, but if you’re a fan of Blomkamp’s work, there’s no reason why you’d be disappointed with what’s on offer.
https://moviemetropolis.net/2015/03/08/a-little-rough-around-the-edges-chappie-review/
Bob Mann (459 KP) rated Passengers (2016) in Movies
Sep 29, 2021
Guilt trip.
“Passengers” is not a film that you can really talk about in much depth without straying into spoiler territory, so I will break my normal tradition of my reviews being entirely “Spoiler Free” and add a further discussion (but below the Fad Rating, so you are safe ‘til there).
The backdrop for “Passengers” is the spaceship “Avalon”, on a 120 year trip taking Earth colonists to the new world of “Homestead 2”. Following an ‘incident’ the story finds two individuals – Jim Preston, played by Chris “Jurassic World” Pratt, and Jennifer “Joy” Lawrence – as the only passengers awake on the automated ship among 5000+ other slumbering souls. It rather goes without saying that with two attractive and bankable Hollywood stars and nothing else to do, the two ‘get it on’. With things on the ship going from bad to worse, the two must work as a team to try to save the ship, crew and fellow passengers from disaster.
As a fan of sci-fi, I’ll start with a positive that the Avalon is a gloriously rendered spacecraft, and many of the scenes of space walking present beautiful cinematography (by Rodrigo Prieto of “The Wolf of Wall Street” and “Argo”). Many of the other special effects in the film – led by special effects supervisor Daniel Sudick, of the Marvel franchise – are spectacularly good, especially one which demonstrates why the lifeguards closed the pool on the International Space Station!
The overall premise of the film is also original and well-conceived, setting up the backdrop for some serious post-watch ethical debate (see spoiler section).
Where the wheels came off for me though is with the script by Jon Spaihts (“Prometheus”, “Doctor Strange”). Some of the dialogue is just appallingly trite, and some of the supposed capabilities of our hero, Preston, are laughable. For example, he possesses an uncanny ability as “an engineer” to open a cabinet of electronics, scan the circuits and say “Nope – that all looks fine”: the next time my washing machine controller packs in, he’s going to be on my speed-dial for sure! And (cue trite line – “every component on the ship has a spare”) Preston immediately finds the required part (curiously, it’s right next to the failing component and not in Bay 67 on cargo deck 327!) and knows how to plug and play it as required.
Chris Pratt; Jennifer Lawrence
Pratt and Lawrence, with Pratt about to debug my washing machine controller just by looking at it.
But, for me, there was one particularly dire point in the script where Spaihts obviously forgets which film he’s writing the scene for and ‘goes superhero’: oh, hang on, Preston doesn’t HAVE any superhero powers! For me, any goodwill the story had built up through to that point get vented into space.
The director is Morten Tyldum, whose “Headhunters” I really enjoyed but who is probably more famous for “The Imitation Game”. Not overawed by the production’s scale, he does a great job of getting good performances out of the rather wooden action hunk that is Chris Pratt and the reliable Oscar-winner Jennifer Lawrence who (apart from one dramatic and emotional scene) the script doesn’t really stretch. Michael Sheen is also a great watch as the witty and dry android bar-tender.
In summary, this was a nice premise with great special effects and gorgeous production design, but frustratingly let down with a weak screenplay. With a better script and another 10% of tweaking, this could have been a real sci-fi classic.
The backdrop for “Passengers” is the spaceship “Avalon”, on a 120 year trip taking Earth colonists to the new world of “Homestead 2”. Following an ‘incident’ the story finds two individuals – Jim Preston, played by Chris “Jurassic World” Pratt, and Jennifer “Joy” Lawrence – as the only passengers awake on the automated ship among 5000+ other slumbering souls. It rather goes without saying that with two attractive and bankable Hollywood stars and nothing else to do, the two ‘get it on’. With things on the ship going from bad to worse, the two must work as a team to try to save the ship, crew and fellow passengers from disaster.
As a fan of sci-fi, I’ll start with a positive that the Avalon is a gloriously rendered spacecraft, and many of the scenes of space walking present beautiful cinematography (by Rodrigo Prieto of “The Wolf of Wall Street” and “Argo”). Many of the other special effects in the film – led by special effects supervisor Daniel Sudick, of the Marvel franchise – are spectacularly good, especially one which demonstrates why the lifeguards closed the pool on the International Space Station!
The overall premise of the film is also original and well-conceived, setting up the backdrop for some serious post-watch ethical debate (see spoiler section).
Where the wheels came off for me though is with the script by Jon Spaihts (“Prometheus”, “Doctor Strange”). Some of the dialogue is just appallingly trite, and some of the supposed capabilities of our hero, Preston, are laughable. For example, he possesses an uncanny ability as “an engineer” to open a cabinet of electronics, scan the circuits and say “Nope – that all looks fine”: the next time my washing machine controller packs in, he’s going to be on my speed-dial for sure! And (cue trite line – “every component on the ship has a spare”) Preston immediately finds the required part (curiously, it’s right next to the failing component and not in Bay 67 on cargo deck 327!) and knows how to plug and play it as required.
Chris Pratt; Jennifer Lawrence
Pratt and Lawrence, with Pratt about to debug my washing machine controller just by looking at it.
But, for me, there was one particularly dire point in the script where Spaihts obviously forgets which film he’s writing the scene for and ‘goes superhero’: oh, hang on, Preston doesn’t HAVE any superhero powers! For me, any goodwill the story had built up through to that point get vented into space.
The director is Morten Tyldum, whose “Headhunters” I really enjoyed but who is probably more famous for “The Imitation Game”. Not overawed by the production’s scale, he does a great job of getting good performances out of the rather wooden action hunk that is Chris Pratt and the reliable Oscar-winner Jennifer Lawrence who (apart from one dramatic and emotional scene) the script doesn’t really stretch. Michael Sheen is also a great watch as the witty and dry android bar-tender.
In summary, this was a nice premise with great special effects and gorgeous production design, but frustratingly let down with a weak screenplay. With a better script and another 10% of tweaking, this could have been a real sci-fi classic.
Purple Phoenix Games (2266 KP) rated Space Kraken in Tabletop Games
Jul 22, 2021
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L
Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!
A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.
The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.
Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.
Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
Abby Monkey Basic Skills Pre K
Games and Education
App
***** Winner of prestigious Recommended Seal awarded by Parents’ Choice Award Program *****...
Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.