Search

Search only in certain items:

American Heist (2015)
American Heist (2015)
2015 | Action, Drama
7
7.0 (1 Ratings)
Movie Rating
Story: American Heist starts with James (Christensen) waiting before starting to look for someone then an explosion surprises him bring us back a day in time where we follow James going about his everyday life. James has a brother Frankie (Brody) fresh out of prison being picked up by his criminal connection Sugar (Akon) who keeps him happy with drinks, drugs and girls on his first night out before meeting the boss Ray (Kittles).

James has turned his life around where he now works on the straight life working as a mechanic, he sees an old flame Emily (Brewster) back in town where James sees his life moving in the right direction. Frankie turns up to see his brother’s life after ten years locked away. Frankie arranges to meet for drinks with James which leads to him discussion a new job opportunity which leads us back to the opening scene where James gets tricked into a job as Frankie is trying to repay his debts.

Ray has assembled a team to pull off an elaborate bank robbery which will finally see Frankie pay back the debts he owes because James has the skills to get part of the plan done.

American Heist is a story that does seem to follow the traditional idea of a recently released from prison criminal goes straight back into the criminal world even if it isn’t fully his desire. We also see how the man thinking he has escaped from the criminal world gets dragged back in for one more job. This side of the story has been done before but is does really push the two brothers on an emotional level. When it comes to the actual heist it does become the secondary story behind the brothers relationship with the preparation being a quick flash scene and like most heist films go completely wrong. The story will have to go down as a solid entry into the genre but won’t be a film climbing into anyone’s best. (7/10)

 

Actor Review

 

Hayden Christensen: James is the former criminal who has turned his life around with a clean cut job where he is trying to get his own business, his life may not be perfect but he is happy that everything is all legal now. When his brothers released from prison he ends up caught up trying to pay off Frankie’s debts forced into working for criminal Ray. Hayden continues to try and recover from the criticism he got for Star Wars with another anti pretty boy film where he tries to play tough but doesn’t quite pull it off. (6/10)

james

Adrien Brody: Frankie is James’ brother who fresh out of prisoner does straight back into his criminal underworld where criminal boss Ray wants both Frankie and James to work for him. Frankie went through a lot in prison and always stood up for his brothers, as well as helping him become the man he is now. Adrien gives a performance you would expect from an Oscar winner, he does show his skills but sometimes feels like he is overacting to the situations. (7/10)

 frankie

Jordana Brewster: Emily is the old flame who comes back into James’ life. Emily just so happens to be a dispatch caller for the police which could make the bank job all that much harder as Emily and James start rekindling their romance. Jordana does a good job but really doesn’t get enough screen time for the romantic angle in the story. (6/10)

 

Akon: Sugar is the second in command to Ray who gets the dirty jobs done when other people won’t get involved. Akon does make a good supporting actor never trying to over act like many musicians do when they enter the acting world. (7/10)

 

Tory Kittles: Ray is the criminal who helped Frankie in prison leaving him being owed a favour from Frankie when he finally gets out. Ray makes Frankie bring James back into the criminal world to take part in an elaborate heist. Tory makes for a good emotionless tough criminal who believes in every word he is saying. (7/10)

 

Support Cast: American Heist doesn’t really have many more characters involved in the story, we have the generic characters trying to chase down the criminals and the members of the group trying to pull off the heist.

 

Director Review: Sarik Andreasyan – Sarik gives us a solid heist film that really does focus on the relationship between the two brothers who have gone down different paths but must work together one last time. (7/10)

 

Action: American Heist keeps the action in a realistic level apart from one moment, making each feel like it could be a real heist and aftermath. (7/10)

Drama: American Heist creates a dysfunctional relationship between the two brothers which helps show just how far they would go for each other. (7/10)

Settings: American Heist keeps the settings in location where you would imagine the characters would want to turn to crime to end all the suffering they are going through. (8/10)

Suggestion: American Heist is one to try, I do think if you are a fan of the genre you will enjoy but there is only so much you can do with a heist film without fully copying anything else. (Try It)

 

Best Part: I really liked how the film ended, but can’t give it away.

Worst Part: How James gets pulled into the criminal world again.

Action Scene Of The Film: Ray’s escape attempt.

 

Believability: The heist feels like it could be how a real one would end, but the relationship side mixed with the heist not so. (4/10)

Chances of Tears: No (0/10)

Chances of Sequel: No

Post Credits Scene: No

Similar Too: Kill Point (TV Show)

 

Oscar Chances: None

Budget: $10 Million

Runtime: 1 Hour 34 Minutes

 

Overall: American Heist will go down as an emotionally gritty heist film about two brothers.

https://moviesreview101.com/2015/05/26/american-heist-2015/
  
Xenohunters
Xenohunters
2021 | Horror, Science Fiction
What do you find absolutely terrifying? A great many things are on my list, and one of them happens to be the main theme for Xenohunters – heroes attempting to blow up a space station that has been overrun by hostile alien threats, but said aliens are adept at sneaking and can rise up just before you and deliver a deadly blow. I know I can’t be the only one shuddering at THAT thought. So when my friends over at Half-Monster Games contacted me about previewing their new game I knew I was in for one crazy ride.

In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.

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


To setup consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.

Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.


Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.

Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.

Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.

So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.

I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.

I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
  
Her Last Goodbye
Her Last Goodbye
10
10.0 (1 Ratings)
Book Rating
Contains spoilers, click to show
As with any mystery, it is amazing to have that suspense with a tad bit of danger. After all, the excitement is in the wondering who did what and what may have caused an event to happen. However, Her Last Goodbye is more than just that. It allows the reader to see into some of the worries and dangers it is to be a parent, how romance can lead to vulnerable states of mind (which we all know can lead to some acts of intimacy), as well as how some people have some complicated views on how a relationship should work. It was even more shocking and terrifyingly real than the first book in the Morgan Dane series. I found myself ridden with anxiety, fear, and concern through out the book. Having so many difficult situations to have to sort through and ideas, I found this book hard to put down, even when it got too intense to keep reading at the moment.



First of all, Morgan having three children is always nice to see. With her concern about her children's livelihood always about her, it wasn't hard for her to connect with the missing woman, Chelsea, who was a mother of 2 small children, and how she wasn't likely to leave her children that she adored so much. It was, however, rough for her to try to come up with clues and facts to prove that the woman just didn't run away from her family. To see Morgan struggle through that idea and then to end up having her own children threatened on multiple occasions by a variety of men, only made things worse. I found those parts exceptionally hard to read. Having a child myself, I don't think I would have been as rational or as brave as she was. Just the thought of the things she went through and the ideas of a mother just abandoning her children, has me shaken. Even though, as stated in the book, mothers sometimes do strange things like that, it still isn't easy to process or understand. Then to watch a mother go into Mama Bear mode to protect her own, kept my own mind whirling. I like to think I would do anything to protect my daughter, but my own problem with conflict would have been enough to make sure I got out of whatever situation that would put me in that rough spot. It had fuel Morgan even more though. She pushed harder to find and get rid of the person behind her own children's danger. This only makes her even more loveable. It is actually inspiring to have such a strong woman character, who would do anything to protect her loved ones. I can't help but feel more drawn to her in this book, and I feel that my admiration and love for her will grow in the future. Even so, I still found a lot of other disturbing things within the story.



We all know that there are people out there who believe women should be completely submissive to men, but it was still really hard to read and stomach a character who had this belief. To kidnap, condition, and even train another person seems extremely harsh, yet a they existed. I found it harder to read how they would torture another human being to break their mind and their spirit, just to train a woman to think and be something they weren't. Especially when said person was supposedly in love with their prey. I did find it inspiring on how, even being tortured, a woman can overcome it and try to escape and get back to her family. In fact, the thought of her family propelled her and kept her trying to get back home. It really made me happy to see that family was her motivation. Though, it was rough to get through, it made me wonder how many women could go through what she had and still find the courage and strength to keep trying to figure out a way to escape and get home. Even though, it was clear she was traumatized, it was clear she was more concerned with getting home to her children than how she could be caught and tortured and punished for trying. I found this to be a pleasant idea to have about someone who was captured. After all, wouldn't you end up within just a few days of being hurt over and over, give up and just conform to whoever was trying to condition you was ways? I probably would have. But this woman character definitely shed some light how nothing else mattered where your family is concern.



I found how strong feelings for someone and their family can really change how you view things to be a nice delight. I hadn't expected Lance to end up falling for Morgan's children the way he did to happen. It had been hinted that he loved and wanted a relationship with Morgan, but to see him fall in love with her girls and want to protect them as much as Morgan did, was really a pleasant sight. I know there are men out there like that, but its still rare and to see how his love for Morgan ends up extending to her children was just the right about of sentiment and love the book need to keeps things from going overboard. I enjoyed how he tried his best to make sure her girls were safe and even let them into his house to keep them protected, to be exhilarating and touching. It is always nice to have some wholesome love and concern to help break up some of the tension in a storyline and Leigh's way of adding this to Lance's character was a nice call. It helped keep the danger presented while showing a parental side to Lance and offering up how your friends and potential lover's can easily adore your children as much as you do.



Overall, I would rate Melinda Leigh's Her Last Goodbye 5 stars out of 5 stars for how well written and emotional filled the book was. It could stand alone as it gives refreshers on what happened in the last book, as well as had its own storyline. Though, the character developments increased and they continued to grow through out the story, the reader wouldn't feel like they missed a whole lot by reading this book first. I have to say that has to be something that is delightful. After all, wouldn't is just bite if you had to read the first book to even think about picking up the second. Sometimes you don't always realize what you are grabbing and having a series that has books that could stand alone if they needed to, makes it so much easier to start by whatever book you happen to pick up first. I definitely recommend this book to all our thrill seekers. Its not for the faint of heart, but is still extremely excellent to read.
  
John Carpenter's Vampires (1998)
John Carpenter's Vampires (1998)
1998 | Horror
8
6.7 (9 Ratings)
Movie Rating
A group of eccentric vampire hunters lead by the rugged and cold-hearted Jack Crow (James Woods) never really stop working. Taking great pride in the fruits of their labor, they work hard and play even harder as their celebrations after a job well done consist of alcohol flowing freely and plenty of women to take their minds off of work. But this particular job didn't go exactly as planned and it's weighing heavily on the mind of Jack Crow. Even after killing what's referred to as a "nest" of nine vampires, the master was no where to be found. Hardly a reason to celebrate in Jack's eyes. Unfortunately, his gut instinct was right as things get a hell of a lot worse for Jack's team when the master shows up to their little shindig. But this master is different from the others; stronger, more powerful, and why does he know Jack's name? There's something more elaborate going on and Jack Crow is going to find out exactly what it is while eradicating as many vampires as he possibly can along the way.

Judging by the ratings this film has (34% fresh on Rotten Tomatoes, 5.8/10 on IMDb), I guess it's safe to say that this could be a guilty pleasure of mine. I love most of John Carpenter's work and I really enjoyed his take on vampires. Jack Crow is certainly reason alone to sit through this and although the character originated in John Steakley's novel, I feel Crow is just as strong of a character in Carpenter's world as Snake Plissken from Escape From New York. Even though he's basically a mean spirited SOB, you can't help but sympathize with the character as the film moves on. Considering all that's happened to him in his lifetime, he seems to be a decent guy deep down underneath that extremely thick and rough exterior. His dialogue was also a lot of fun. Gems such as him asking Father Adam Guiteau if he had wood after the fight they just had or when he's explaining the true mythos behind vampires and to "forget whatever you've seen in the movies" was just classic.

Other than Jack Crow, I actually really enjoyed the storyline which seemed to be a breaking point for a lot of people. A vampire seeking a black cross to finish a reverse exorcism, so he can walk in daylight without turning to dust. Only Carpenter could pull something like that off. Their methods of killing vampires were also a bit more original and unorthodox compared to other vampire films of the past. Jack Crow would shoot an arrow from a crossbow, which would be attached to a wire on the bottom of a jeep that would be reeled in by Daniel Baldwin's Anthony Montoya that would drag the vampire into the sunlight where their body would burst into flames. Maybe it's considered cheesy to some, but it was refreshing to see something different for a change. As big of a horror fan that I am, I don't really think of myself as a fan of vampires. I'm not sure if it's because I'm picky or because it seems like everything is being recycled when it comes to storylines in horror films these days, but I like to think when a vampire film does make an impact on me that it says more than the average horror film containing vampires.

John Carpenter, the master of horror, delivers a refreshing and interesting take on vampires with the aptly named Vampires. It also dawns another strong lead character in a Carpenter film in the form of Jack Crow and contains some of the most witty and enjoyable dialogue of any horror film from the late '90s. The storyline is also magnificently peculiar, which is a definite plus in my book. This would definitely make my list of favorite vampire films, if I ever decided to make one. If you're a fan of John Carpenter and haven't seen this gem, I highly recommend doing so. Or if you have, maybe it's time to dust it off and give it another watch.
  
Sisters of Summer's End (Summer Resort #2)
10
10.0 (1 Ratings)
Book Rating
I was wondering where the sisters would come in to play at Coopers Charm RV park since after reading the first book, Coopers Charm, and knowing there was only one set of sisters residing at the park and they had their story line in the first book. After finishing this book I realized sisters don’t have to be defined by blood only. The best kind of family is the ones we pick for ourselves.

Joy has had a single focus in life since she became a mother to Jack. Once her family disowned her, she set out to make a life for her and her baby and almost 6 years later she has found her stride. Living and working at Coopers Charm has been a dream come true, having taken pity on her pregnant self and hiring her on the spot while providing an apartment, Cooper saved her life and soul. These people are her family now and she hasn’t looked back.

Royce has looked to make a change in his life since his mother passed away. Buying the old drive in seemed like the perfect way to escape all of life’s hardships and taking care of himself unencumbered. He never counted on Joy or Jack working their way into not only his life but also his heart.

Secondary in this novel is the story of Maris and Daron. We met both these characters, and got a hint of their flirtation/denial in Cooper’s Charm. Maris is a fiercely independent woman who wants nothing to do with playboy Daron. Or at least that is what she keeps telling herself and anyone that asks. Her body may argue that point with her mind. Daron has pursued Maris for years, knowing deep in his soul that she is the one for him above anyone else. Having her refuse his advances all these years has just made him want her more. When she finally decides it is ok to act on her feelings and still be the independent woman she desires to be, she jumps all in with Daron.

Joy, Royce, Daron and Maris have a romantic fall season at Coopers Charm RV park. They navigate the newness of relationships while trying to maintain so type of normalcy with the lives they’ve come to appreciate. When Joy’s mother makes an unexpected appearance in her life again, Joy needs to reevaluated and make choices that will affect her future as well as Jack’s.

Once again I am taken to a fictional place with wonderful characters that make me want to search them out in real life. The people of Coopers Charm RV resort come together to form stronger bonds than most families will ever experience in their lifetime. 5 out of 5 stars for this wonderful story of friendship, sisterhood and family that I read and reviewed in advance without any expectations. I’m hoping to return to Coopers Charm sooner rather than later, to catch up with these friends who have formed lifelong bonds.
  
Spy Club
Spy Club
2018 | Card Game, Deduction, Murder & Mystery
You guys have heard of “Where in the World is Carmen Sandiego?” The globetrotting super-spy who is hard to pin down? Well imagine what she may have been like as a young person. I bet she had her own spy club. And now we have a game to play to emulate what it may have been like in such a club. **This game has nothing to do with Carmen Sandiego.


Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!

A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.


Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.

After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.

Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.


Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.

There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!

I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.

I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.