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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”.
Darren (1599 KP) rated Alien Abduction (2014) in Movies
Jun 20, 2019
Story: Alien Abduction starts by informing us this is based on actual footage found, *sigh*. This before going off to show us footage that looks like is being shot through a pair of fingers with screaming in the background. All this and the camera gets dropped out the spacecraft. The film then decides to inform us about The Brown Mountain Lights a location in North Carolina that has a high disappearance rate. Time for the experts and locals to give us their stories about what has been happening and a theory behind what is happening. More reading before we find out who the camera belonged too.
Oh great now the film starts with the Morris family and their camcorder holiday being filmed by autistic 11 year old boy Riley (Polanski). The family which includes Katie (Sigismund), Corey (Eid), Jillian (Clare) and Peter (Holden) are camping out around the The Brown Mountain. On the first night the children see UFOs in the sky and film it but don’t seem to rewind and watch it. The family continues their trip and gets lost while travelling to the next location and the family finds themselves stranded very low on gas. What the family finds next is a string of abandoned cars blocking the road and investigating the tunnel they find themselves under attack from aliens.
We now have to deal with an over panicked family running for their lives against an enemy they can’t imagine beating. The family makes out hiding with generic redneck Sean (Bowser) where they have to survive the night.
Alien Abduction started off by really annoying me for first 5 odd minutes because of the amount of reading on a found footage film is too much. One thing that always annoys me with found footage is bad decision and this is filled with them starting very early on. Let’s list them panicking too much, turning the light on in the dark so the aliens know where you are, not turning around after finding plenty of abandoned cars and finally after the first light sighting why didn’t you just pack up and go home. I know a lot of these found footage films criticise why they carry on filming but I think this one gets away with it by making the kid autistic and needs to film everything to keep him happy. In the end this does have good scares but not original ones and you never really end up feeling truly scared as everything unfolds because you know how it ends thanks to the beginning. (4/10)
Actor Review
Katherine Sigismund: Katie Morris is the mother of the family who is all out to protect her family from the aliens, she tries to stay strong after the early loss of the father. Katherine does a solid job by making us feel like she really is the mother of the house. (6/10)
Corey Eid: Corey Morris is the eldest son who has to become the man after his father sacrifices himself to save the rest of the family. Corey does solid job and like most of the cast we really do believe they are just a family. (6/10)
Riley Polanski: Riley Morris is our autistic cameraman and we see nearly the whole film from his point of view, this helps use try and get into the idea of the fear he would be going through watching his family being picked off one by one. It is hard to rate someone behind the camera. (5/10)
Jillian Clare: Jillian Morris is the only daughter of the family who has to try and help keep Riley safe once the aliens start turning up. Jillian gives a solid performance but never really shines. (6/10)
Jeff Bowser: Sean is the nice redneck who lives in and around the mountains that helps the family try and survive the horror that is out there waiting for them. Jeff does a solid job and his character constantly turning up makes us believe they could survive. (6/10)
Support Cast: Alien Abduction doesn’t really have much of a supporting cast with the only character we actual meet in the father of the family who doesn’t last too long.
Director Review: Matty Beckerman – Matty does a solid job with the scares, but gave away too much information about the location because there was no reason or chance for the characters to learn about the history. (5/10)
Horror: Alien Abduction enters the found footage horror genre nicely but will end up going down as a standard one. (7/10)
Sci-Fi: Alien Abduction uses the alien abduction well but never really makes us see more than we need to about the ship. (6/10)
Thriller: Alien Abduction never lets you care about the characters because you know what happens at the end, not all found footage films need everyone to die. (6/10)
Settings: Alien Abduction puts us in a location that could very well have unexplained experiences happening there but surely people would suggest not going there on a camping trip. (8/10)
Suggestion: Alien Abduction is one for the found footage fans out there to try it isn’t special but does have its good moments. (Found Footage Fans Try)
Best Part: Not holding back with the first alien encounter.
Worst Part: Too much given away early on with the reading.
Kill Of The Film: Katie
Believability: No (0/10)
Chances of Tears: No (0/10)
Chances of Sequel: No
Post Credits Scene: Yes there are two.
Similar Too: VHS 2 Alien Abduction part.
Oscar Chances: No
Runtime: 1 Hour 25 Minutes
Tagline: Fear The Lights
Overall: Found Footage falls from the sky here, literally.
https://moviesreview101.com/2016/01/22/movie-reviews-101-halloween-midnight-horror-alien-abduction-2014/
Oh great now the film starts with the Morris family and their camcorder holiday being filmed by autistic 11 year old boy Riley (Polanski). The family which includes Katie (Sigismund), Corey (Eid), Jillian (Clare) and Peter (Holden) are camping out around the The Brown Mountain. On the first night the children see UFOs in the sky and film it but don’t seem to rewind and watch it. The family continues their trip and gets lost while travelling to the next location and the family finds themselves stranded very low on gas. What the family finds next is a string of abandoned cars blocking the road and investigating the tunnel they find themselves under attack from aliens.
We now have to deal with an over panicked family running for their lives against an enemy they can’t imagine beating. The family makes out hiding with generic redneck Sean (Bowser) where they have to survive the night.
Alien Abduction started off by really annoying me for first 5 odd minutes because of the amount of reading on a found footage film is too much. One thing that always annoys me with found footage is bad decision and this is filled with them starting very early on. Let’s list them panicking too much, turning the light on in the dark so the aliens know where you are, not turning around after finding plenty of abandoned cars and finally after the first light sighting why didn’t you just pack up and go home. I know a lot of these found footage films criticise why they carry on filming but I think this one gets away with it by making the kid autistic and needs to film everything to keep him happy. In the end this does have good scares but not original ones and you never really end up feeling truly scared as everything unfolds because you know how it ends thanks to the beginning. (4/10)
Actor Review
Katherine Sigismund: Katie Morris is the mother of the family who is all out to protect her family from the aliens, she tries to stay strong after the early loss of the father. Katherine does a solid job by making us feel like she really is the mother of the house. (6/10)
Corey Eid: Corey Morris is the eldest son who has to become the man after his father sacrifices himself to save the rest of the family. Corey does solid job and like most of the cast we really do believe they are just a family. (6/10)
Riley Polanski: Riley Morris is our autistic cameraman and we see nearly the whole film from his point of view, this helps use try and get into the idea of the fear he would be going through watching his family being picked off one by one. It is hard to rate someone behind the camera. (5/10)
Jillian Clare: Jillian Morris is the only daughter of the family who has to try and help keep Riley safe once the aliens start turning up. Jillian gives a solid performance but never really shines. (6/10)
Jeff Bowser: Sean is the nice redneck who lives in and around the mountains that helps the family try and survive the horror that is out there waiting for them. Jeff does a solid job and his character constantly turning up makes us believe they could survive. (6/10)
Support Cast: Alien Abduction doesn’t really have much of a supporting cast with the only character we actual meet in the father of the family who doesn’t last too long.
Director Review: Matty Beckerman – Matty does a solid job with the scares, but gave away too much information about the location because there was no reason or chance for the characters to learn about the history. (5/10)
Horror: Alien Abduction enters the found footage horror genre nicely but will end up going down as a standard one. (7/10)
Sci-Fi: Alien Abduction uses the alien abduction well but never really makes us see more than we need to about the ship. (6/10)
Thriller: Alien Abduction never lets you care about the characters because you know what happens at the end, not all found footage films need everyone to die. (6/10)
Settings: Alien Abduction puts us in a location that could very well have unexplained experiences happening there but surely people would suggest not going there on a camping trip. (8/10)
Suggestion: Alien Abduction is one for the found footage fans out there to try it isn’t special but does have its good moments. (Found Footage Fans Try)
Best Part: Not holding back with the first alien encounter.
Worst Part: Too much given away early on with the reading.
Kill Of The Film: Katie
Believability: No (0/10)
Chances of Tears: No (0/10)
Chances of Sequel: No
Post Credits Scene: Yes there are two.
Similar Too: VHS 2 Alien Abduction part.
Oscar Chances: No
Runtime: 1 Hour 25 Minutes
Tagline: Fear The Lights
Overall: Found Footage falls from the sky here, literally.
https://moviesreview101.com/2016/01/22/movie-reviews-101-halloween-midnight-horror-alien-abduction-2014/
Natalia (73 KP) rated Detroit: Become Human in Video Games
Dec 17, 2018
Story (4 more)
Characters
Art direction
Soundtrack
Controls
More Than Just a Video Game
I'll admit that hearing the initial premise of Detroit, it seemed to me cliche: a future in which technology has advanced to the point that androids exist, and how these androids themselves gain sentience. This, sprinkled in with messages of how we must improve how we treat the planet, and how we need to have a more consistent moral compass. All this I had expected from the game, but it ended up being so much more than that.
While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
While the messages weaved into the game may not be ones people wanted or enjoyed, it can't be denied that the high-risk choices and the way we see glimpses into a wider world around these certainly engage any player. All of your choices seem high stake. Choices you make are timed, and there's no telling if they will have a completely unexpected outcome in the long-run of the story, and even if they don't, at the moment they feel like the most important choices you will ever make. Sure, some choices end up being, ultimately, pointless, but that seems to be a way that reflects life - you will make choices that seem incredibly important, but in the end, have no major result.
The game also follows three separate storylines - all of which do cross at some point within the game - and each has its charms. The most known story is the one following Connor, an android working in the DPD, but the other two focus on characters of seemingly varying importance: Kara, an android in charge of taking care of her owns daughter Alice, and Markus, an android who is charged with helping an elderly man live his day-to-day life as an artist. Within the game, however, these characters hold a similar kind of importance, perhaps due to the fact you play from their perspectives, or perhaps because you will personally gain an attachment to each characters bonds, motivations and lives as androids in a pivotal point in time for this fictional universe.
It's virtually impossible for me to review this game without mentioning the artistic efforts that went into it. Primarily, I mean the art direction and soundtrack. I'm a fan of 2D Indie games as much as the next person, just as I am a fan of the stylized graphics of the Borderlands universe and the art styles of visual novels, but something about how Detroit teeters on the edge of the uncanny valley in the best way possible speaks to how it's trying to reflect the real world. The depth of field in the game is fantastic, and small details are given their deserved attention to make a player feel as though they are watching a real-world story going on in front of them as they play. The music is certainly something that never fails for me in video games (looking at the Sonic games for influencing my love for video game music) but it completely excels in Detroit. Each story has its own collection of songs and a theme - musical loops that repeat throughout the majority of the songs in their sections to boot - and this truly helps with the experience. The way the music helps create an atmosphere, and how it fits almost perfectly into the actions going on, moves you. I don't know how else I can say this, really. Tempo changes, intensity and volume all come together to immerse you into what is happening on screen and have yet to jar me at all from my experience.
I've already mentioned the effect of the music on your mood, but what links well into this is the representation in the game - literally and symbolically. Literally, you see a diverse cast of characters that, despite most of them being androids, provide more proportional race-representation than actual films. Symbolically though, there is a much deeper idea of the past, present and future shown in the game. Perhaps this is me digging a whole lot further than necessary. I wouldn't be surprised. To avoid making this reviews very much filled with spoilers I'll have to talk in a vaguely cryptic way. Throughout Kara's story, there is a sense of being attached to the past, and this is amplified by the tracks that pair with the gameplay, truly making me cry no matter how many times I've seen a similar scene play out before me in a previous run of the game. This same link is shown with Connor and Markus, who link into the present and the past respectively. Unless I want to give away major plot points, I'll have to end my exploration of that little theory there, but if you are planning on playing through, or perhaps doing it again, it may be a good idea to look out for these themes. When you keep them in mind, they seem to pop up all over.
I know plenty of people have a problem with the pacing of the game, which can be quite understandable. Some scenes are long, some bursts of action seem unnecessary and stick around for a while longer than you may want them to, but this doesn't put as much of a damper on playing as it would seem. Pacing is an issue plenty of games have, and it seems perfectly fine to me in Detroit.
This is certainly turning into a much longer review than I had expected to give. I think to wrap this all up I can say that I have an overwhelmingly positive view of this game. Certainly, if you have enough interest in the game to be looking at reviews, this game is for you. I would recommend this for anyone looking for a unique gaming experience.
Sophia (Bookwyrming Thoughts) (530 KP) rated Faded (The Faded Trilogy, #1) in Books
Jan 23, 2020
Faded, was, well, a tad bit boring. The concept's interesting 4 teens are killed and are then bought back to life to help some spirits who are like guardian angels and have been around for almost a hundred years defeat a trio of peeps called The Forces who have been around since 1989. Oh, and it most certainly puts out a new definition of feeling as though someone's watching you.
<img border="0" src="http://1.bp.blogspot.com/-gswVIYSfcvM/U4ekIGUabqI/AAAAAAAADWE/McEZ8jexlHQ/s1600/giphy+(3).gif" height="179" width="320">
I promise you I really don't
The world to me before that time seemed like a utopian society, hence "perfect little town of Fort Everwick." In fact, the story started out boring in the prologue, even though I and possibly many others appreciated the set up so I wasn't confused later. Plus, there wouldn't be any need of a long novella or prequel to everything. Which may or may not result in me wishing to stick my hand through the screen, pull out the book, and throw it at the wall.
<img border="0" src="http://2.bp.blogspot.com/-nEbLJxU6kIw/U4ekYLUnVhI/AAAAAAAADWM/INy-VFIulSg/s1600/throwing-book.gif" height="179" width="320">
The story really didn't catch my attention until the accident happened each scene just seems to enter with a boring start and Faded just didn't click too much with me on the writing. However, after the accident happened, I found the attacks becoming more old each time after the first. It just seemed to be a repeat of the others doors slam shut of their own accord, doors and windows can't be opened, windows shatter, lights flicker on and off before plunging everyone into darkness really, I actually thought Chloe would keep using the same tactic throughout the entire story and then just let it end. Hope was nearly lost until knives decided to start flying. I'm pretty I did a happy dance as well. I know that sounds really weird for me to have hope and start dancing when there are flying knives involved, but that's beside the point.
<img border="0" src="http://1.bp.blogspot.com/-mA0fuCk0cxI/U4elybjJ9EI/AAAAAAAADWc/sBKoSXUqc0g/s1600/im-bored-so-bored.gif" height="151" width="320">
What I also didn't like were the point of views just switching randomly not many signals whatsoever. Perhaps that's just the nature of third person and I'm just so used to seeing first person (has anyone noticed that?). Either way, it was confusing how the author would go from Savannah to Abigail, Logan to Jackson, or anyone else.
<img border="0" src="http://2.bp.blogspot.com/-E58aKHQnzK4/U4emA3lXoMI/AAAAAAAADWk/520TrVGPGXE/s1600/giphy+(4).gif" height="140" width="320">
That said, characters! I thought Hattie was really cute and perky. She was just the sunshine of the entire story and so optimistic while everyone else was either a) serious, b) running for their lives (kidding) or c) oblivious (the majority of the townspeople). Savannah seemed to be a great heroine, but I really can't promise that entirely due to the repeats of the attacks from the Forces. She seems like a really strong heroine with her determination and loyalty especially to her little sister (their relationship is so amazing; most siblings fight in books!) but like I said earlier... not so original attacks.
<blockquote>I was there the day she was born. I was there when she started school. I was there the first time she fell off her bike, and I was the one who picked her up and helped her get back on it. You know why? Because Im her sister. Thats what Im supposed to do. Im supposed to protect her. Its an unwritten rule.</blockquote>
I loved Hunter's charm and the way he used words in front of Savannah. It's as though he's doing a creative *wink, wink, nudge, nudge* towards Savannah.
<blockquote>Hunter: So, how about a date?
Savannah: What?
Hunter: How about a date that is actually in the eighties? I can only find dates that are in the seventies. How about you?
Savannah: You mean the article dates?
Hunter: What did you think I meant?</blockquote>
Perhaps what I really loved the most are the failures after the accident, when Madison, Abigail, Jackson and Savannah have no control over their powers. I actually found those scenes funny I mean, everyone's literally oblivious for the most part especially Operation Scare Keira. ;)
<blockquote>Jackson: But I thought I was invisible.
Madison: Well, you thought wrong because youre clearly not.
Jackson: But Coach Ford didnt yell at me once during practice, so I figured I must be invisible today.
Madison: So the first place you think to test out that theory is in the girls locker room?</blockquote>
That's not the operation, but I did find that pretty funny... :3
While Faded isn't the greatest start in the entire world or made a dent into my favorites, it's certainly memorable with the characters and its uniqueness (ooo, random thought: girl falls in love with a ghost... Phantom of the Opera anyone?). I'm really curious as to how Miles will play out the second book in the trilogy, and hopefully it'll be much different in any attacks there compared to Faded.
-----------------------------
Review copy provided by the author
This review and more posted over at <a href="http://bookwyrming-thoughts.blogspot.com/2014/07/review-faded-by-chloe-miles.html">Bookwyrming Thoughts</a>
Formatting may be lost due to copy and paste
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://4.bp.blogspot.com/-Gi5Rk5yLloA/UtliaUbdL3I/AAAAAAAACbE/J27z92_qrYU/s1600/Official+Banner.png" /></a>
<img border="0" src="http://1.bp.blogspot.com/-gswVIYSfcvM/U4ekIGUabqI/AAAAAAAADWE/McEZ8jexlHQ/s1600/giphy+(3).gif" height="179" width="320">
I promise you I really don't
The world to me before that time seemed like a utopian society, hence "perfect little town of Fort Everwick." In fact, the story started out boring in the prologue, even though I and possibly many others appreciated the set up so I wasn't confused later. Plus, there wouldn't be any need of a long novella or prequel to everything. Which may or may not result in me wishing to stick my hand through the screen, pull out the book, and throw it at the wall.
<img border="0" src="http://2.bp.blogspot.com/-nEbLJxU6kIw/U4ekYLUnVhI/AAAAAAAADWM/INy-VFIulSg/s1600/throwing-book.gif" height="179" width="320">
The story really didn't catch my attention until the accident happened each scene just seems to enter with a boring start and Faded just didn't click too much with me on the writing. However, after the accident happened, I found the attacks becoming more old each time after the first. It just seemed to be a repeat of the others doors slam shut of their own accord, doors and windows can't be opened, windows shatter, lights flicker on and off before plunging everyone into darkness really, I actually thought Chloe would keep using the same tactic throughout the entire story and then just let it end. Hope was nearly lost until knives decided to start flying. I'm pretty I did a happy dance as well. I know that sounds really weird for me to have hope and start dancing when there are flying knives involved, but that's beside the point.
<img border="0" src="http://1.bp.blogspot.com/-mA0fuCk0cxI/U4elybjJ9EI/AAAAAAAADWc/sBKoSXUqc0g/s1600/im-bored-so-bored.gif" height="151" width="320">
What I also didn't like were the point of views just switching randomly not many signals whatsoever. Perhaps that's just the nature of third person and I'm just so used to seeing first person (has anyone noticed that?). Either way, it was confusing how the author would go from Savannah to Abigail, Logan to Jackson, or anyone else.
<img border="0" src="http://2.bp.blogspot.com/-E58aKHQnzK4/U4emA3lXoMI/AAAAAAAADWk/520TrVGPGXE/s1600/giphy+(4).gif" height="140" width="320">
That said, characters! I thought Hattie was really cute and perky. She was just the sunshine of the entire story and so optimistic while everyone else was either a) serious, b) running for their lives (kidding) or c) oblivious (the majority of the townspeople). Savannah seemed to be a great heroine, but I really can't promise that entirely due to the repeats of the attacks from the Forces. She seems like a really strong heroine with her determination and loyalty especially to her little sister (their relationship is so amazing; most siblings fight in books!) but like I said earlier... not so original attacks.
<blockquote>I was there the day she was born. I was there when she started school. I was there the first time she fell off her bike, and I was the one who picked her up and helped her get back on it. You know why? Because Im her sister. Thats what Im supposed to do. Im supposed to protect her. Its an unwritten rule.</blockquote>
I loved Hunter's charm and the way he used words in front of Savannah. It's as though he's doing a creative *wink, wink, nudge, nudge* towards Savannah.
<blockquote>Hunter: So, how about a date?
Savannah: What?
Hunter: How about a date that is actually in the eighties? I can only find dates that are in the seventies. How about you?
Savannah: You mean the article dates?
Hunter: What did you think I meant?</blockquote>
Perhaps what I really loved the most are the failures after the accident, when Madison, Abigail, Jackson and Savannah have no control over their powers. I actually found those scenes funny I mean, everyone's literally oblivious for the most part especially Operation Scare Keira. ;)
<blockquote>Jackson: But I thought I was invisible.
Madison: Well, you thought wrong because youre clearly not.
Jackson: But Coach Ford didnt yell at me once during practice, so I figured I must be invisible today.
Madison: So the first place you think to test out that theory is in the girls locker room?</blockquote>
That's not the operation, but I did find that pretty funny... :3
While Faded isn't the greatest start in the entire world or made a dent into my favorites, it's certainly memorable with the characters and its uniqueness (ooo, random thought: girl falls in love with a ghost... Phantom of the Opera anyone?). I'm really curious as to how Miles will play out the second book in the trilogy, and hopefully it'll be much different in any attacks there compared to Faded.
-----------------------------
Review copy provided by the author
This review and more posted over at <a href="http://bookwyrming-thoughts.blogspot.com/2014/07/review-faded-by-chloe-miles.html">Bookwyrming Thoughts</a>
Formatting may be lost due to copy and paste
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Hadley (567 KP) rated Hell House in Books
Sep 3, 2020
" 'It's the Mount Everest of haunted houses, you might say. There were two attempts to investigate it, one in 1931, the other in 1940. Both were disasters. Eight people involved in those attempts were killed, committed suicide, or went insane. Only one survived, and I have no idea how sound he is- - -Benjamin Fischer, one of the two who'll be with me.' " Barrett, our main character, explains before setting out to investigate the Belasco House in the paranormal novel, Hell House.
At the beginning of the book, Barrett is speaking to a rich man named Deutsch, who is on his death bed, and wanting to know if life exists after death:
" 'It isn't lies I want,' Deutsch told him. 'I'll buy the answer, either way. So long as it's definitive.'
Barrett felt a roil of despair. 'How can I convince you, either way?' He was compelled to say it.
'By giving me facts,' Deutsch answered irritably.
'Where am I to find them? I'm a physicist. In the twenty years I've studied parapsychology, I've yet to - - -'
'If they exist,' Deutsch interrupted,' you'll find them in the only place on earth I know of where survival has yet to be refuted. The Belasco house in Maine.' "
Along with Barrett and Fischer a well-known medium named Florence and Barrett's wife, Edith join them on their trip to the Belasco house. Fischer is also a medium, who gets prodded at by Florence for refusing to use his 'gift:'
" 'You were the most powerful physical medium this country has ever known, Ben.'
'Still am, Florence. Just a little bit more careful now, that's all. I suggest the same approach for you. You're walking around this house like an open nerve. When you really do hit something, it'll tear your insides out. This place isn't called Hell House for nothing, you know. It intends to kill every one of us, so you'd damn well better learn to protect yourself until you're ready. Or you'll just be one more victim on the list.' "
Florence's need to prove that spirits exist to Barrett, the skeptic of the group, permeates throughout the entire book. She allows him to subject her to entirely naked pat-downs and the use of all sorts of instruments while she becomes possessed by spirits in the house. She slowly begins to lose her patience with Barrett every time she speaks with him about the possibility of ghosts existing until one day she becomes so infuriated with him that the entire dining area becomes a minefield of seemingly unaided flying dishes.
Even after this incident, Barrett refuses to believe that the Belasco house is haunted and that spirits exist. As the reader continues on through the story, Barrett's skepticism becomes a little annoying with the amount of paranormal things that happen, especially how he has a scientific reasoning for everything: " 'Making use of the power in the room,' he[Barrett] said. 'Converting it to poltergeist-type phenomena directed at me.' " As Fischer and Florence continue to find evidence of paranormal activity, Barrett stays focused on a machine that he invented to arrive soon, which he states will prove his theory of energy causing the 'hauntings,' rather than spirits, while avoiding all evidence that may prove otherwise.
Early on, Florence becomes preoccupied with a spirit in the house, who she believes to be the son of Belasco (the man who owned the house). After coming in contact with this spirit, physical harm starts to come to Florence, one such incident is of something in the night biting her breasts hard enough to leave teeth marks. Barrett and the others find her, crying in bed during this, where she states that Belasco is punishing her for finding and communicating with his son.
During all of this, Edith seems to come under an influence at the house, which causes her to start to drink heavily although she's never touched a drop of alcohol in her life due to an alcoholic father. One incident with a drunk Edith, she comes onto Fischer in a way that makes the reader question whether or not this is a spirit taking her over, or if this is what Edith is like when she's drunk. When Fischer confronts Barrett about his wife and her possible possession by the house, Barrett refuses to see it as that:
" 'Irrelevant?' Fischer looked amazed. 'What the hell do you mean, irrelevant? Whatever's going on is getting to your wife. It's gotten to Florence, and it's gotten to you. Or maybe you haven't noticed.'
Barrett regarded him in silence, his expression hard. 'I've noticed a number of things, Mr. Fischer,' he finally said. 'One of which is that Mr. Deutsch is wasting approximately a third of his money.' "
Although Hell House has all of the great paranormal tropes in it, it objectifies women almost to an extreme, and to a point that it isn't believable at all to the reader: the Belasco house is one of depravity, including sexual interactions, but Belasco's guests were both female and male, yet only sexual things (albeit crude) only happen to Florence and Edith, neither Barrett or Fischer are affected. Hell House is a great story with an even greater villain, but Matheson really ruined the story with his crude fantasies about women. I absolutely think this book is better than the Haunting of Hill House because the scares are better while Haunting lacked a lot of them. If you can get past a horny man's fantasies, then the book is very enjoyable.
At the beginning of the book, Barrett is speaking to a rich man named Deutsch, who is on his death bed, and wanting to know if life exists after death:
" 'It isn't lies I want,' Deutsch told him. 'I'll buy the answer, either way. So long as it's definitive.'
Barrett felt a roil of despair. 'How can I convince you, either way?' He was compelled to say it.
'By giving me facts,' Deutsch answered irritably.
'Where am I to find them? I'm a physicist. In the twenty years I've studied parapsychology, I've yet to - - -'
'If they exist,' Deutsch interrupted,' you'll find them in the only place on earth I know of where survival has yet to be refuted. The Belasco house in Maine.' "
Along with Barrett and Fischer a well-known medium named Florence and Barrett's wife, Edith join them on their trip to the Belasco house. Fischer is also a medium, who gets prodded at by Florence for refusing to use his 'gift:'
" 'You were the most powerful physical medium this country has ever known, Ben.'
'Still am, Florence. Just a little bit more careful now, that's all. I suggest the same approach for you. You're walking around this house like an open nerve. When you really do hit something, it'll tear your insides out. This place isn't called Hell House for nothing, you know. It intends to kill every one of us, so you'd damn well better learn to protect yourself until you're ready. Or you'll just be one more victim on the list.' "
Florence's need to prove that spirits exist to Barrett, the skeptic of the group, permeates throughout the entire book. She allows him to subject her to entirely naked pat-downs and the use of all sorts of instruments while she becomes possessed by spirits in the house. She slowly begins to lose her patience with Barrett every time she speaks with him about the possibility of ghosts existing until one day she becomes so infuriated with him that the entire dining area becomes a minefield of seemingly unaided flying dishes.
Even after this incident, Barrett refuses to believe that the Belasco house is haunted and that spirits exist. As the reader continues on through the story, Barrett's skepticism becomes a little annoying with the amount of paranormal things that happen, especially how he has a scientific reasoning for everything: " 'Making use of the power in the room,' he[Barrett] said. 'Converting it to poltergeist-type phenomena directed at me.' " As Fischer and Florence continue to find evidence of paranormal activity, Barrett stays focused on a machine that he invented to arrive soon, which he states will prove his theory of energy causing the 'hauntings,' rather than spirits, while avoiding all evidence that may prove otherwise.
Early on, Florence becomes preoccupied with a spirit in the house, who she believes to be the son of Belasco (the man who owned the house). After coming in contact with this spirit, physical harm starts to come to Florence, one such incident is of something in the night biting her breasts hard enough to leave teeth marks. Barrett and the others find her, crying in bed during this, where she states that Belasco is punishing her for finding and communicating with his son.
During all of this, Edith seems to come under an influence at the house, which causes her to start to drink heavily although she's never touched a drop of alcohol in her life due to an alcoholic father. One incident with a drunk Edith, she comes onto Fischer in a way that makes the reader question whether or not this is a spirit taking her over, or if this is what Edith is like when she's drunk. When Fischer confronts Barrett about his wife and her possible possession by the house, Barrett refuses to see it as that:
" 'Irrelevant?' Fischer looked amazed. 'What the hell do you mean, irrelevant? Whatever's going on is getting to your wife. It's gotten to Florence, and it's gotten to you. Or maybe you haven't noticed.'
Barrett regarded him in silence, his expression hard. 'I've noticed a number of things, Mr. Fischer,' he finally said. 'One of which is that Mr. Deutsch is wasting approximately a third of his money.' "
Although Hell House has all of the great paranormal tropes in it, it objectifies women almost to an extreme, and to a point that it isn't believable at all to the reader: the Belasco house is one of depravity, including sexual interactions, but Belasco's guests were both female and male, yet only sexual things (albeit crude) only happen to Florence and Edith, neither Barrett or Fischer are affected. Hell House is a great story with an even greater villain, but Matheson really ruined the story with his crude fantasies about women. I absolutely think this book is better than the Haunting of Hill House because the scares are better while Haunting lacked a lot of them. If you can get past a horny man's fantasies, then the book is very enjoyable.
Bob Mann (459 KP) rated Alien: Covenant (2017) in Movies
Sep 29, 2021
Horrific Beasts and How to Avoid Them.
I seem to be in a bit of a minority in quite liking Ridley Scott’s last Alien outing – 2012’s “Prometheus”: a heady, if at times ponderous, theory to the origins of man. The first hour of that film is really good. But for me, what made the original 1979 film so enthralling was the life cycle of the ‘traditional’ Xenomorph aliens through egg to evil hatchling to vicious killing machine. This somewhat got lost with “Prometheus” with a range of alien-like-things ranging from wiggly black goo to something more familiar… and frankly I was confused. Some – repeat, some – of the explanation for that diversity of forms in “Prometheus” is made clearer in the sequel “Alien: Covenant”.
“Covenant” (named again after the spaceship at its heart) is a follow-on sequel to “Prometheus”, so it is worth re-watching it if you can before a cinema trip. At the end of that film we saw Elizabeth Shaw (Noomi Rapace, “The Girl with the Dragon Tattoo”) and a reconstructed android David (Michael Fassbender, “Steve Jobs“) flying off in an alien craft still loaded with its cargo of nasty alien black goo. Shaw had a mission to seek out The Engineer’s home world – named “Paradise” – to find out why after creating man they were intent on going back to finish them off with a WMD. A neat prologue has been released which documents this… here:
We pick up the action 10 years later in a totally improbable 2104. (Give us a break writing team! [Story by Jack Paglen and Michael Green; screenplay by John Logan and Dante Harper]. We know they won’t have got through planning permission on the third Heathrow runway by then, let alone invented interplanetary travel…! 2504, maybe!)
Daniels (Katherine Waterston, “Fantastic Beasts And Where To Find Them“) has just suffered a sudden bereavement (an uncredited James Franco – – blink and you’ll miss him). She has also been rudely awakened from hypersleep due to a sudden system mishap: no, not to find Chris Pratt there like “Passengers“, but by the ship’s android Walter (also Michael Fassbender) who’s also revived the rest of the crew. While effecting repairs they receive a garbled John Denver track mysteriously beamed to them from an earth-like planet not too far away. As this might be a suitable homestead, and as spending weeks more in hypersleep is unattractive, Captain Oram (Billy Crudup, “Spotlight“) votes to check it out, against Daniels’ strong objections. Needless to say, this proves to be a BIG MISTAKE as the new film neatly links hands with the first film.
Kick-ass… Katherine Waterston being careful not to slip in the shower.
There’s a limit to what more I can say about the film without delivering spoilers (so I have added a few more comments in the spoiler section BELOW the trailer). It’s a far more action-oriented film than “Prometheus” and has enough jump scares and gore to please most Alien fans. (In fact, it’s a surprise to me that it got a UK “15” certificate rather than an “18”: how much more violence do you need to show in the film?) A shower scene towards the end of the film is particularly effective and will likely put an end to relaxing shower sex for many people for good!
It also looks visually stunning (cinematography is by Dariusz Wolski (“The Martian“, “Pirates of the Caribbean”) with location shooting in Milford Sound in New Zealand. The special effects are also a cut-above the normal CGI with a devastated Pompeii-like city, a picture of blacks and greys, being particularly effective.
In the acting stakes it is really all down to Waterston and Fassbinder. I wasn’t a great fan of Waterston in “Fantastic Beasts” – a bit insipid I thought – but here she adopts Ripley’s kick-ass mantle with ease but blends it beautifully with doe-eyed vulnerability. Some of her scenes reminded me strongly of Demi Moore in “Ghost”. Fassbinder is fascinating to watch with his dual roles of Walter and David, both slightly different versions of the same being. And the special effects around the Fassbinder-on-Fassbinder action, tending somewhat towards the homoerotic in places, are well done.
Unfortunately the rest of the crew get little in the way of background development, which limits the impact of the inevitable demises. They are also about as clinically stupid as the spaceship crew in “Life” in some of their actions; I guess you could put some of this down to the effects of panic, but in other cases you might see it as a simple cleansing of the gene pool in Darwinian fashion.
Also making uncredited guest appearances are Guy Pearce as Weyland (in a flashback scene) and Noomi Rapace.
Music is “by” Jed Kurzel, but to be honest he does little than wrap around re-versions of the original Jerry Goldsmith classics: not that this is a bad thing, since those themes are iconic and a joy to hear again on the big screen.
My expectations for this movie were sky-high, as it was hinted as a return to form for the franchise. And in many ways it was, with a “man, Gods and androids” theme adding depth to the traditional anatomical-bursting gore. But to be honest, some of the storytelling was highly predictable, and I left slightly disappointed with the overall effort. If my expectations were an 11/10, my reality was more like a 7/10. It’s still a good film, and I look forward to watching it again. But perhaps this is a franchise that has really run its course now for Mr Scott and he should look to his next “Martian”-type movie for a more novel foundation to build his next movie “log cabin on the lake” on.
“Covenant” (named again after the spaceship at its heart) is a follow-on sequel to “Prometheus”, so it is worth re-watching it if you can before a cinema trip. At the end of that film we saw Elizabeth Shaw (Noomi Rapace, “The Girl with the Dragon Tattoo”) and a reconstructed android David (Michael Fassbender, “Steve Jobs“) flying off in an alien craft still loaded with its cargo of nasty alien black goo. Shaw had a mission to seek out The Engineer’s home world – named “Paradise” – to find out why after creating man they were intent on going back to finish them off with a WMD. A neat prologue has been released which documents this… here:
We pick up the action 10 years later in a totally improbable 2104. (Give us a break writing team! [Story by Jack Paglen and Michael Green; screenplay by John Logan and Dante Harper]. We know they won’t have got through planning permission on the third Heathrow runway by then, let alone invented interplanetary travel…! 2504, maybe!)
Daniels (Katherine Waterston, “Fantastic Beasts And Where To Find Them“) has just suffered a sudden bereavement (an uncredited James Franco – – blink and you’ll miss him). She has also been rudely awakened from hypersleep due to a sudden system mishap: no, not to find Chris Pratt there like “Passengers“, but by the ship’s android Walter (also Michael Fassbender) who’s also revived the rest of the crew. While effecting repairs they receive a garbled John Denver track mysteriously beamed to them from an earth-like planet not too far away. As this might be a suitable homestead, and as spending weeks more in hypersleep is unattractive, Captain Oram (Billy Crudup, “Spotlight“) votes to check it out, against Daniels’ strong objections. Needless to say, this proves to be a BIG MISTAKE as the new film neatly links hands with the first film.
Kick-ass… Katherine Waterston being careful not to slip in the shower.
There’s a limit to what more I can say about the film without delivering spoilers (so I have added a few more comments in the spoiler section BELOW the trailer). It’s a far more action-oriented film than “Prometheus” and has enough jump scares and gore to please most Alien fans. (In fact, it’s a surprise to me that it got a UK “15” certificate rather than an “18”: how much more violence do you need to show in the film?) A shower scene towards the end of the film is particularly effective and will likely put an end to relaxing shower sex for many people for good!
It also looks visually stunning (cinematography is by Dariusz Wolski (“The Martian“, “Pirates of the Caribbean”) with location shooting in Milford Sound in New Zealand. The special effects are also a cut-above the normal CGI with a devastated Pompeii-like city, a picture of blacks and greys, being particularly effective.
In the acting stakes it is really all down to Waterston and Fassbinder. I wasn’t a great fan of Waterston in “Fantastic Beasts” – a bit insipid I thought – but here she adopts Ripley’s kick-ass mantle with ease but blends it beautifully with doe-eyed vulnerability. Some of her scenes reminded me strongly of Demi Moore in “Ghost”. Fassbinder is fascinating to watch with his dual roles of Walter and David, both slightly different versions of the same being. And the special effects around the Fassbinder-on-Fassbinder action, tending somewhat towards the homoerotic in places, are well done.
Unfortunately the rest of the crew get little in the way of background development, which limits the impact of the inevitable demises. They are also about as clinically stupid as the spaceship crew in “Life” in some of their actions; I guess you could put some of this down to the effects of panic, but in other cases you might see it as a simple cleansing of the gene pool in Darwinian fashion.
Also making uncredited guest appearances are Guy Pearce as Weyland (in a flashback scene) and Noomi Rapace.
Music is “by” Jed Kurzel, but to be honest he does little than wrap around re-versions of the original Jerry Goldsmith classics: not that this is a bad thing, since those themes are iconic and a joy to hear again on the big screen.
My expectations for this movie were sky-high, as it was hinted as a return to form for the franchise. And in many ways it was, with a “man, Gods and androids” theme adding depth to the traditional anatomical-bursting gore. But to be honest, some of the storytelling was highly predictable, and I left slightly disappointed with the overall effort. If my expectations were an 11/10, my reality was more like a 7/10. It’s still a good film, and I look forward to watching it again. But perhaps this is a franchise that has really run its course now for Mr Scott and he should look to his next “Martian”-type movie for a more novel foundation to build his next movie “log cabin on the lake” on.
Purple Phoenix Games (2266 KP) rated Arctic Scavengers in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?
Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.
Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!
The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.
In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.
The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.
I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.
Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.
https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
Welcome to the Ice Age. No, not the animated movie. I’m talking about the real deal. Arctic Scavengers is set in a post-apocalyptic ice age where the cold is deadly and the resources are scarce. Any surviving humans have banded together to form ‘tribes’ that are competing for dominance in this frigid tundra. Can you and your tribe outwit your competitors to become the most powerful group? Or will a bigger and more menacing tribe overpower you and jeopardize your survival?
Disclaimer: The solo variant is only addressed in the Recon Expansion rules. There IS another expansion – HQ – but I have not used that content in my solo plays. This review only encompasses the Base Game and Recon Expansion.
Arctic Scavengers is a deck-building game where players are recruiting mercenaries to their tribes, searching for general resources, and battling other tribes for contested resources. Each turn has two main phases – Resource Gathering and Skirmish. During Resource Gathering, you play cards from your hand to either recruit new mercenaries or search the junkyard for general resources. Any remaining cards in your hand are then used during the Skirmish phase – where the player with the highest ‘fight’ value wins the contested resource for that round. At the end of the game, the player with the biggest tribe wins!
The solo variant has some minor differences, but is played essentially the same way. In a solo game, the contested resource cards are divided into 7 skirmishes to be encountered throughout the game. You can decide when to engage in a skirmish – it is not a requirement to encounter one each turn. After each skirmish, you either win and earn a contested resource, or lose and must permanently discard a card from your losing hand. The game ends when all 7 skirmishes have been encountered. The other difference is that each time you have to re-shuffle your discard pile, you must permanently remove the top card of your new deck from the game. Beyond those changes, the game remains the same. At the end of the game, all cards in your tribe are worth certain numbers of points – the goal is to beat your own personal best score.
In theory, this game sounds super cool! But when I actually got to play it solo, I was seriously underwhelmed. The game feels stagnant in the sense that there is no tension or urgency in your strategy. Since YOU get to decide when to engage in a skirmish, it is possible to just while away the time building up your deck until you have enough cards to beat every skirmish. Yes, you permanently discard a card each time you re-shuffle your discard pile, but if you are able to recruit one or two new cards each turn, it negates the penalty of discarding a card. The ability to choose when to engage in skirmishes is seriously over-powered because there is nothing stopping you from ignoring skirmishes and amassing cards for end-game scoring.
The other grievance I have with the game is regarding the Junkyard – the deck of cards where you ‘search’ for resources. The solo rules do not explicitly address setting up the Junkyard deck at all. So do you use one or not? Not having the Junkyard deck can be a serious hinderance – certain mercenaries cannot be recruited without certain resources. If you DO play with the Junkyard, how many cards do you use? Do you use the corresponding cards from the Base game and BOTH expansions? Only Base game and one expansion? Again, not explicitly addressed. I’ve tried using all of the Junkyard cards and that is difficult – there are just too many cards in that deck. I have gone entire games without coming across a necessary resource just because the size of the deck is too large (and I’m apparently a poor card-shuffler). The simple solution to this ambiguity would have been to just address it in the rulebook. But it’s not there, so I’m left guessing as to how I should set it up every time.
I really like the idea of this game. I really don’t like the solo variant though. Not having forced skirmishes makes the game extremely boring for me – I don’t really need a strategy since I can just recruit cards until I can draw a powerful hand. If there was a timeline for skirmishes – maybe something like “You must encounter one skirmish every other turn” – the game would be vastly different. I would actually need to strategize what cards to recruit and how I should delegate my cards on turns with a skirmish. In most games, I will reach a certain point where I choose to encounter a skirmish (that I know I will lose) just because I am starting to get bored. I appreciate the sentiment of including a solo variant, but this one just does not work.
Arctic Scavengers requires decent strategy and it offers good player interaction in group games. In a solo game, however, it is just imbalanced and boring. This is one solo variant that I would not recommend that you try, unless you are including drastic house rules.
https://purplephoenixgames.wordpress.com/2019/03/06/solo-chronicles-arctic-scavengers/
Bob Mann (459 KP) rated Darkest Hour (2017) in Movies
Sep 29, 2021
Not buggering it up.
As Doctor Who repeatedly points out, time is most definitely a tricksy thing. As I think I’ve commented on before, the events of 1940-45 are not in my lifetime but were sufficiently fresh to my parents that they were still actively talked about… so they still appear “current” to me. But I find it astonishing to realize that to a teen viewer this film is equivalent in timeframe to the sinking of the Titanic! #ancienthistory! So I suspect your connection to this film will be strongly affected by your age, and that was definitely reflected in the average age at my showing which must have been at least 60.
It’s 1940 and Western Europe is under siege. Neville Chamberlain (Ronald Pickup, “The Second Best Exotic Marigold Hotel“) is the Conservative Prime Minister but is voted out of office in an attempt to form a grand coalition government with Labour leader Clement Atlee (David Schofield). Despite appearing a shoe-in for the role, Viscount Halifax (Stephen Dillane) turns it down, thinking that his alternative (and bête noire) would drink from the poisoned chalice and be quickly be out of his (and Chamberlain’s) hair. For that alternative choice is the volatile and unpredictable Churchill (Gary Oldman), grudgingly invited into the job by King George VI (Ben Mendelsohn, “Rogue One“). With the Nazi’s bearing down on the 300,000 encircled troops at Dunkirk, and with calls from his war cabinet to capitulate and seek terms of settlement, this is indeed both Churchill’s, and the country’s, ‘darkest hour’.
Despite the woeful lack of historical knowledge among today’s youngsters, most will be at least aware of the story of Dunkirk, with many having absorbed Christopher Nolan’s film of last summer. This film is almost the matching bookend to that film, showing the terrifying behind-closed-door events that led up to that miracle. For it was terrifying seeing how close Britain came to the brink, and I’m not sure even I really appreciated that before. While this might have been a “thriller” if it had been a fictional story, we well know the outcome of the story: but even with this knowledge I still found the film to be extremely tense and claustrophobic as the net draws in around Churchill’s firmly-held beliefs.
Gary Oldman’s performance is extraordinary, and his award nominations are well-deserved. We have grown so used to some of his more over-the-top Russian portrayals in films like “Air Force One” and last year’s (pretty poor) “The Hitman’s Bodyguard” that it is easy to forget what a nuanced and flexible actor he is. Ever since that “No, surely not!” moment of that first glimpse of the film’s trailer, it has almost been impossible to ‘see’ Oldman behind the brilliant make-up of the character (Kazuhiro Tsuji gets a special credit for it). But his eyes are in there, and there are some extreme close-ups (for example, during a bizarre and tense phone call with Roosevelt (David Strathairn)) when you suddenly see “There you are!”.
The supportive wife – Clemmie (Kristin Scott Thomas) gives Winston (Gary Oldman) a hug.
While I have nothing against Brian Cox as an actor, I far prefer the portrayal of Churchill on show here compared to last year’s “Churchill“: true that that film was set three or four stressful years later, but Cox’s Churchill was portrayed as an incompetent fool, an embarrassment to the establishment that have to work around him. Oldman’s Churchill is irascible, unreasonable, but undeniably a leader and a great orator.
Mirroring “Churchill” though, the action is seen through the eyes of Churchill’s put-upon secretary, here played delightfully by Lily James (“Downton Abbey”, “Baby Driver“) who perfectly looks and sounds the part. The character is more successful than that of Ella Purnell’s Garrett in that she is given more room to develop her character and for the audience to warm to her. Oldman is getting all the kudos, but Lily James really deserves some for her touching and engaging performance here.
Perfectly cast: Lily James as Churchill’s secretary Elizabeth Layton.
Also in Oldman’s shadow is the always marvelous Kristin Scott Thomas (“Four Weddings and a Funeral”, “The English Patient”) as Clemmie Churchill, expressing all the love and frustration associated with being a long-suffering wife to an over-worked husband in the public service.
At the pen is “The Theory of Everything” writer Anthony McCarten, and I’d like to say its a great script but with most of the best lines (“a sheep in sheep’s clothing” – LoL) coming from Winston himself it’s difficult to tell. Some of the scenes can get a bit laborious and at 125 minutes – though not long by any means – the script could still perhaps have had a nip and tuck here and there.
Where some of this time is well spent though is in some sedate shots of London street life, across two separate scenes panning across everyday folk as the stresses of war start to become more evident. This is just one of the areas where director Joe Wright (“Atonement”, “Pride and Prejudice”) shows considerable panache, ably assisted by the cinematography of Bruno Delbonnel (“Inside Llewyn Davis“): a boy closes his telescope-fingers around Churchill’s plane; a bomb’s eye-view of the beleaguered Brigadier Nicholson in Calais; and – very impressively – the smoky imperiousness of the House of Commons set.
An atmospheric chamber: the recreation of the wartime House of Commons is spectacular (with production design by Sarah Greenwood (“Anna Karenina”, “Atonement”)).
And most-importantly Wright delivers what Christopher Nolan couldn’t deliver in “Dunkirk“: a properly CGI’d vista of hundred of small boats crossing the channel to Dunkirk. Now THAT is a scene that Kenneth Branagh could justly have looked in awe at!!!
There are a number of scenes that require disbelief to be suspended though: the biggest one being a tube train ride – very moving and effective I must say – but one that features the longest journey between any two stations on the District Line than has ever been experienced!
One stop on the District Line via Westminster…. via Harrow-on-the-Hill!
So this is a great film for really reliving a knife-edge moment in British history, and is highly recommended particularly for older viewers. If I’m honest though, between “Darkest Hour”, “Churchill” and John Lithgow’s excellent portrayal in “The Crown” I’m all over portrayals of the great man for a few years. Can we please move on now Hollywood?
It’s 1940 and Western Europe is under siege. Neville Chamberlain (Ronald Pickup, “The Second Best Exotic Marigold Hotel“) is the Conservative Prime Minister but is voted out of office in an attempt to form a grand coalition government with Labour leader Clement Atlee (David Schofield). Despite appearing a shoe-in for the role, Viscount Halifax (Stephen Dillane) turns it down, thinking that his alternative (and bête noire) would drink from the poisoned chalice and be quickly be out of his (and Chamberlain’s) hair. For that alternative choice is the volatile and unpredictable Churchill (Gary Oldman), grudgingly invited into the job by King George VI (Ben Mendelsohn, “Rogue One“). With the Nazi’s bearing down on the 300,000 encircled troops at Dunkirk, and with calls from his war cabinet to capitulate and seek terms of settlement, this is indeed both Churchill’s, and the country’s, ‘darkest hour’.
Despite the woeful lack of historical knowledge among today’s youngsters, most will be at least aware of the story of Dunkirk, with many having absorbed Christopher Nolan’s film of last summer. This film is almost the matching bookend to that film, showing the terrifying behind-closed-door events that led up to that miracle. For it was terrifying seeing how close Britain came to the brink, and I’m not sure even I really appreciated that before. While this might have been a “thriller” if it had been a fictional story, we well know the outcome of the story: but even with this knowledge I still found the film to be extremely tense and claustrophobic as the net draws in around Churchill’s firmly-held beliefs.
Gary Oldman’s performance is extraordinary, and his award nominations are well-deserved. We have grown so used to some of his more over-the-top Russian portrayals in films like “Air Force One” and last year’s (pretty poor) “The Hitman’s Bodyguard” that it is easy to forget what a nuanced and flexible actor he is. Ever since that “No, surely not!” moment of that first glimpse of the film’s trailer, it has almost been impossible to ‘see’ Oldman behind the brilliant make-up of the character (Kazuhiro Tsuji gets a special credit for it). But his eyes are in there, and there are some extreme close-ups (for example, during a bizarre and tense phone call with Roosevelt (David Strathairn)) when you suddenly see “There you are!”.
The supportive wife – Clemmie (Kristin Scott Thomas) gives Winston (Gary Oldman) a hug.
While I have nothing against Brian Cox as an actor, I far prefer the portrayal of Churchill on show here compared to last year’s “Churchill“: true that that film was set three or four stressful years later, but Cox’s Churchill was portrayed as an incompetent fool, an embarrassment to the establishment that have to work around him. Oldman’s Churchill is irascible, unreasonable, but undeniably a leader and a great orator.
Mirroring “Churchill” though, the action is seen through the eyes of Churchill’s put-upon secretary, here played delightfully by Lily James (“Downton Abbey”, “Baby Driver“) who perfectly looks and sounds the part. The character is more successful than that of Ella Purnell’s Garrett in that she is given more room to develop her character and for the audience to warm to her. Oldman is getting all the kudos, but Lily James really deserves some for her touching and engaging performance here.
Perfectly cast: Lily James as Churchill’s secretary Elizabeth Layton.
Also in Oldman’s shadow is the always marvelous Kristin Scott Thomas (“Four Weddings and a Funeral”, “The English Patient”) as Clemmie Churchill, expressing all the love and frustration associated with being a long-suffering wife to an over-worked husband in the public service.
At the pen is “The Theory of Everything” writer Anthony McCarten, and I’d like to say its a great script but with most of the best lines (“a sheep in sheep’s clothing” – LoL) coming from Winston himself it’s difficult to tell. Some of the scenes can get a bit laborious and at 125 minutes – though not long by any means – the script could still perhaps have had a nip and tuck here and there.
Where some of this time is well spent though is in some sedate shots of London street life, across two separate scenes panning across everyday folk as the stresses of war start to become more evident. This is just one of the areas where director Joe Wright (“Atonement”, “Pride and Prejudice”) shows considerable panache, ably assisted by the cinematography of Bruno Delbonnel (“Inside Llewyn Davis“): a boy closes his telescope-fingers around Churchill’s plane; a bomb’s eye-view of the beleaguered Brigadier Nicholson in Calais; and – very impressively – the smoky imperiousness of the House of Commons set.
An atmospheric chamber: the recreation of the wartime House of Commons is spectacular (with production design by Sarah Greenwood (“Anna Karenina”, “Atonement”)).
And most-importantly Wright delivers what Christopher Nolan couldn’t deliver in “Dunkirk“: a properly CGI’d vista of hundred of small boats crossing the channel to Dunkirk. Now THAT is a scene that Kenneth Branagh could justly have looked in awe at!!!
There are a number of scenes that require disbelief to be suspended though: the biggest one being a tube train ride – very moving and effective I must say – but one that features the longest journey between any two stations on the District Line than has ever been experienced!
One stop on the District Line via Westminster…. via Harrow-on-the-Hill!
So this is a great film for really reliving a knife-edge moment in British history, and is highly recommended particularly for older viewers. If I’m honest though, between “Darkest Hour”, “Churchill” and John Lithgow’s excellent portrayal in “The Crown” I’m all over portrayals of the great man for a few years. Can we please move on now Hollywood?
Purple Phoenix Games (2266 KP) rated Cthulhu's Vault in Tabletop Games
Nov 9, 2021
As a kid, one thing my siblings and I used to do was play a storytelling game in which we created a (usually) hilarious story, one word at a time. You know the kind. One person starts the sentence with a single word, the next person in line adds a word, and so on, resulting in some ridiculous storyline that ultimately makes little overall sense. So when I heard about Cthulhu’s Vault, a game with a storytelling aspect, I was keen to try it! Even though the subject matter is obviously a little darker, does the overall game live up to my childhood memories of creating stories?
Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!
The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.
Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.
During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.
Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!
The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.
Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.
During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.
Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
Purple Phoenix Games (2266 KP) rated Dungeon Drop in Tabletop Games
Feb 15, 2022
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.









