Search

Search only in certain items:

Firefly: Shiny Dice
Firefly: Shiny Dice
2015 | Dice Game, Science Fiction
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!

I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.

In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.

At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.

Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.

In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.

As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.

https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/
  
In a Dark, Dark Wood
In a Dark, Dark Wood
Ruth Ware | 2016 | Fiction & Poetry, Thriller
9
8.0 (22 Ratings)
Book Rating
I've been a fan of Ruth Ware since I read The Death of Mrs. Westaway. Actually, what really made me love Ruth Ware was her book The Lying Game. When I came across In a Dark, Dark Wood, I was intrigued to say the least. I'm glad I decided to read this book because I believe it's Ruth Ware's best novel out of the four I've read.

Leonora, or Nora as she likes to be called, receives an email inviting her to Clare's hen do (bachelorette party). Nora and Clare used to be the best of friends, but that was 10 years ago. Nora is a bit wary of the invite, but when her friend Nina is invited and says she'll go if Nora goes, Nora agrees. Nora finds out who Clare is marrying, and it seems like things go from bad to worse including Nora being injured and others being hurt. Nora must find piece together what happened at Clare's hen do in order to figure out the mystery behind everything. There's only one problem. She can't remember what actually happened that night.

The plot really sucked me in right from the beginning. I was wondering why Nora would be invited to someone's hen do that she hasn't seen or spoken with in over 10 years. I also had to understand why Nora would even be interested in going considering it had been so long. I don't think I would have went. However, the whole plot fascinated me. I had to know the motives of everyone. I felt like everyone was a suspect, and I was scrutinizing every little detail. There are some plot twists, and a few of them are predictable, but I still loved In a Dark, Dark Wood. I also loved the fact that there were no cliff hangers, and all of my questions were answered by the end of the book. One thing that did feel a bit improbable but not impossible was how Nora and her ex-boyfriend James ended things when they were teenagers. I have a hard time believing that not one of them would have reached out to the other in the whole ten years they had not seen each other especially right after their break up with what happened. Like I said, I guess it is possible to go without speaking to each other after that, but when something that major happens between a couple (I don't want to give the major thing away due to spoilers), I would have thought there would be more talking at some point.

I felt the characters were well written and had enough depth to the them to feel realistic. I enjoyed the character of Nora. All I can say is with what goes wrong for her makes me glad that I've never been in her position. I admired her desire to find out the truth even if it meant getting herself in trouble. However, sometimes I couldn't understand her reasoning behind some things such as wanting to go to someone's hen do that she hasn't seen or spoken to in ten years! Perhaps other people would go out of curiosity, but I would have just noped out of that. Also, what I mentioned in the previous paragraph about her not speaking to her ex even though there was something major that happened in their relationship. However, I really did like Nora. I had a love/hate relationship with Nina. Sometimes I liked her but other times she came across as too mean. I know that was just meant to be her personality, but I just had a hard time figuring her out. Flo was definitely a character. It was as if she was in love with Clare! She was obsessed with Clare and very high strung. I felt like Flo had some mental problems going on and needed help with them ASAP. I never knew if I should trust Flo or not. Clare seemed like she had changed from her school days when she was manipulative and selfish. I wish Clare would have been more of a forefront character throughout the book, but she felt like a minor character. Tom was definitely an interesting character to say the least. I did really like him, but I also questioned his motives.

I very much enjoyed the pacing for In a Dark, Dark Wood. The pacing flowed smoothly from the very first page. I never once felt like it slowed down at all. I was left hanging on every word.

Trigger warnings for In a Dark, Dark Wood include drinking, smoking, drug use, profanity, mentions of sex although not graphic, violence, gun violence, and death.

All in all, In a Dark, Dark Wood was a fantastic read! I enjoyed every second of the book, and I felt so empty after it ended because it was over. It had all the makings of a great book such as an interesting plot and fantastic characters. I would definitely recommend In a Dark, Dark Wood by Ruth Ware to those aged 17+ that love psychological thrillers and those who want to be sucked into a book from the very first sentence.
  
Fast & Furious Presents: Hobbs & Shaw (2019)
Fast & Furious Presents: Hobbs & Shaw (2019)
2019 | Action, Adventure
Why is this even prefaced everywhere with Fast & Furious? Apart from a couple of characters and the fact there are cars with a crapload of action they aren't really the same thing.

Hattie Shaw and her MI6 team have secured a virus that could threaten everyone if it gets into the wrong hands. In a surprise attacked by Brixton, an enhanced "bad guy", her entire team is killed and she has to make a quick decision.

As the story of the missing vial gets out handlers call in their top assets to retrieve it. The trouble is that they hate each other and working together isn't something that's going to work. Hobbs goes looking for Hattie on the streets and Shaw heads to her flat, both set some action they weren't expecting to, highlighting just what they're up against.

As an offshoot from the Fast & Furious franchise you expect the action, but Hobbs & Shaw takes a much bigger step towards comedy, which thankfully both Johnson and Statham are good at. Individually they'll get me to see a film, I might wish I hadn't when I come out of it, but you can pretty much guarantee that they'll give you a consistent result when it comes to the acting.

The two of them together are fun and they bounce off each other with impeccable timing, but there might be just a little bit too much insulting back and forth thrown into this one. It's not that it's bad, it's just that when it happens it can occasionally feel too long. It's almost as if they told them to improvise and they'd cut out a whole load of it and then never did. [One of my favourite bits of them together in the film is at the beginning of the trailer above.]

Vanessa Kirby as Shaw's sister Hattie is a bit more sensible than the leading men, that doesn't mean she's any less engaged in the action though. Right from the off they're showing her as tough and no-nonsense which fits in with the family characteristics. You get some great glimpses of the Shaw kids showing shared traits and it's really nice to see that link on the screen. Outside of the action and the family moments she sadly doesn't feel like a very well-formed character, there are several inconsistencies in her that I found to be confusing. You'd think one of those would be the age gap between her and Deckard, but honestly, until I saw some people mention it online I hadn't noticed it... it's a summer blockbuster... who's watching for those sorts of technicalities?!

Our bad guy Brixton, portrayed by Idris Elba is... yummy. I don't feel like there's much to say about Brixton, he kicks ass, he's got great tech and there's a good history with Shaw... but... he didn't really feel like a bad guy. Eteon certainly felt like an evil empire, but Brixton is just a minion in the grand scheme of things. I have my theories about Eteon, but that would mean major spoilers I'm afraid. I imagine we'll see more of them in the next one.

We get another wonderful pop up from Helen Mirren. Yeeeeeess, Queen! She's brilliant as always. There are a few cameos, and I'm impressed they managed to keep them secret. It was a fun discovery and definitely added to the humour of the whole thing, had you taken them out of the mix then you would have been left a much more "sensible" action film, but they went with it and it was certainly entertaining.

Obviously there's a lot of action, in a lot of different scenes. As ridiculous as it is, I did like the London chase that happens shortly after the jog down the building that you see in the trailer. It includes some good jaw-dropping moments and ends with a particularly satisfying moment. As fun as this sequence was, it does include the most dubious bit of CGI in the whole film... watch for that bike.

My other favourite scene is the finale, the whole thing is kind of long but specifically I'm thinking about Hobbs, Shaw and Brixton facing off. Even before going into the film you know exactly what needs to happen to get to the resolution, so when they get to that point you're sat going "about time!" As the storm sets in we get an amazing sequence with slow-mo of the three of them fighting in the rain. It was immense... some may say daft, but that's totally why I turned up for it. There's also some great glitching of Brixton's tech that I thought worked really well with everything. My only issue is that there's one moment where Jason Statham appears to genuinely smile and it feels completely out of character.

There are some things I want to mention before I finish.

- There feels like a lot of product placement happening throughout, including for things that aren't even real products.
- You do not... I repeat... DO NOT drive by a Greggs without stopping for a chicken bake.

Let's face it, if you even remotely enjoy action and comedy together then you're going to be enjoying this movie. You don't need to switch your brain on to watch this, it's just pure entertainment.

Originally posted on: https://emmaatthemovies.blogspot.com/2019/08/hobbs-shaw-movie-review.html
  
Virtual Reef Diver
Virtual Reef Diver
2020 | Animals, Card Game, Educational, Environmental
Ahh, ze Great Barrier Reef. How I would love to see you! To swim with ze fishies and see ze beautiful colors! But alas, I am no great diver, and have only snorkled once – in ze Caribbean. I am very interested in ze marine life on ze reefs surrounding Australia, and so when I heard of a game from one of our favorite publishers (who happen to be Australian) featuring photos of ze Great Barrier Reef I knew I had to take a look.

Virtual Reef Diver is an educational card game that helps to bring awareness to happenings of the Great Barrier Reef and even implements ways for players to participate in the studies of this natural wonder. The winner(s) of the game is (are) the team who scores the most points at the end of three rounds, and also hopefully learns several new things along the way.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. It is not my intention to detail every rule in the game, but to give a general idea of the feel of the game flow. You are invited to download the rulebook, purchase the game through the publisher directly, or through any retailers stocking it. -T


To setup, shuffle the Action card deck, the Reef Disturbance deck, and the Reef decks separately, placing them on the table. Each team, or player, may be given a Classification Card (reference card) as well. From the Reef deck deal 12 cards face-up on the table in a 3×4 (or 4×3 whatever) grid. Each round a new set of 12 cards will be dealt to the table. Determine the starting player/team and the game may begin!
Players will decide at the beginning of the game which mode they wish to play: Standard or Advanced. I will be previewing the Standard mode. On a turn a player will choose a card from the grid and attempt to identify its type: Hard Coral, Soft Coral, Algae, Invertebrates, Fish, Marine Mammals, or Technology. If correct, the player will collect the card as a trophy and it will be worth VPs at the end of the game. The next player may then take a turn identifying the type of card and collecting if correct, or leaving on the table if incorrect.

All cards are worth VPs except the Technology cards. These, once correctly identified, will allow the player to exchange it for an Action card to be used in the future. Action cards can be very powerful at different times during the game.


Once all 12 cards have been taken for the round the players will reveal a Reef Disturbance card. These typically will have players discarding cards of a certain type, or several cards at once. Some Action cards will negate these effects, so having them ready is great strategy. The grid may now be replenished and the second round started. The game ends at the end of the third round and players count up points to determine the winner!
Components. Again, while this game is in production, I treated it as a preview, and these are final components. That said, this game exists to benefit the Australian Government-funded citizen science website ACEMS. Further, this game is a bunch of cards in a box. The photos on the main Reef cards are mostly quite nice, with a couple looking perhaps a little outdated. The other graphics on the game are fine. They don’t get in the way, and are functional. The cards themselves are also fine quality. Nothing in the box is exquisite nor subpar at all.

The gameplay is something that I am struggling with as a reviewer. You see, this is a VERY different game depending on the mode you play. I will probably always play it on Standard mode because I can guess what type a card may be, but the Advanced mode also awards extra points for identifying the common name, taxonomic family (scientific name), and habitat of each card’s subject. That is for eggheads, man! I’m just a normal American-educated gamer. I don’t know that stuff! So the Standard mode is relatively easy to play and be good, where the Advanced mode is for those times when you have, let’s say, a Scrabble or Chess snob who revels in being the most intellectual person in the room. That’s not at all a bad thing, and I hope any real eggheads know I am kidding around. I am merely jealous at how smart many people are.

That being the case, this game would work well for a group of younger gamers eager to learn about the marine life on the Great Barrier Reef, or those looking for a relaxing quasi-trivia style card game. Need to amp it up and play on Advanced mode? Go for it. I’ll still be flailing about like a clownfish out of water trying to understand the difference between hard and soft coral and how to distinguish them. Seriously. Take a look for yourself and help out a VERY worthy cause in the process.
  
Decktective: Nightmare in the Mirror
Decktective: Nightmare in the Mirror
2021 | Card Game, Deduction, Murder & Mystery, Puzzle, Real-time
Decktective: Nightmare in the Mirror is an amazing title that just makes people conjure images of actual nightmares and immediately piques interest around the table. But what if you are a solo player about to face your fear of mirrors that was brought on by watching Poltergeist 3 at much too young an age? I am already shuddering!

Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.

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


Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.


I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!

This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.

So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.

I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!
  
Storms of Malhado
Storms of Malhado
Maria Elena Sandovici | 2020 | History & Politics, Paranormal, Romance
8
8.0 (1 Ratings)
Book Rating
I admit that when I read the book synopsis for Storms of Malhado by Maria Elena Sandovici and saw there were ghosts involved, I knew I had to read this book! While it turned out not to be so much of a ghost story but something much much more, it was still a great read!

I felt that the plot for Storms of Malhado was fairly original. The reader is taken through three different points in time starting in 1900 with Suzanne's story, followed by 1961 with Betty's story, and then to 2008 with Katie's story. We learn of how each woman is with a man that is slippery and unobtainable yet each woman yearns to make the relationship work. Each story leads up to a horrible hurricane from each year. What will each woman sacrifice for love, and will it lead up to their demise? Storms of Malhado is full of life lessons, the strongest being that those who don't learn from the past are doomed to repeat it. There is so much symbolism throughout this novel which I didn't catch some of it until I finished reading and reflected back on what I had just read. Sandovici does a fantastic job at painting a beautiful picture of what life was like for each woman. It's easy to get lost in the narrative and forget you're only reading about the characters instead of living their life! The only thing about the plot that lets it down a little is the ending. It just felt a bit messy and confusing. I can't go into great detail because of spoilers. The ending, while I believe in what happened, just seemed a little far fetched and a little too neat if that makes sense. Three people experiencing the same thing at the same time and calling each other by different names, well, it just seemed kind of out there. I wish I could go into more detail, but I really don't want to give too much away. However, all loose ends are tied up by the end of book, and it becomes obvious how all three narratives within Storms of Malhado are related.

The majority of the characters in Storms of Malhado were well fleshed out and very realistic feeling. I enjoyed reading about Suzanne, Josephine, and Desmond. Suzanne was an interesting character to read about, but there were times she made me angry especially towards her ending. I could actually feel how much she loved and longed after Desmond. I just felt that she could be a little selfish at times. However, I feel that we've all been a little selfish when it comes to love. I could really feel how much Josephine loved Suzanne and wanted the best for her. Josephine was such a great character! Betty, Edna, and Cornelius also had an interesting story line. I felt like I connected with Betty the most. I could feel her frustration with Carl seeping through the pages as well as how much she wanted Cornelius no matter how frustrating he was. I loved Edna the most though, and it made me wish I had an Edna in my life to care for me and be there for me. Betty seemed to not have her head in the clouds as much as Suzanne did which was nice. The narrative I felt that was a little underdeveloped was that of Katie, her boyfriend George, and her mother. We don't get to read much about them until the very end. I would have liked more insight into George and Katie's relationship before the storm hits. The reader gets all this backstory into Suzanne's and Desmond's relationship as well as Betty's and Cornelius' relationship, yet there isn't much back story for Katie and George. All of a sudden towards the ending, we are told that Katie and George have a rocky relationship. I wanted to know why it was so rocky instead of just little bits and pieces. Katie's and George's relationship just felt like it was missing so much. The relationship between Katie and her mother also felt lacking. If her relationship was a strong with her mother as the relationship between Suzanne and Josephine as well as the relationship between Betty and Edna, it did not come across that way in the book. Katie's relationships just felt rushed.

Trigger warnings for Storms of Malhado include infidelity, adultery, alcohol use, death, drug use, some light profanity, and sexual situations (although not graphic).

All in all, Storms of Malhado is a highly interesting read that will leave you hooked on each and every word. It grabs you by the hand and doesn't let go until the end. With fantastic writing, a highly interesting plot, and entertaining characters, Storms of Malhado is a must read. I would definitely recommend Storms of Malhado by Maria Elena Sandovici to those aged 16+ who are after a book that will leave them thinking about it long after they are done reading it.
--
(A special thank you to Lone Star Literary Life and Maria Elena Sandovici for providing me with a paperback of Storms of Malhado in exchange for an honest and unbiased review.)
  
Spider-Man: No Way Home (2021)
Spider-Man: No Way Home (2021)
2021 | Action, Adventure
Willem Dafoe (2 more)
The on-screen bickering between characters.
The Doc Ock, Doctor Strange, and villainous team-up action sequences.
The humor doesn't always land. (2 more)
Peter's idiotic logic.
Lizard is supremely underutilized.
Riding the Nostalgia Train
Spider-Man: No Way Home picks up immediately after the events of Spider-Man: Far From Home. Quentin Beck (Jake Gyllenhaal) has revealed to the world that Peter Parker (Tom Holland) is Spider-Man. The world is torn in thinking that Peter is either still a hero or behind the drone attacks on London like Beck stated before his death.

Peter is now in a relationship with MJ (Zendaya) while Ned (Jacob Batalon) tags along as the third wheel more than the guy in the chair. As the three attempt to get into MIT and other colleges, MJ and Ned are punished for being associated with Peter. Feeling guilty, Peter takes it upon himself to contact Doctor Strange (Benedict Cumberbatch), who eventually agrees to perform a spell that would make everyone forget that Peter Parker is Spider-Man. However, Peter’s motor mouth and constant need to change Strange’s spell botches it and ends up opening the multiverse.

Early on, the humor in Spider-Man: No Way Home is lacking and a little lame. Much of the film rides on Peter’s relationship with MJ. Peter, MJ, and Ned have become inseparable in the film thanks to the events of Homecoming, Far From Home, Infinity War, and Endgame. Nearly everything boils down to them making decisions as a trio even when Peter is out there as Spider-Man. The humor in the film doesn’t really find its footing until the villains come along and even then it starts off pretty rough (making fun of the Otto Octavius name in the trailer is a prime example).

Peter’s solution to all of these villains invading his universe from their own is pure stupidity. The desire to do what’s best for someone’s well being is there and you understand why Peter is so adamant about going in the direction that he does. However, he has the opportunity to end all of this early on with little to no repercussions other than some structural damage that he is able to repair in one night.

Peter chooses to change the fate of these villains with the best intentions and suffers for it. In a way, it’s inevitable as it factors in to and is motivation for who Peter Parker and Spider-Man are as essentially one heroic character. “It’s what they do,” as they say several times in the film. That doesn’t mean you have to swallow it as something a supposed genius and one of Marvel’s smartest minds would conjure up though.

Next to the surprises the film has in store for first time viewers, the villains are arguably the highlight of the film. Peter’s fight with Doctor Octopus (Alfred Molina) on the bridge is nearly on par with the Spider-Man/Doc Ock fight on the train from Spider-Man 2. Willem Dafoe is also still Spider-Man’s greatest and most sinister adversary as Norman Osborn/The Green Goblin two decades later.

Dafoe’s one stipulation for returning to the franchise was that he would be allowed to do all of his own stunts even at 66 years old; he believes it all factors in to his performance and it shows. You feel sympathy for Norman and admire his brilliance, but he’s plagued with this gushingly nefarious and uncontrollable alternate personality. With that reverberating laugh and amazing facial expressions, Dafoe literally steals the film every time he’s on screen.

The bickering in the film results in some of the most entertaining sequences in the film. There’s at least two instances, one between all of the villains when they’re all in the same room and another sequence later that occurs right before the big fight scene between Spider-Man and the five villains that have crossed over, that are just incredible and it’s basically just dialogue.

Screenwriters Chris McKenna and Erik Sommers deserve a lot of the credit. If it wasn’t for their writing then those back-and-forth dialogue exchanges between characters wouldn’t exist. But the performances from the cast also factor in to how great those sequences are. Much of the older returning cast have joked about only returning for the money, but it’s clear that there was some enjoyment of not only the script but also being able to work with such a talented group of people.

Speaking of trains, the Spider-Man/Doctor Strange battle in the mirror dimension is one of No Way Home’s visual treats. Doctor Strange and his magical origins opened up the cosmic aspect for the MCU, which has always resulted in trippy and otherworldly sequences that are tonally different and unlike anything else from the other Marvel films. Seeing Spider-Man swing around as the world is upside down while dodging kaleidoscopic skyscrapers and barely escaping gravity defying portals results in a sequence especially memorable for MCU fans.

Spider-Man: No Way Home isn’t without its flaws, but it is mostly exactly what it’s advertised to be. The film doesn’t necessarily redefine the, “With great power comes great responsibility,” aspect for Tom Holland’s Spider-Man but it without a doubt gives the MCU version of Spider-Man his version of that principle. No Way Home is a nostalgic extravaganza that exceeds expectations and is a perfect and satisfying bookend for the first three Tom Holland Spider-Man movies.
  
Orchard: A 9 Card Solitaire Game
Orchard: A 9 Card Solitaire Game
2018 | Card Game
I love playing games with other people. Absolutely LOVE it. However, I also love playing games solo as well. When a game comes along that is specifically designed for solo play only, I tend to like them more than multiplayer games that include a solo mode. Also included here are cooperative games where the solo player just quarterbacks multiple players. But a game that is designed for solo play and even includes it in its title? I cannot recall many games I have played like this. But how is this one?

Orchard: A 9 Card Solitaire Game (simply Orchard from here on out) is a solo game where the player is attempting to harvest the most fruit from trees that are bred for high yield. As there are no players to play against, the player will instead compare their ending score with a table in the rulebook. Will the player’s game result in a “Pal-tree” score or will they score enough to be considered “Almost imposs-apple!”?


To setup, place the dice and Rotten Fruiteeple on the table. Shuffle the 18 cards, deal two decks of nine cards (two games worth), and choose a deck to play. Flip the first card over to start the orchard, shuffle the remaining cards and draw two into hand. The game is now setup and ready to begin!
Turns in Orchard could not be simpler: Play a Card, Place Dice, Draw a Card. From the two-card hand, choose one to be placed in the orchard with one very important rule: the newly-placed card must overlap another card in the orchard by overlapping matching tree types. So, a card can only be placed if the apple tree overlaps an apple tree, etc. More than one icon may overlap the existing card, but each icon must match types below it.

Once the new card has been placed, for each icon overlapped, a die matching the fruit type is placed on the icon. If this is the first time the tree has been overlapped, the die face is placed with value 1 showing. However, the die will increase in value each subsequent time it is overlapped (total die values of 1, 3, 6, 10). Therefore, when a card has been overlapped four times on the same icon, the maximum number of points has been reached for that icon. Should a player wish instead to forego any die placement and be unable (or unwilling) to place a card correctly, they may place any card, overlap an icon, and then add a Rotten Fruiteeple atop the mismatched icon. This spoils the fruit for the remainder of the game, so no further dice may be placed upon it, and also reduces the final score by three VP at game end for each token placed.


Finally, when the card and die have been placed, the player draws another card into their hand. When the final card has been played, or no further legal placements can be made, the game ends and the player totals up the dice values to arrive at their final score.
Components. This game is 18 cards of good quality, a bunch of custom dice, and two Rotten Fruit meeples. Everything is good quality and size, and it fits into a really cool sliding deck-box. The art, for me, is fine. The colors match fruits from the real world, and the dice match those color well enough too. I feel like different fruit choices could have been made to increase accessibility for our color-blind gamer friends. The plums and apples are both small and round (with an ever-so-slight different shape on the apple). I don’t know what other fruits would have been more appropriate – I’m not a botanist. Similarly, the dice are custom made with the pips looking like a plum or apple, and two sides of the dice showing a leaf icon. Perhaps in the interest of differentiation, instead of the leaves, the different dice colors could instead show the matching fruit style (if only the plum and apple looked differently enough). So instead of leaves, the red dice could show apples, the yellow dice could show pears, and the purple dice could show, I don’t know, eggplants? I am not color-blind, so these do not affect me, but it is something I have taken to commenting on as I review more and more games.

All in all, Orchard is a really good little game of overlapping and puzzling out next moves. The games are super-quick and engaging, and I always want to improve my score each time I play. When a game forces me to play again and again I feel it is a sign of a good game. I have plans to keep this one in its own special place where I can just grab it and go, instead of being dwarfed by my collection of much larger game boxes. If you are like me and pine for good solo play, then perhaps you should check out Orchard: A 9 Card Solitaire Game. The rules are light, game play is simple and fast, and it keeps drawing me in every time I look at the box.

Also let me know your highest score because I apparently am trash at this game, even though I really enjoy playing it. Have you scored in the top tier? Those must be some delicious fruits.
  
Rachel Held Evans is at it again, using her Evangelical past and her love of Jesus to help make sense of this messy Bible we have. This is a truly inspired work of allowing our hearts and minds work together for the glory of His word. (0 more)
Truly Inspired
Contains spoilers, click to show
This is a book review for the not-yet-released Inspired: Slaying Giants, Walking on Water, and Loving the Bible Again by Rachel Held Evans. This book is available in stores June 12th, but you can pre-order it at rachelheldevans.com.

I should start by saying - I filled out an application to be on the Launch Team for this new book, so I received an Advanced Reader Copy from the Publisher.

I first came across Rachel Held Evans when her book A Year of Biblical Womanhood crossed upon my Goodreads page. I thought, "Now there's a crazy idea", and while it was, the writing was not. The writing was wonderful! I followed along to grab Searching for Sunday, too.

So as any good 21st century fan, I started following Evans on Facebook, where I saw polls for naming a new book. A new book?? Yay! Never in my wildest dreams did I think I'd get to be reading it a month in advance of release.

"Bible stores don't have to mean just one thing."

Inspired is largely about the importance of stories. Not just Bible stories , but our own stories, too. Stories like how your Grandpa had to quit smoking to get Grandma to go out with him. Stories like how you met your spouse over $0.25 tacos. Stories like how your great-uncle got kicked out of military school necessitating not one, not two, but FOUR rosaries at his funeral.

There are stories about who we are, where we come from, what we're willing to fight for, and what we've learned along the way. There are stories of good news and bad, and who we make community with. And the Bible is no different. Rather than dissecting all of the stories of the Bible, Evans divides the book into genres of stories. There are Wisdom stories, stories of deliverance, Church stories, and of course, Gospels.

"The good news is good for the whole world, certainly, but what makes it good varies from person to person, and community to community."

This theme of interpretation is recurrent through the whole book. Bible stories, gospel stories, war stories - none of them have one singular meaning. For Evans, growing up in a tradition that took the Bible as literally true and the inerrant Word of God, one singular meaning was not only suggested, but preached everyday. And though I grew up Catholic, and not Evangelical Protestant, I can relate.

Leaving the Catholic faith in my late teens to re-emerge as a Progressive Protestant in my thirties has been an eye-opening experience to say the least. I've never known anyone who takes the Bible literally (or at least if I did, I didn't know it). Not until I started homeschooling did I ever meet a person who actually believed in Creation. I guess what I'm trying to say, is that it has never occurred to me to take the Bible literally.

But I am, overall, an academic person. I love to read, analyze, and over-think everything. But since I did not grow up with the Bible's cast of characters like old friends, I was thirty-years-old before I started attending Bible studies at my local church. Instantly, I was sucked in to the weirdness and messiness of the Bible. Which made me ask - how does one even take the Bible literally?

"The truth is, the bible isn't an answer book. It's not even a book, really. Rather it's a diverse library of ancient texts, spanning multiple centuries, genres, and cultures, authored by a host of different authors coming from a variety of different perspectives...No one has the originals."

You could almost say that God delighted in canonizing inconsistencies, trusting that we could use our [God given] intellect to figure out what it needed to mean.

Because, things change, don't they? A historical, analytical approach to studying the Bible tells us that time, place, and context matter. The Epistles of Paul were not written to us. They were written to the church in Corinth, or Thessalonica, or Ephesus. And by church, I mean incredibly small groups of people, gathered in someone's house, illegally I might add. They weren't written to the 2.1 billion of us, flaunting our religion around the world like we own the place.

Indeed, Inspired was so good, and covered such a rich variety of story types, that if I keep talking, I'm going to ruin it for you. So, I guess I'll leave you with this. If you have ever read the Bible and thought:

...how could God just leave Tamar like that?

...how could God call David a man after his own heart?

...Jesus sure does touch a lot of people he ain't supposed to, what's up with that?

...what's so bad about being a tax collector, anyway?

you should probably read this book. NOT because this book answers any of those questions. It doesn't. It doesn't even try to. Rather, Rachel Held Evans in her Southern mama wisdom, helps remind us that maybe having all the answers isn't actually the answer. Maybe reveling in the magic of the Bible is the Hokey Pokey. Maybe that IS what it's all about.
  
40x40

Mothergamer (1607 KP) rated the PC version of Dead Island in Video Games

Apr 3, 2019  
Dead Island
Dead Island
2011 | Action/Adventure
I really wanted to love Dead Island. After seeing many fantastic pictures and reading up about the game months before it came out, I was excited. Friends and family know I am very much a zombie fan. Ever since that Halloween night when I was 12, and watched Romero's Night Of The Living Dead, I have genuinely enjoyed all forms of zombie multimedia. Some of it has been great, some of it filled with schlock, and some of it just plain fun. So I was excited about Dead Island and had high hopes for it. Some of my expectations were met, but others not so much. This included the discovery that the game is in the first person view (I have issues with vertigo and first person view games), but I found that I could play the game for short periods of time because the camera did not bounce around the way it does for so many other first person games I've experienced. There are good things about this game, but there are bad things as well.

Welcome To Paradise!

 You start the game with the setting of what appears to be a tropical island paradise, Banoi. However, if you look closer, you'll notice the blood on the walls, in the sand, and in the swimming pools. Look even closer, and you'll see the zombies munching on corpses. Dead Island while appearing to be a first person shooter, is more than that. Sure there is shooting in it, but there are also a myriad of other weapons such as oars, cars, and molotov cocktails. Dead Island is more of a schlock filled action role playing game that plays heavily on grisly melee combat. The resort is not the only place you explore. You can go even further inland into city and jungle settings, while doing favors for survivors on the island. The maps are excellent and there is even a handy shortcut function, where you can click on the map and go back to a previous location without having to run through a zombie horde. There are also plenty of weapons that you can improvise, making them quite deadly to the zombie menace. The four player online co-op is pretty good and gives you a chance to survive a zombie horde fight for the more difficult quests.

Just a girl and her axe, waiting for some zombies.

The majority of your time on Banoi is spent exploring and foraging for items for weapons and supplies. In co-op mode, this can work very well with a couple of people fighting off the zombies, while the others get things like fuel for the vehicles. You can also have fun with the leveling grind, running zombies over with various automobiles and watch the points tally up. You can easily put twenty hours into this game with all the questing, exploring, and zombie slaying and it is fun trying all the different melee choices out. My personal favorite was driving a big truck and running zombies over.


Hungry Tourists.
Now we get to the bad. While there are only a few minor flaws with the game, it definitely made a difference in the game play and the story. Now I'm not saying for a fun schlock zombie game I need a gripping emotional story, but the story must be good. Dead Island gives you a very threadbare story and the characters backgrounds are rather weakly written. This is a reflection on the writers. They could have written the characters better and fleshed out the story more, but they chose to do it this way although I am not sure why. The voice acting is also not great, with monotone emotionless voices. Do the characters even care that they could get eaten by zombies? I get the impression that they don't with that flat tone in their voice acting. Clunky controls and awkward combat can make you frustrated. It can be off putting when you're fighting off a wave of zombies and trying to make the camera turn the way you want it to so you can at least see what you're fighting. The game would also benefit from a better block and dodge option during combat. The quality of the visuals isn't even. The environmental graphics on the resort are great and the jungle environments as well, but the character and npc animation is poor and as you progress towards the end of the game it comes across as the bare minimum at best.
 The last issue I have with Dead Island is the lack of regard for the solo player. There isn't an offline co-op option so you can play with friends you have over. It's as if they didn't even consider the possibility that people would want to play offline with friends and only have the online option. While I appreciate their reliable system for online play, I still would have liked the option to play offline with others if I chose.
 Overall, Dead Island is a good game, but not a perfect one. It had a lot of potential, but the execution of those ideas was severely lacking. You're better off just waiting for it to go on sale really cheap or just rent it.