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blueirisfox (125 KP) rated the PC version of Final Fantasy XIV Online Complete Edition in Video Games
Feb 16, 2020 (Updated Feb 16, 2020)
So many cool clothes!! (3 more)
Crafting and Gathering classes add so much to this game
For the most part, the community is so friendly and awesome (in 8 months I have only come across one toxic/mean player)
The world feels alive. The stories of npcs can be some of the highlights of gameplay.
Can be quite expensive to pay for online membership (3 more)
The pacing of A Realm Reborn (ARR) can feel really slow.
Buying the game can be really confusing, as you don't know what versions you should be buying.
Two of the playable races have restricted customisation.
This review is long... not all of it fit so the rest is in the comments
The way how I like to think of this game is like when I discovered anime. It felt like this whole new world that was hidden under a small rock that someone could easily walk past. Like one small step could have meant never finding it at all. (this was a couple of years before Attack on Titan exploded, by the way)
But still, against all odds, I found this amazing world and community and I am just so in love with it.
I've been playing this game since around June/July of 2019, and only actually bought the full version the following Christmas, so I still consider myself to be a newbie. I'll try my best to review the content that I've played, as well as the content I've seen others play.
Before I say anything else, I feel that I need to get this across. If you are completely new to this game, don't spend any money on it yet! There is a free trial that DOESN'T HAVE A TIME LIMIT and is FREE. If you actually buy the game, you will have to start paying for the online subscription after the first 30 days free are used up. You will be saving a lot of money by just playing up to the level cap of the free trial at your own pace. The level caps at 35, which sounds like it's not that high, but this applies to ALL CLASSES and not just one - so you can multiclass and level them all up to 35. Also, this will let you experience the game without much sacrifice and give you the opportunity to see if you actually like this game, or if it's not for you.
When you do come around to buying it, I would recommend getting the compete edition. It works out a lot cheaper since it comes with everything. So if you're not sure which one to get, then this is the best one. However, a cool thing about this game - and the greatest cause of confusion among new players - is that buying the newest expansion will also give you all the old ones too, BUT this will only be playable if you have the base game first. And it is for this reason that it ends up cheaper to get the complete edition, since the Shadowbringers expansion alone is about £40.
Now, onto the review...
I have heard this game be compared to World of Warcraft (WoW) many times before. I've never played WoW, but I'm sure that this gives a bit of a better idea of what kind of game this is.
There are different Data Centers and Servers you can play on, and simply hopping from one to another can give the game a completely different feel. When I started out on Omega, it felt like a quiet and cozy little community of players. I know now that this server is a roleplay (rp) oriented server, but I could have easily jumped onto a more player-vs-player (pvp) oriented one, or a busier and more hectic server. So I guess that it was pure luck that I picked a server that matched my slow and cosy play style. I'm pretty sure that there is a reddit post that explains what the different servers are like, although this is likely to change with time as certain servers grow.
Onto Character creation. Oh how I love my character creation. I am proud to say that I have spent many hours in this part of the game alone, which is the main reason why I have so many playable characters scattered on different servers. I do have some criticisms for this one, but by the same note I have a lot of love for it.
So first of all, there are a total of 8 playable races: The Hyur (humans), the Elezen (elves), the Lalafell (midgets), the Miqo'te (cat people that look like ichigo from Tokyo Mew Mew), Roegadyn (buff giants), Au Ra (part dragon? They have cool horns), Hrothgar (Actual cat people, like the guy from FFX), and finally Viera (the bunny girl).
Phew! Got all their names out. Now I can critique.
So first of all, I feel that I should mention that only the first five races are available in the free trial and base game. The other three races are unlocked through buying the expansions (Heavensward, Stormblood, and Shadowbringers) although I'm not entirely sure which ones specifically since I bought the complete edition.
My biggest beef with the races as of writing this review, is that Hrothgar and Viera are gender locked. Hrothgar's are locked to males, and the Viera are locked to females. These races are the newest to be added, so there is still a chance of introducing the other genders - which isn't as unlikely as you may think, since the FFXIV team listen to the community a lot, and fix/introduce many features wanted by the community.
Furthermore, these two races are a bit limited in their customisation. The Hrothgar have the problem of the hairstyles being locked to face types (which there are only 4 or 5 of), and unlike every other race, they have to buy a fantasia to make changes to the hairstyle. Fantasia are used to change your character's look, from race to gender, to smaller features like eye and skin colour - they are intended to change permanent features, which is why it's a bit unfair to Hrothgar players looking for a new look that could normally be achieved through the Aesthetician (stylist) - I'm pretty sure i spelled that wrong 😅
Then there is the Viera. Don't get me wrong, I love this race - I'm currently playing one myself. But I can't help but be sad over the lack of compatible hairstyles and head gear. I didn't mention this before, but you can aquire new hairstyles through certain areas of gameplay. When I was playing a Hyur (human), I could fully enjoy these hairstyles without a problem. But when I tried it on the Viera, it just didn't work at all. And if that wasn't bad enough, my character can't wear a lot of the hats in the game, which is just infuriating to me since I really love the glamour system and making cool looking characters.
Those were my biggest peeves with the game, and now they are out of the way.
I'll keep the rest brief, since this is quite a long review already.
The housing system looks really cool, with a lot of different housing items that can be used. I've seen some really epic houses so far. Housing and furnishings are really expensive, so this is more of a long term goal. Saying that, the cheaper alternative is apartments, although you lose out on a garden (unless you make an indoor one - and I'm not sure how functional it would be since I can't afford housing), as well as loosing basements I'd imagine.
The rest is in comments because it didn't fit..
But still, against all odds, I found this amazing world and community and I am just so in love with it.
I've been playing this game since around June/July of 2019, and only actually bought the full version the following Christmas, so I still consider myself to be a newbie. I'll try my best to review the content that I've played, as well as the content I've seen others play.
Before I say anything else, I feel that I need to get this across. If you are completely new to this game, don't spend any money on it yet! There is a free trial that DOESN'T HAVE A TIME LIMIT and is FREE. If you actually buy the game, you will have to start paying for the online subscription after the first 30 days free are used up. You will be saving a lot of money by just playing up to the level cap of the free trial at your own pace. The level caps at 35, which sounds like it's not that high, but this applies to ALL CLASSES and not just one - so you can multiclass and level them all up to 35. Also, this will let you experience the game without much sacrifice and give you the opportunity to see if you actually like this game, or if it's not for you.
When you do come around to buying it, I would recommend getting the compete edition. It works out a lot cheaper since it comes with everything. So if you're not sure which one to get, then this is the best one. However, a cool thing about this game - and the greatest cause of confusion among new players - is that buying the newest expansion will also give you all the old ones too, BUT this will only be playable if you have the base game first. And it is for this reason that it ends up cheaper to get the complete edition, since the Shadowbringers expansion alone is about £40.
Now, onto the review...
I have heard this game be compared to World of Warcraft (WoW) many times before. I've never played WoW, but I'm sure that this gives a bit of a better idea of what kind of game this is.
There are different Data Centers and Servers you can play on, and simply hopping from one to another can give the game a completely different feel. When I started out on Omega, it felt like a quiet and cozy little community of players. I know now that this server is a roleplay (rp) oriented server, but I could have easily jumped onto a more player-vs-player (pvp) oriented one, or a busier and more hectic server. So I guess that it was pure luck that I picked a server that matched my slow and cosy play style. I'm pretty sure that there is a reddit post that explains what the different servers are like, although this is likely to change with time as certain servers grow.
Onto Character creation. Oh how I love my character creation. I am proud to say that I have spent many hours in this part of the game alone, which is the main reason why I have so many playable characters scattered on different servers. I do have some criticisms for this one, but by the same note I have a lot of love for it.
So first of all, there are a total of 8 playable races: The Hyur (humans), the Elezen (elves), the Lalafell (midgets), the Miqo'te (cat people that look like ichigo from Tokyo Mew Mew), Roegadyn (buff giants), Au Ra (part dragon? They have cool horns), Hrothgar (Actual cat people, like the guy from FFX), and finally Viera (the bunny girl).
Phew! Got all their names out. Now I can critique.
So first of all, I feel that I should mention that only the first five races are available in the free trial and base game. The other three races are unlocked through buying the expansions (Heavensward, Stormblood, and Shadowbringers) although I'm not entirely sure which ones specifically since I bought the complete edition.
My biggest beef with the races as of writing this review, is that Hrothgar and Viera are gender locked. Hrothgar's are locked to males, and the Viera are locked to females. These races are the newest to be added, so there is still a chance of introducing the other genders - which isn't as unlikely as you may think, since the FFXIV team listen to the community a lot, and fix/introduce many features wanted by the community.
Furthermore, these two races are a bit limited in their customisation. The Hrothgar have the problem of the hairstyles being locked to face types (which there are only 4 or 5 of), and unlike every other race, they have to buy a fantasia to make changes to the hairstyle. Fantasia are used to change your character's look, from race to gender, to smaller features like eye and skin colour - they are intended to change permanent features, which is why it's a bit unfair to Hrothgar players looking for a new look that could normally be achieved through the Aesthetician (stylist) - I'm pretty sure i spelled that wrong 😅
Then there is the Viera. Don't get me wrong, I love this race - I'm currently playing one myself. But I can't help but be sad over the lack of compatible hairstyles and head gear. I didn't mention this before, but you can aquire new hairstyles through certain areas of gameplay. When I was playing a Hyur (human), I could fully enjoy these hairstyles without a problem. But when I tried it on the Viera, it just didn't work at all. And if that wasn't bad enough, my character can't wear a lot of the hats in the game, which is just infuriating to me since I really love the glamour system and making cool looking characters.
Those were my biggest peeves with the game, and now they are out of the way.
I'll keep the rest brief, since this is quite a long review already.
The housing system looks really cool, with a lot of different housing items that can be used. I've seen some really epic houses so far. Housing and furnishings are really expensive, so this is more of a long term goal. Saying that, the cheaper alternative is apartments, although you lose out on a garden (unless you make an indoor one - and I'm not sure how functional it would be since I can't afford housing), as well as loosing basements I'd imagine.
The rest is in comments because it didn't fit..
Movie Metropolis (309 KP) rated Solo: A Star Wars Story (2018) in Movies
Jun 10, 2019
Star Wars goes western
Star Wars has had somewhat of a chequered history since turning over to the dark side, sorry, I mean Disney. You see, since LucasFilm was acquired by the House of Mouse there has been one Star Wars movie each year. The Force Awakens was good, if a little safe and The Last Jedi was brilliant, but incredibly divisive.
What’s been more exciting to see evolve however, is the Star Wars Story movies. Rogue One became my 2nd favourite film in the series after Empire with Godzilla director, Gareth Edwards proving to be a force to be reckoned with. Then, LEGO Movie directors Phil Lord and Chris Miller were hired to direct a Han Solo origins story and that got people very excited indeed.Fast forward a few months and they were unceremoniously dumped from the project during filming with veteran director Ron Howard brought in as their replacements. Howard’s name is a concerning one. He’s become something of a director-for-hire over the last decade: competent but not exemplary. Phew! Keeping up? Good.
The resulting film has been plagued by ballooning costs, expensive reshoots and rumours of on-set acting classes for some of the stars. It’s finally here, but are we looking at the first new generation Star Wars failure?
Young Han Solo (Alden Ehrenreich) finds adventure when he joins a gang of galactic smugglers, including a 196-year-old Wookie named Chewbacca. Indebted to the gangster Dryden Vos (Paul Bettany), the crew devises a daring plan to travel to the mining planet Kessel to steal a batch of valuable coaxium. In need of a fast ship, Solo meets Lando Calrissian (Donald Glover), the suave owner of the perfect vessel for the dangerous mission — the Millennium Falcon.
Thankfully, and by nothing short of a miracle, Solo: A Star Wars Story is engaging, packed full of nostalgia and features an incredible ensemble cast. It’s not perfect by any means, but we’ll get on to that later.
Billed as a heist meets western kinda movie, Solo hits all the right beats to carefully straddle the line between those two genres. The writing is snappy, genuinely funny and engaging with all the cast members doing their fair share of the heavy lifting. Emilia Clarke is great as Solo’s love interest Qi’Ra and Woody Harrelson is as charming as ever in a role that could’ve been serviced by many 50-something actors who could do fancy stuff with a blaster.
It is in Donald Glover however that the film truly belongs. His Lando Calrissian is absolutely, unequivocally sublime. He channels his counterpart from Empire beautifully and you do feel like you’re watching a young Billy Dee Williams in action.
There is some striking imagery throughout the film with the western-style finale being absolutely superb
In fact, there are only two of the main cast members that fail to register in the way that they had clearly intended to do. One is Paul Bettany’s Dryden Vos; the Star Wars universe’s first real villain failure. Alas, it’s not the fault of Bettany. The part was originally written for a CGI motion capture performance but was changed at the last minute with reshoots being added for Bettany’s scenes.
The other, unfortunately, is Han Solo himself. Alden Ehrenreich definitely makes all the right noises. He’s cocky, arrogant, self-assured, just like Harrison Ford, but, for all of his effort, he just isn’t doing a Harrison Ford in this film. Now, that doesn’t ruin the movie as much as you might think it does, as it’s easy to just go along for the ride, but at no point in Solo’s run time did I think we were watching a young Harrison Ford in action. Ehrenreich is good, he’s just not that good.
Thankfully, what is that good is the cinematography. The action is staged beautifully, though I’m unsure as to whether this is Howard’s influence or the previous directors. There is some striking imagery throughout the film with the western-style finale being absolutely superb. The CGI is nicely integrated with animatronics and props, just like a Star Wars movie should be, and each of the set pieces is brimming with excitement.
One sequence in particular, involving the liberation of some slaves is really nicely filmed with a great colour palate and the much-marketed monorail heist is edge-of-your-seat stuff with cracking CGI.
Pacing is generally good, and at 135 minutes that is no easy win though things do drag a little about half way through. What is pleasing however, is how the bromance between Chewbacca and Han takes a backseat up until about 40 minutes before the end in which a familiar theme plays over the action: it’s spine-tingling in its simplicity. In fact, John Powell’s score is rousing when it needs to be and beautifully put together. A real match for John Williams’ classic orchestral soundtrack.
Overall, Solo: A Star Wars Story is better than it had any right to be. Whenever a film goes through such a turbulent production process, it’s always concerning that the final product will be somehow lesser in quality, but this isn’t the case here. It’s not perfect by any stretch of the imagination, but as a continuation of the new Star Wars mantra under Disney, it’s a fitting entry and a great addition to the series.
https://moviemetropolis.net/2018/05/24/solo-a-star-wars-story-review-stars-wars-goes-western/
What’s been more exciting to see evolve however, is the Star Wars Story movies. Rogue One became my 2nd favourite film in the series after Empire with Godzilla director, Gareth Edwards proving to be a force to be reckoned with. Then, LEGO Movie directors Phil Lord and Chris Miller were hired to direct a Han Solo origins story and that got people very excited indeed.Fast forward a few months and they were unceremoniously dumped from the project during filming with veteran director Ron Howard brought in as their replacements. Howard’s name is a concerning one. He’s become something of a director-for-hire over the last decade: competent but not exemplary. Phew! Keeping up? Good.
The resulting film has been plagued by ballooning costs, expensive reshoots and rumours of on-set acting classes for some of the stars. It’s finally here, but are we looking at the first new generation Star Wars failure?
Young Han Solo (Alden Ehrenreich) finds adventure when he joins a gang of galactic smugglers, including a 196-year-old Wookie named Chewbacca. Indebted to the gangster Dryden Vos (Paul Bettany), the crew devises a daring plan to travel to the mining planet Kessel to steal a batch of valuable coaxium. In need of a fast ship, Solo meets Lando Calrissian (Donald Glover), the suave owner of the perfect vessel for the dangerous mission — the Millennium Falcon.
Thankfully, and by nothing short of a miracle, Solo: A Star Wars Story is engaging, packed full of nostalgia and features an incredible ensemble cast. It’s not perfect by any means, but we’ll get on to that later.
Billed as a heist meets western kinda movie, Solo hits all the right beats to carefully straddle the line between those two genres. The writing is snappy, genuinely funny and engaging with all the cast members doing their fair share of the heavy lifting. Emilia Clarke is great as Solo’s love interest Qi’Ra and Woody Harrelson is as charming as ever in a role that could’ve been serviced by many 50-something actors who could do fancy stuff with a blaster.
It is in Donald Glover however that the film truly belongs. His Lando Calrissian is absolutely, unequivocally sublime. He channels his counterpart from Empire beautifully and you do feel like you’re watching a young Billy Dee Williams in action.
There is some striking imagery throughout the film with the western-style finale being absolutely superb
In fact, there are only two of the main cast members that fail to register in the way that they had clearly intended to do. One is Paul Bettany’s Dryden Vos; the Star Wars universe’s first real villain failure. Alas, it’s not the fault of Bettany. The part was originally written for a CGI motion capture performance but was changed at the last minute with reshoots being added for Bettany’s scenes.
The other, unfortunately, is Han Solo himself. Alden Ehrenreich definitely makes all the right noises. He’s cocky, arrogant, self-assured, just like Harrison Ford, but, for all of his effort, he just isn’t doing a Harrison Ford in this film. Now, that doesn’t ruin the movie as much as you might think it does, as it’s easy to just go along for the ride, but at no point in Solo’s run time did I think we were watching a young Harrison Ford in action. Ehrenreich is good, he’s just not that good.
Thankfully, what is that good is the cinematography. The action is staged beautifully, though I’m unsure as to whether this is Howard’s influence or the previous directors. There is some striking imagery throughout the film with the western-style finale being absolutely superb. The CGI is nicely integrated with animatronics and props, just like a Star Wars movie should be, and each of the set pieces is brimming with excitement.
One sequence in particular, involving the liberation of some slaves is really nicely filmed with a great colour palate and the much-marketed monorail heist is edge-of-your-seat stuff with cracking CGI.
Pacing is generally good, and at 135 minutes that is no easy win though things do drag a little about half way through. What is pleasing however, is how the bromance between Chewbacca and Han takes a backseat up until about 40 minutes before the end in which a familiar theme plays over the action: it’s spine-tingling in its simplicity. In fact, John Powell’s score is rousing when it needs to be and beautifully put together. A real match for John Williams’ classic orchestral soundtrack.
Overall, Solo: A Star Wars Story is better than it had any right to be. Whenever a film goes through such a turbulent production process, it’s always concerning that the final product will be somehow lesser in quality, but this isn’t the case here. It’s not perfect by any stretch of the imagination, but as a continuation of the new Star Wars mantra under Disney, it’s a fitting entry and a great addition to the series.
https://moviemetropolis.net/2018/05/24/solo-a-star-wars-story-review-stars-wars-goes-western/
Heather Cranmer (2721 KP) rated The Rules for Disappearing (The Rules for Disappearing, #1) in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
When I first read about The Rules for Disappearing by Ashley Elston, I knew I had to read this book. I was thrilled when I won an ARC copy from a blog giveaway. I was even happier that the book was even better then I thought it was going to be.
Thankfully, the book synopsis does an excellent job in describing what the book is going to be about. I'm super thankful because a lot of book blurbs these days tend to just give you the bare minimum of what the book will be about or something completely different. Anyway, since you've read above what the book is about, I won't try to tell you again since most people find it boring.
I absolutely love the title! It screams out at you to check this book out (okay, it did to me). The title is also what the chapter names are called. With each chapter, you also get a rule for disappearing, so this title is perfect!
Whilst I loved the title, I wasn't thrilled with the cover. I just felt that with what this books about and everything contained within the pages, the cover would've been better. Yes, I get that it's about up and leaving, but just showing a pair of legs running is a bit too bland. In fact, I wasn't going to bother with this book when I saw the cover, but I thought I'd give the book blurb a read which is what changed my mind. So please don't let the cover fool you into thinking this is a dull book because it's not.
I thought the world building was fantastic. I enjoyed reading about how it'd be living in the Witness Protection Program, and I must say, I'm glad that I never had to do something like that even if it would be cool to pick your own name. Elston gives us an up close and personal look into the life of someone who has to deal with this. I felt, at times, that it was me in the place of Meg. That's how real the world building felt. One thing that bothered me though was how trusting one of the adults was in this book. I won't go into details because I don't want to go into spoilers, but I just couldn't imagine any adult would let someone take off with hardly any questions asked.
The pacing was absolutely perfect! This whole book was one big page-turner. I kept telling myself I'd only read one more chapter and then get back to real life. Before I knew it, I'd finished the book. I had to know what was going to happen next. Not once does the pacing become dull.
The plot was fantastic! I'd never read a book that had to do with the Witness Protection Program. I loved the way the plot was written and the predicament of Meg getting close to Ethan. It was very interesting to read about everything and to see how things would play out. I did, however, predict who the baddie really was, and I was right. I had pretty much seen it coming since that character was mentioned, but the story was still interesting to read. I just wish the ending would've explained a bit more, but I've just read that there will be a sequel out next year so hopefully things will be explained more then.
I absolutely loved the characters! Meg was a very strong character throughout the whole book. The way she handled things was very interesting to read about. I liked how she was torn and how she'd rationalize things especially when it came to getting close to Ethan. I enjoyed how much Ethan was willing to put on the line to get close to Meg. He was a true gentleman, but not over the top like you get in cheesy romance novels. I loved his dedication to Meg. Teeny seemed to act like that of an 8 year child instead of an 11 year old girl. The book says she acts younger because of what she's been through with having to move house and change lives every so many weeks. I just didn't buy it. She acted too young almost all the time! While I did enjoy the character of Teeny, I just wish she would've acted her age a little more throughout the book. Pearl was definitely my favorite character, and while she isn't mentioned a lot, I still loved whenever she'd show up in the book. I loved her sweet nature and how she was willingly to help anyone out.
The interactions between the characters was very believable and never felt forced. Even the swearing never felt forced. The dialogue is very enjoyable, and I enjoyed it the most when Meg was forced with a problem. I loved reading about how she was going to solve it. Like I said, there is some bad language, but I'd say it's only moderate.
Overall, The Rules for Disappearing by Ashley Elston is an interesting, refreshing read as well as a book that keeps you hooked until the very end.
I'd recommend this book to those aged 14+ who just want a good book to read.
I'd give The Rules for Disappearing by Ashley Elston a 4.5 out of 5.
When I first read about The Rules for Disappearing by Ashley Elston, I knew I had to read this book. I was thrilled when I won an ARC copy from a blog giveaway. I was even happier that the book was even better then I thought it was going to be.
Thankfully, the book synopsis does an excellent job in describing what the book is going to be about. I'm super thankful because a lot of book blurbs these days tend to just give you the bare minimum of what the book will be about or something completely different. Anyway, since you've read above what the book is about, I won't try to tell you again since most people find it boring.
I absolutely love the title! It screams out at you to check this book out (okay, it did to me). The title is also what the chapter names are called. With each chapter, you also get a rule for disappearing, so this title is perfect!
Whilst I loved the title, I wasn't thrilled with the cover. I just felt that with what this books about and everything contained within the pages, the cover would've been better. Yes, I get that it's about up and leaving, but just showing a pair of legs running is a bit too bland. In fact, I wasn't going to bother with this book when I saw the cover, but I thought I'd give the book blurb a read which is what changed my mind. So please don't let the cover fool you into thinking this is a dull book because it's not.
I thought the world building was fantastic. I enjoyed reading about how it'd be living in the Witness Protection Program, and I must say, I'm glad that I never had to do something like that even if it would be cool to pick your own name. Elston gives us an up close and personal look into the life of someone who has to deal with this. I felt, at times, that it was me in the place of Meg. That's how real the world building felt. One thing that bothered me though was how trusting one of the adults was in this book. I won't go into details because I don't want to go into spoilers, but I just couldn't imagine any adult would let someone take off with hardly any questions asked.
The pacing was absolutely perfect! This whole book was one big page-turner. I kept telling myself I'd only read one more chapter and then get back to real life. Before I knew it, I'd finished the book. I had to know what was going to happen next. Not once does the pacing become dull.
The plot was fantastic! I'd never read a book that had to do with the Witness Protection Program. I loved the way the plot was written and the predicament of Meg getting close to Ethan. It was very interesting to read about everything and to see how things would play out. I did, however, predict who the baddie really was, and I was right. I had pretty much seen it coming since that character was mentioned, but the story was still interesting to read. I just wish the ending would've explained a bit more, but I've just read that there will be a sequel out next year so hopefully things will be explained more then.
I absolutely loved the characters! Meg was a very strong character throughout the whole book. The way she handled things was very interesting to read about. I liked how she was torn and how she'd rationalize things especially when it came to getting close to Ethan. I enjoyed how much Ethan was willing to put on the line to get close to Meg. He was a true gentleman, but not over the top like you get in cheesy romance novels. I loved his dedication to Meg. Teeny seemed to act like that of an 8 year child instead of an 11 year old girl. The book says she acts younger because of what she's been through with having to move house and change lives every so many weeks. I just didn't buy it. She acted too young almost all the time! While I did enjoy the character of Teeny, I just wish she would've acted her age a little more throughout the book. Pearl was definitely my favorite character, and while she isn't mentioned a lot, I still loved whenever she'd show up in the book. I loved her sweet nature and how she was willingly to help anyone out.
The interactions between the characters was very believable and never felt forced. Even the swearing never felt forced. The dialogue is very enjoyable, and I enjoyed it the most when Meg was forced with a problem. I loved reading about how she was going to solve it. Like I said, there is some bad language, but I'd say it's only moderate.
Overall, The Rules for Disappearing by Ashley Elston is an interesting, refreshing read as well as a book that keeps you hooked until the very end.
I'd recommend this book to those aged 14+ who just want a good book to read.
I'd give The Rules for Disappearing by Ashley Elston a 4.5 out of 5.
Hadley (567 KP) rated Heart-Shaped Box in Books
Jun 18, 2019
Unlikable characters (1 more)
Parts that weren't needed
Which one of us hasn't imagined being a successful rock star? The main character of this novel is an aging one, who has become the stereo-typical hard-ass that is expected of a death metal rock star. We begin with Judas Coyne, who hasn't made an album in years, and who is constantly running from his past- - -a habit he acquired when he ran away from home in Louisiana at the age of 19, and this is the problem that permeates Hill's 'Heart-Shaped Box.'
'Heart-Shaped Box' does a successful job of not only painting a picture of ghosts, but also of the spirits that reside in animals (like a witch's familiar), but the likable characters in this book are few and far between. Coyne treats women as objects(he literally only calls them by the State name they are from,such as Florida), and also ended his own marriage by refusing to throw away a snuff film he had obtained from a police. When the story begins, Coyne is shacked up with a young woman (nearly 30 years younger) he calls Georgia; she is described as a stereo-typical goth: black hair, black nail polish, pale white skin. This description of the women Coyne has been with seem to be about the same, but maybe a different hair color, but any other woman that is ever mentioned in the book is either very old or very overweight.
Coyne, a collector of all things dark, buys a dead man's suit that is supposedly haunted by a woman's deceased stepfather. Quite quickly things begin to happen after the suit arrives, including a decaying smell, first noticed by Coyne's 'girlfriend,' Georgia: " I know. I was wondering if there was something in one of the pockets. Something going bad. Old food." She makes Coyne take a look at the suit to see if there is something dead inside of it, but he never finds the source of the smell. Instead, he finds a picture of a young girl in one of the pockets, a girl that is very familiar to Coyne, a girl he once called 'Florida.'
Coyne doesn't seem to take any of the signs seriously that he may be haunted by a ghost that wants to harm him and anyone who comes in contact with him. Until Coyne finds himself sitting inside his restored vintage Mustang in a closed-off barn: " He snorted softly to himself. It wasn't selling souls that got you into trouble, it was buying them. Next time he would have to make sure there was a return policy. He laughed, opened his eyes a little. The dead man, Craddock, sat in the passenger seat next to him. He smiled at Jude, to show stained teeth and a black tongue. He smelled of death, also of car exhaust. His eyes were hidden behind those odd, continuously moving black brushstrokes."
Craddock turns out to be, without giving too much away, a man who was a spiritualist in his living life. He wants nothing but pain and misery for Coyne, who happened to kick his young step daughter to the curb a year before. The parts of the story that deal with both Coyne and Craddock interacting are the most interesting ones. Without these interactions, the story would have fallen very short.
That said, 'Heart-Shaped Box' had quite a few faults to it. Readers may notice that some pages contradict themselves on the very next page, Hill's overuse of Georgia's bangs (hair) as a description for all of her facial expressions, also Hill's habit of being repetitive with words that he uses to describe most things, the unbelievable part where Coyne- - - a collector of occult items- - - claims he has never used a Ouija board before (and lacks the knowledge of how to use one), and last but not least, chapter 34, a chapter that was not needed and completely stopped the story in it's tracks.
And speaking of things that were not needed in the story- - - a part where Georgia has a gun in her mouth, ready to commit suicide, Coyne can only think to remove the gun and replace it with his penis. I understand that Hill may have been going for unlikable characters from the beginning, to really have Coyne play the part of a jaded man, but sometimes Hill seems to go too far. Every book has to have a character to root for, otherwise your readers will put the book down, luckily, this book has Bammy; she is Georgia's grandmother, unfortunately, in less than 15 pages, she never appears in the story again. "You strung out? Christ. You smell like a dog." Bammy says to Georgia after she and Coyne show up at her home.
Is this book a good ghost story, yes, is this story a great horror story, no. Hill lacks on likable characters enough that I don't think a lot of people could enjoy this book. If I were to recommend it, I wouldn't recommend it to teenagers because of a much talked about snuff film, drugs and suicide. I don't think I would read this again.
'Heart-Shaped Box' does a successful job of not only painting a picture of ghosts, but also of the spirits that reside in animals (like a witch's familiar), but the likable characters in this book are few and far between. Coyne treats women as objects(he literally only calls them by the State name they are from,such as Florida), and also ended his own marriage by refusing to throw away a snuff film he had obtained from a police. When the story begins, Coyne is shacked up with a young woman (nearly 30 years younger) he calls Georgia; she is described as a stereo-typical goth: black hair, black nail polish, pale white skin. This description of the women Coyne has been with seem to be about the same, but maybe a different hair color, but any other woman that is ever mentioned in the book is either very old or very overweight.
Coyne, a collector of all things dark, buys a dead man's suit that is supposedly haunted by a woman's deceased stepfather. Quite quickly things begin to happen after the suit arrives, including a decaying smell, first noticed by Coyne's 'girlfriend,' Georgia: " I know. I was wondering if there was something in one of the pockets. Something going bad. Old food." She makes Coyne take a look at the suit to see if there is something dead inside of it, but he never finds the source of the smell. Instead, he finds a picture of a young girl in one of the pockets, a girl that is very familiar to Coyne, a girl he once called 'Florida.'
Coyne doesn't seem to take any of the signs seriously that he may be haunted by a ghost that wants to harm him and anyone who comes in contact with him. Until Coyne finds himself sitting inside his restored vintage Mustang in a closed-off barn: " He snorted softly to himself. It wasn't selling souls that got you into trouble, it was buying them. Next time he would have to make sure there was a return policy. He laughed, opened his eyes a little. The dead man, Craddock, sat in the passenger seat next to him. He smiled at Jude, to show stained teeth and a black tongue. He smelled of death, also of car exhaust. His eyes were hidden behind those odd, continuously moving black brushstrokes."
Craddock turns out to be, without giving too much away, a man who was a spiritualist in his living life. He wants nothing but pain and misery for Coyne, who happened to kick his young step daughter to the curb a year before. The parts of the story that deal with both Coyne and Craddock interacting are the most interesting ones. Without these interactions, the story would have fallen very short.
That said, 'Heart-Shaped Box' had quite a few faults to it. Readers may notice that some pages contradict themselves on the very next page, Hill's overuse of Georgia's bangs (hair) as a description for all of her facial expressions, also Hill's habit of being repetitive with words that he uses to describe most things, the unbelievable part where Coyne- - - a collector of occult items- - - claims he has never used a Ouija board before (and lacks the knowledge of how to use one), and last but not least, chapter 34, a chapter that was not needed and completely stopped the story in it's tracks.
And speaking of things that were not needed in the story- - - a part where Georgia has a gun in her mouth, ready to commit suicide, Coyne can only think to remove the gun and replace it with his penis. I understand that Hill may have been going for unlikable characters from the beginning, to really have Coyne play the part of a jaded man, but sometimes Hill seems to go too far. Every book has to have a character to root for, otherwise your readers will put the book down, luckily, this book has Bammy; she is Georgia's grandmother, unfortunately, in less than 15 pages, she never appears in the story again. "You strung out? Christ. You smell like a dog." Bammy says to Georgia after she and Coyne show up at her home.
Is this book a good ghost story, yes, is this story a great horror story, no. Hill lacks on likable characters enough that I don't think a lot of people could enjoy this book. If I were to recommend it, I wouldn't recommend it to teenagers because of a much talked about snuff film, drugs and suicide. I don't think I would read this again.
Chris Sawin (602 KP) rated Anchorman - The Legend Of Ron Burgundy (2004) in Movies
Jun 18, 2019
How in the world do you review a film like Anchorman: The Legend of Ron Burgundy? The film is meant to be as ridiculous as possible with outrageous performances and a paper thin storyline; half of its charm is its overuse of improvisation. You either found its absurd nature hilarious and consider it one of the funniest films ever (and completely ignore the horrid sequel) or hate it for being a nonsensical comedy filled with a cast of immature people who can’t hold a straight face for a single take. It’s honestly difficult to argue either perspective, but the 20-year-old version of this critic who saw this film and adored it would drop dead if he found out that it doesn’t hold up as well nearly 15 years later.
It’s 1974 and on the local San Diego news station KVWN channel 4 newscaster Ron Burgundy (Will Ferrell) is king since channel 4 is always number one in the ratings. His news team consists of sports newscaster Champ Kind (David Koechner), investigative news reporter Brian Fantana (Paul Rudd), and weatherman Brick Tamland (Steve Carell). Up until this point, only men were allowed to read the news but a new female co-anchor named Veronica Corningstone (Christina Applegate) is hired by channel 4 and has bigger plans. Veronica is ambitious, has a ton of experience, and envisions herself as one day becoming a lead network anchor. Tensions rise and feuds flare up, but times are changing and it’s something everyone, including Ron Burgundy, is going to have to deal with.
Anchorman is a tricky comedy because it throws all of its success into this random formula. There is a plot, but it takes a backseat to the memorable and hysterical one-liners from the film. These one-liners are phrases that you’ll be saying for years to come as a few will likely become household favorites if you or your family has any sort of taste whatsoever. With the absolute blessing of owning so many cats, a common phrase from Anchorman that gets repeated around here on a regular basis is, “You will eat that cat poop!” With a comedy this spontaneous, it’s difficult to comment on aspects such as the story since it shouldn’t be taken as seriously as a film where the story actually matters. Anchorman isn’t trying to win any awards. This is a film that is only trying to make its audience laugh and if it does that then it has to be successful in some sort of capacity. The cast absolutely embodies these characters to a fairly flawless extent. Being so absorbed in these roles makes the absurdity more believable and slightly easier to swallow.
Before Will Ferrell became unbearable, the holy trinity of Will Ferrell comedies were Step Brothers, Anchorman, and Talladega Nights; in that order (unless his cameo in Wedding Crashers counts). This was the early and late 2000s before Farrell’s on-screen antics had grown stale. Most of Farrell’s films follow the same generic formula; a nonexistent plot followed by a series of aimless one-liners and spitfire jokes that come out of nowhere. Ferrell’s career is well past the redundant stage as his more serious roles show more promise these days than his exasperating comedies. That formula was still working with Anchorman and it seems to have worked for many other who saw it as the film garnered a cult status over time.
Anchorman: The Legend of Ron Burgundy isn’t going to be for everyone and it’s totally understandable if you or someone you know downright hates the film. It is absolutely moronic in its execution, but for those who love it that is why it’s as funny as it is. There isn’t a riveting story, impressive character development, or a steady buildup towards anything worthwhile (unless Jack Black dropkicking a fake dog off of an overpass counts as a proper climax). Anchorman has the attention span of a Family Guy cutaway gag. If you enjoy Family Guy, then Anchorman is probably one of your favorite movies.
This is like getting together with a bunch of friends and laughing at stupid stuff because you’re loaded on sugar, but Anchorman stretches out that feeling for an hour and a half; it’s a 90-minute sugar rush with no breaks. It’s like snorting Pixie Stix and laughing like an idiot for an hour straight or chugging a two-liter Coke and inhaling seven packets of Pop Rocks and laughing at your stomach not exploding. You don’t watch Anchorman to ponder your life choices or be amazed at technical achievements in filmmaking. This is a paper thin comedy that only wants to make you laugh and forget about how hard it is to make adult decisions in the overly intimidating modern world for a short hour and a half time period. If Anchorman can accomplish all of that and you quote it like a giggling idiot, then the two of us have something in common and Anchorman: The Legend of Ron Burgundy should be considered as a masterwork in hilarious idiocy.
Anchorman: The Legend of Ron Burgundy is currently available to rent via Amazon Video, Youtube, Vudu, and Google Play for $2.99 and through iTunes for $3.99. The Unrated DVD is available as an add-on item through Amazon for $3.99, multi-format Blu-ray for $6.98, and the unrated Rich Mahogany Blu-ray for $5.99. It’s also available on DVD ($2.45) and Blu-ray ($3.65) through eBay with free shipping.
It’s 1974 and on the local San Diego news station KVWN channel 4 newscaster Ron Burgundy (Will Ferrell) is king since channel 4 is always number one in the ratings. His news team consists of sports newscaster Champ Kind (David Koechner), investigative news reporter Brian Fantana (Paul Rudd), and weatherman Brick Tamland (Steve Carell). Up until this point, only men were allowed to read the news but a new female co-anchor named Veronica Corningstone (Christina Applegate) is hired by channel 4 and has bigger plans. Veronica is ambitious, has a ton of experience, and envisions herself as one day becoming a lead network anchor. Tensions rise and feuds flare up, but times are changing and it’s something everyone, including Ron Burgundy, is going to have to deal with.
Anchorman is a tricky comedy because it throws all of its success into this random formula. There is a plot, but it takes a backseat to the memorable and hysterical one-liners from the film. These one-liners are phrases that you’ll be saying for years to come as a few will likely become household favorites if you or your family has any sort of taste whatsoever. With the absolute blessing of owning so many cats, a common phrase from Anchorman that gets repeated around here on a regular basis is, “You will eat that cat poop!” With a comedy this spontaneous, it’s difficult to comment on aspects such as the story since it shouldn’t be taken as seriously as a film where the story actually matters. Anchorman isn’t trying to win any awards. This is a film that is only trying to make its audience laugh and if it does that then it has to be successful in some sort of capacity. The cast absolutely embodies these characters to a fairly flawless extent. Being so absorbed in these roles makes the absurdity more believable and slightly easier to swallow.
Before Will Ferrell became unbearable, the holy trinity of Will Ferrell comedies were Step Brothers, Anchorman, and Talladega Nights; in that order (unless his cameo in Wedding Crashers counts). This was the early and late 2000s before Farrell’s on-screen antics had grown stale. Most of Farrell’s films follow the same generic formula; a nonexistent plot followed by a series of aimless one-liners and spitfire jokes that come out of nowhere. Ferrell’s career is well past the redundant stage as his more serious roles show more promise these days than his exasperating comedies. That formula was still working with Anchorman and it seems to have worked for many other who saw it as the film garnered a cult status over time.
Anchorman: The Legend of Ron Burgundy isn’t going to be for everyone and it’s totally understandable if you or someone you know downright hates the film. It is absolutely moronic in its execution, but for those who love it that is why it’s as funny as it is. There isn’t a riveting story, impressive character development, or a steady buildup towards anything worthwhile (unless Jack Black dropkicking a fake dog off of an overpass counts as a proper climax). Anchorman has the attention span of a Family Guy cutaway gag. If you enjoy Family Guy, then Anchorman is probably one of your favorite movies.
This is like getting together with a bunch of friends and laughing at stupid stuff because you’re loaded on sugar, but Anchorman stretches out that feeling for an hour and a half; it’s a 90-minute sugar rush with no breaks. It’s like snorting Pixie Stix and laughing like an idiot for an hour straight or chugging a two-liter Coke and inhaling seven packets of Pop Rocks and laughing at your stomach not exploding. You don’t watch Anchorman to ponder your life choices or be amazed at technical achievements in filmmaking. This is a paper thin comedy that only wants to make you laugh and forget about how hard it is to make adult decisions in the overly intimidating modern world for a short hour and a half time period. If Anchorman can accomplish all of that and you quote it like a giggling idiot, then the two of us have something in common and Anchorman: The Legend of Ron Burgundy should be considered as a masterwork in hilarious idiocy.
Anchorman: The Legend of Ron Burgundy is currently available to rent via Amazon Video, Youtube, Vudu, and Google Play for $2.99 and through iTunes for $3.99. The Unrated DVD is available as an add-on item through Amazon for $3.99, multi-format Blu-ray for $6.98, and the unrated Rich Mahogany Blu-ray for $5.99. It’s also available on DVD ($2.45) and Blu-ray ($3.65) through eBay with free shipping.
Gareth von Kallenbach (980 KP) rated Call of Duty: Advanced Warfare - Havoc in Video Games
Jun 19, 2019
The first of four planned DLC packs for Call of Duty: Advanced Warfare has finally arrived on PC after
being delayed a week so the developers could work out some last minute issues.
Despite the wait and the first week issues with finding games online, the new collection has been one of the most enjoyable and creative collection of maps in recent years and has added to what is an already solid online experience.
The four new maps are as follows.
Core
Set in the Gobi Desert in an abandoned nuclear fusion plant, this map is ideal for the leaping abilities of the game as there are structures which can only be reached via your advanced jumping abilities. Worker robots enhance the setting and the uneven terrain makes for some great hiding spots to launch your attacks.
This is one that you will see plenty of snipers setting up in so run and gun players like myself may have some initial frustrations but the décor more than makes up for any early challenges and frustrations.
Urban
Set in a futuristic ward of Dallas, this multi-level square map has a large open area in the middle where ranged shooters will have plenty of opportunity to pick off those in No Man’s Land. It also offers plenty of ledges, windows, stairs, and areas for differing styles of play so gamers can find the best method for their style of play.
Sideshow
Set in a rundown hotel and rest stop that has been given a creepy circus theme you get everything from semi-trucks, creepy hotel rooms, rest rooms, and irrigation ponds in which to plan your attack,. There are plenty of places to hide and also plenty of places for Snipers to pick you off from afar.
Making use of the exterior parts of the map are keys to success and making sure that you get the drop on your enemies is key as there are numerous places to be ambushed in this one and the maniacal clown noises set a creepy tone as well.
Drift
My favorite of the maps is a highly-detailed ski resort set in the Rocky Mountains. Everything from holiday lights and a carousel to a train station, shops, and hotel make this a very detailed map.
The snow drifts allow plenty of cover and the numerous windows and ledges allow amble space for players to get the drop on their enemies.
I loved the avalanche that came in unexpectedly in one game as it really changed up the direction of the battle.
Players will also have access to the AE4 Widowmaker. A direct energy weapon that fires bursts of energy which work well but does not have a large capacity before needing to recharge so make your shots count. I actually earned this while playing Advanced Warfare pre-DLC so for me the inclusion was not that big of a deal as it has been an option for me to use for a while.
The maps are available in both Team Death Match and Mosh Pit but as I mentioned earlier, it has been tough finding games on PC during the first few days of release before the evening hours. I was able to find a few game options early in the morning on a Saturday so it was likely a case of people who purchased it waiting until the weekend to load up and play.
Perhaps the biggest draw for the game is the new Exo-Zombies mode which takes the past mode of Zombie games that Treyarch developed and gives it a new twist by allowing the Undead to move and leap faster with the aid of Exo Suits.
Playing as one of four characters portrayed by John Malkovich, Bill Paxton Rose McGowan and The Walking Dead’s John Bernthal, players must survive waves of enhanced Zombies and take refuge in a large Atlas base. Like past versions, kills result in money which is used to purchase more weapons and ammunition around the base and in a new twist, players can become infected and need to locate and use a station to cure the infection.
The base is large and more detailed than players may be used to, and when you die, you must venture back into the base to obtain a new Exo Suit. Your past weapons can be obtained by finding the spot where you died, and like before, the game ends when all four players have become incapacitated as there is nobody left to revive you.
The Zombies also have some great new abilities and detail to them that I will not reveal here and leave it as something for players to discover on their own.
Havoc is a solid first effort that was marred for me only by the lack of online games and having some issues with maps not loading properly. Aside from that which has been much better in recent days, Havoc is a very fun and enjoyable collection which does offer new enjoyment and options for fans looking for new challenges.
http://sknr.net/2015/03/08/call-of-duty-advanced-warfare-havoc-dlc/
being delayed a week so the developers could work out some last minute issues.
Despite the wait and the first week issues with finding games online, the new collection has been one of the most enjoyable and creative collection of maps in recent years and has added to what is an already solid online experience.
The four new maps are as follows.
Core
Set in the Gobi Desert in an abandoned nuclear fusion plant, this map is ideal for the leaping abilities of the game as there are structures which can only be reached via your advanced jumping abilities. Worker robots enhance the setting and the uneven terrain makes for some great hiding spots to launch your attacks.
This is one that you will see plenty of snipers setting up in so run and gun players like myself may have some initial frustrations but the décor more than makes up for any early challenges and frustrations.
Urban
Set in a futuristic ward of Dallas, this multi-level square map has a large open area in the middle where ranged shooters will have plenty of opportunity to pick off those in No Man’s Land. It also offers plenty of ledges, windows, stairs, and areas for differing styles of play so gamers can find the best method for their style of play.
Sideshow
Set in a rundown hotel and rest stop that has been given a creepy circus theme you get everything from semi-trucks, creepy hotel rooms, rest rooms, and irrigation ponds in which to plan your attack,. There are plenty of places to hide and also plenty of places for Snipers to pick you off from afar.
Making use of the exterior parts of the map are keys to success and making sure that you get the drop on your enemies is key as there are numerous places to be ambushed in this one and the maniacal clown noises set a creepy tone as well.
Drift
My favorite of the maps is a highly-detailed ski resort set in the Rocky Mountains. Everything from holiday lights and a carousel to a train station, shops, and hotel make this a very detailed map.
The snow drifts allow plenty of cover and the numerous windows and ledges allow amble space for players to get the drop on their enemies.
I loved the avalanche that came in unexpectedly in one game as it really changed up the direction of the battle.
Players will also have access to the AE4 Widowmaker. A direct energy weapon that fires bursts of energy which work well but does not have a large capacity before needing to recharge so make your shots count. I actually earned this while playing Advanced Warfare pre-DLC so for me the inclusion was not that big of a deal as it has been an option for me to use for a while.
The maps are available in both Team Death Match and Mosh Pit but as I mentioned earlier, it has been tough finding games on PC during the first few days of release before the evening hours. I was able to find a few game options early in the morning on a Saturday so it was likely a case of people who purchased it waiting until the weekend to load up and play.
Perhaps the biggest draw for the game is the new Exo-Zombies mode which takes the past mode of Zombie games that Treyarch developed and gives it a new twist by allowing the Undead to move and leap faster with the aid of Exo Suits.
Playing as one of four characters portrayed by John Malkovich, Bill Paxton Rose McGowan and The Walking Dead’s John Bernthal, players must survive waves of enhanced Zombies and take refuge in a large Atlas base. Like past versions, kills result in money which is used to purchase more weapons and ammunition around the base and in a new twist, players can become infected and need to locate and use a station to cure the infection.
The base is large and more detailed than players may be used to, and when you die, you must venture back into the base to obtain a new Exo Suit. Your past weapons can be obtained by finding the spot where you died, and like before, the game ends when all four players have become incapacitated as there is nobody left to revive you.
The Zombies also have some great new abilities and detail to them that I will not reveal here and leave it as something for players to discover on their own.
Havoc is a solid first effort that was marred for me only by the lack of online games and having some issues with maps not loading properly. Aside from that which has been much better in recent days, Havoc is a very fun and enjoyable collection which does offer new enjoyment and options for fans looking for new challenges.
http://sknr.net/2015/03/08/call-of-duty-advanced-warfare-havoc-dlc/
Purple Phoenix Games (2266 KP) rated Ticket to Ride in Tabletop Games
Jan 9, 2020
I am one of the remaining few who reviewers who haven’t put in their two cents on Ticket to Ride. Why? Is it bad? No. Am I lazy? No. It’s really because I don’t think I have anything new to say about it that hasn’t already been said a hundred times. So this review on this game will be a little different from me. Instead of going over the rules and such (however truncated they typically are from me) I will question how well this game has aged for me.
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
Hadley (567 KP) rated The Turn of the Screw in Books
Mar 24, 2020 (Updated Mar 24, 2020)
Well written (1 more)
Ahead of its time
Overly descriptive (1 more)
Vague
The ghost stories of the Victorian era are full of scares and mysteries- - - from the karma-ridden future, past and present ghosts of Charles Dickens' "A Christmas Carol" to the comedic ghost story by Oscar Wilde called 'the Canterville Ghost." But among all of them, Henry James found another subject to add to the pot in the novella 'the Turn of the Screw.'
With only 93 pages and the viewpoint of a governess, the story is one that has been up for debate as to its meaning for over a century, a story that blends child abuse and ghostly possession way ahead of its time. But even with its great plot, the story falls short and becomes bland throughout most of its short pages.
So why is the meaning of the Turn of the Screw still being debated? There's only one thing that has caused that --- it's in the way that James wrote the story, nothing is explained and everything is vague, these being very important parts that can keep this book from being enjoyable to many readers. Here's a summary of the story: a woman becomes governess of two children, one of which is sent home from school (technically expelled, in today's terms), the entire book has this woman trying to figure out why the child was sent home, but with ghosts thrown into the mix.
The story starts off with a man telling this ghost story from letters he received from a woman (the governess). But, even at the end of the book, the story never turns back to the man finishing the letters, yet this was done so masterfully that when you are done with the book, you completely forget about the man at the beginning, something that isn't easily done today in most writing. The man is reading these letters to a small audience that is also never revealed why, something that will seem completely irrelevant for the reader.
Readers finally get their paranormal fix when our main character, the governess, sees her first ghost in the Turn of the Screw. Our governess goes on an isolated walk when she spots an older man staring at her from a tower on the estate. But not until after a second encounter with this man, she decides to tell a housemaid about it, who quickly knows whom she speaks of. The maid is very certain that the man the governess has spotted twice is a deceased man that used to work for the family, but the maid is terrified by this because this man seems to have been abusive towards the son of the family and now seems to be continuing to torment him even after death.
Our governess seems to go down a path of paranoia as she seems to believe that the children are seeing the ghosts, too, but refusing to tell her so, and she becomes convinced that the key to getting them to confess is to finding out why the boy was sent home from school in the first place. She tries many times to get him to tell her why, but lets him take control of the conversations where he is able to divert the attention to something else. When things seem to be too much for the governess and housemaid to handle, they decide to try to write the childrens' uncle, and ask him to visit - - - this being the uncle that hired the governess and asked to never be bothered by her again, and that he wants nothing to do with his niece and nephew ever again, and especially don't write to him about any problems.
James is considered one of the greatest authors of the English language, but although this novella did very well, he wasn't known for ghost stories. His most popular book is 'the Portrait of a Lady,' which is about a young woman who comes into a large amount of money only to have it stolen by two con-men. Being that he is a Victorian-era writer, you can expect the overly long paragraphs and descriptions that the time was known for in 'the Turn of the Screw.' I personally felt the story had too many interludes of the governess' thoughts and ideas, which border on rambling. There seemed no point in the governess obsessing over why the boy was sent home from school when there are ghosts tormenting them at home- - - how this mode was suppose to work has left me clueless.
It's a usual horror trope to have children being possessed as the core of a book because it's something that can shake adults to their core at the thought that their own children could be that vulnerable. But James was way ahead of his time in the Turn of the Screw. He was able to put together psychological standpoints that weren't even discussed in his time, bouncing between child abuse with those children acting out to the power that abusers can still hold over their victims, even after death.
I'm giving the story a high rating, although I really didn't enjoy it. Why? Because it was a great idea and it was well written. If James hadn't been so vague on key parts, and hadn't left readers with a shocking unexplained ending, then maybe I would have liked it more. I can only recommend this book to people who like Victorian ghost stories, but for paranormal lovers, I think it falls short.
With only 93 pages and the viewpoint of a governess, the story is one that has been up for debate as to its meaning for over a century, a story that blends child abuse and ghostly possession way ahead of its time. But even with its great plot, the story falls short and becomes bland throughout most of its short pages.
So why is the meaning of the Turn of the Screw still being debated? There's only one thing that has caused that --- it's in the way that James wrote the story, nothing is explained and everything is vague, these being very important parts that can keep this book from being enjoyable to many readers. Here's a summary of the story: a woman becomes governess of two children, one of which is sent home from school (technically expelled, in today's terms), the entire book has this woman trying to figure out why the child was sent home, but with ghosts thrown into the mix.
The story starts off with a man telling this ghost story from letters he received from a woman (the governess). But, even at the end of the book, the story never turns back to the man finishing the letters, yet this was done so masterfully that when you are done with the book, you completely forget about the man at the beginning, something that isn't easily done today in most writing. The man is reading these letters to a small audience that is also never revealed why, something that will seem completely irrelevant for the reader.
Readers finally get their paranormal fix when our main character, the governess, sees her first ghost in the Turn of the Screw. Our governess goes on an isolated walk when she spots an older man staring at her from a tower on the estate. But not until after a second encounter with this man, she decides to tell a housemaid about it, who quickly knows whom she speaks of. The maid is very certain that the man the governess has spotted twice is a deceased man that used to work for the family, but the maid is terrified by this because this man seems to have been abusive towards the son of the family and now seems to be continuing to torment him even after death.
Our governess seems to go down a path of paranoia as she seems to believe that the children are seeing the ghosts, too, but refusing to tell her so, and she becomes convinced that the key to getting them to confess is to finding out why the boy was sent home from school in the first place. She tries many times to get him to tell her why, but lets him take control of the conversations where he is able to divert the attention to something else. When things seem to be too much for the governess and housemaid to handle, they decide to try to write the childrens' uncle, and ask him to visit - - - this being the uncle that hired the governess and asked to never be bothered by her again, and that he wants nothing to do with his niece and nephew ever again, and especially don't write to him about any problems.
James is considered one of the greatest authors of the English language, but although this novella did very well, he wasn't known for ghost stories. His most popular book is 'the Portrait of a Lady,' which is about a young woman who comes into a large amount of money only to have it stolen by two con-men. Being that he is a Victorian-era writer, you can expect the overly long paragraphs and descriptions that the time was known for in 'the Turn of the Screw.' I personally felt the story had too many interludes of the governess' thoughts and ideas, which border on rambling. There seemed no point in the governess obsessing over why the boy was sent home from school when there are ghosts tormenting them at home- - - how this mode was suppose to work has left me clueless.
It's a usual horror trope to have children being possessed as the core of a book because it's something that can shake adults to their core at the thought that their own children could be that vulnerable. But James was way ahead of his time in the Turn of the Screw. He was able to put together psychological standpoints that weren't even discussed in his time, bouncing between child abuse with those children acting out to the power that abusers can still hold over their victims, even after death.
I'm giving the story a high rating, although I really didn't enjoy it. Why? Because it was a great idea and it was well written. If James hadn't been so vague on key parts, and hadn't left readers with a shocking unexplained ending, then maybe I would have liked it more. I can only recommend this book to people who like Victorian ghost stories, but for paranormal lovers, I think it falls short.
Jamie Towell Cook (13 KP) rated the PlayStation 4 version of Resident Evil 2 (Remake) in Video Games
Apr 6, 2020
September 29th 1998
Raccoon City, home to the worlds leading pharmaceutical company, the Umbrella Corporation. This is the day that the city and its inhabitants would never forget.
It's been 21 years since the original release of the second installment of the Resident Evil franchise and I can honestly say time (and Capcom) have been incredibly kind to this game. Using the new RE engine that we saw in Resident Evil 7, this remake of what was already a legend of a game, gets a complete modern makeover. Now it's not just the graphics that have been pushed into the modern era: Capcom are a company who grows and learns and they have obviously listened to a lot of fan feedback. The controls are very similar to early installments of the game such as RE4, RE5 and RE6, giving you the over the shoulder perspective and the ability to aim freely, unlike RE5 and 6 though they have managed to amp up the scare tactics, taking Resident evil all they way back to its roots of being a survival horror game and not an action game (*cough, cough* RE4, 5 & 6).
The game story, if you don't already know, or are just too young to have been around for its original release, centres on two characters who by chance both meet at a gas station on that fateful night just outside the city limits. There is the rookie cop, Leon S. Kennedy, who, unluckily for him has decided to enroll into the RPD (Raccoon Police Department) or you can choose College student, motorcyclist and all round badass Claire Redfield, who has gone to Raccon City to find her brother, Chris. Who fans are bound to know if they have played basically any of the other titles out there.
Soon after Leon and Claire arrive this gas station (separately), both soon realize that there is something very strange happening. Upon investigating, they soon find out what that is.
Yep, zombies!
Now any normal people out there at this point would be running as far away as possible leaving a trail of wee behind them as they did so, that is if you aren't eaten first. However Leon and Claire hop in a car a decide heading into the city is the best course of action (SERIOUSLY??) Anyways, that's how the story sets its pace and trust me when I say, wear clean underwear when you start this game and maybe change them a few times because Capcom have learnt how to use those scare tactics quite effectively now. So fasten your seat belts, kids, it's going to be a bumpy night!
The story remains essentially the same as the original from 1998: things have been moved around slightly and some cut scenes extended but it does stay true to the masterpiece that it was for its day and age. Obviously now though, the graphics are just a beauty to behold; both Claire and Leon look amazing in their HD splendour, and the police station entrance, which has got to be the most iconic moment of the game, will take your breath away.
Although why Raccoon City has the world's most fancy police station is beyond me...
Not only have our protagonists and surroundings had the HD makeover but so have all the enemies too. Zombies, zombie dogs (Why just dogs though) and other abominable creatures that are lurking in the shadows also look truly amazing as well.
Now back in the day when Resident Evil 2 first came out it was spread out over two discs. One disc solely focused on Leon's series of events and the other on Claire's. The game's story was split into two different versions: you had Scenario A and Scenario B. Basically if you played A as either character then B would be what the other character was doing at that same time. The remake follows the same principle, allowing you to play through two different sequences of events. Completing all scenarios will give you access to the true ending and the fourth survivor mini story. The fourth survivor follows the story of an Umbrella secret service agent known as HUNK. The fourth survivors tale begins in the sewers of the forsaken city and is essentially a mini mission to escape to an extraction point and flee the city.
In addition to the main game and fourth survivor mode, there is also another mode called Ghost Survivors. Ghost survivors tells the story of different characters that are encountered in one way or another throughout the main games story and is a `what if` telling of events from their perspectives. The game play itself follows the same principles as fourth survivor mode in that timed, get from point A to point B kind of style. By playing through these modes you can unlock some extremely random accessories to make the modes more interesting.
For me, Resident Evil 2 was one of the first survival horror games i had ever played back on the PS1. I have some very fond memories of playing this game and of teaching my little brother how to play this game as well. I had my doubts when a remake was announced but i can honestly say without a shadow of a doubt that this remake is a work of art. Doing more than justice to its original and even surpassing it.
This is a title that should most definatley be in any gamers arsenal.
Raccoon City, home to the worlds leading pharmaceutical company, the Umbrella Corporation. This is the day that the city and its inhabitants would never forget.
It's been 21 years since the original release of the second installment of the Resident Evil franchise and I can honestly say time (and Capcom) have been incredibly kind to this game. Using the new RE engine that we saw in Resident Evil 7, this remake of what was already a legend of a game, gets a complete modern makeover. Now it's not just the graphics that have been pushed into the modern era: Capcom are a company who grows and learns and they have obviously listened to a lot of fan feedback. The controls are very similar to early installments of the game such as RE4, RE5 and RE6, giving you the over the shoulder perspective and the ability to aim freely, unlike RE5 and 6 though they have managed to amp up the scare tactics, taking Resident evil all they way back to its roots of being a survival horror game and not an action game (*cough, cough* RE4, 5 & 6).
The game story, if you don't already know, or are just too young to have been around for its original release, centres on two characters who by chance both meet at a gas station on that fateful night just outside the city limits. There is the rookie cop, Leon S. Kennedy, who, unluckily for him has decided to enroll into the RPD (Raccoon Police Department) or you can choose College student, motorcyclist and all round badass Claire Redfield, who has gone to Raccon City to find her brother, Chris. Who fans are bound to know if they have played basically any of the other titles out there.
Soon after Leon and Claire arrive this gas station (separately), both soon realize that there is something very strange happening. Upon investigating, they soon find out what that is.
Yep, zombies!
Now any normal people out there at this point would be running as far away as possible leaving a trail of wee behind them as they did so, that is if you aren't eaten first. However Leon and Claire hop in a car a decide heading into the city is the best course of action (SERIOUSLY??) Anyways, that's how the story sets its pace and trust me when I say, wear clean underwear when you start this game and maybe change them a few times because Capcom have learnt how to use those scare tactics quite effectively now. So fasten your seat belts, kids, it's going to be a bumpy night!
The story remains essentially the same as the original from 1998: things have been moved around slightly and some cut scenes extended but it does stay true to the masterpiece that it was for its day and age. Obviously now though, the graphics are just a beauty to behold; both Claire and Leon look amazing in their HD splendour, and the police station entrance, which has got to be the most iconic moment of the game, will take your breath away.
Although why Raccoon City has the world's most fancy police station is beyond me...
Not only have our protagonists and surroundings had the HD makeover but so have all the enemies too. Zombies, zombie dogs (Why just dogs though) and other abominable creatures that are lurking in the shadows also look truly amazing as well.
Now back in the day when Resident Evil 2 first came out it was spread out over two discs. One disc solely focused on Leon's series of events and the other on Claire's. The game's story was split into two different versions: you had Scenario A and Scenario B. Basically if you played A as either character then B would be what the other character was doing at that same time. The remake follows the same principle, allowing you to play through two different sequences of events. Completing all scenarios will give you access to the true ending and the fourth survivor mini story. The fourth survivor follows the story of an Umbrella secret service agent known as HUNK. The fourth survivors tale begins in the sewers of the forsaken city and is essentially a mini mission to escape to an extraction point and flee the city.
In addition to the main game and fourth survivor mode, there is also another mode called Ghost Survivors. Ghost survivors tells the story of different characters that are encountered in one way or another throughout the main games story and is a `what if` telling of events from their perspectives. The game play itself follows the same principles as fourth survivor mode in that timed, get from point A to point B kind of style. By playing through these modes you can unlock some extremely random accessories to make the modes more interesting.
For me, Resident Evil 2 was one of the first survival horror games i had ever played back on the PS1. I have some very fond memories of playing this game and of teaching my little brother how to play this game as well. I had my doubts when a remake was announced but i can honestly say without a shadow of a doubt that this remake is a work of art. Doing more than justice to its original and even surpassing it.
This is a title that should most definatley be in any gamers arsenal.
Purple Phoenix Games (2266 KP) rated Tetris: The Card Game in Tabletop Games
Jul 2, 2020
One of the first video games I can remember playing is Tetris. The colorful Tetrominoes, the catchy theme music, the excitement (and anxiety!) as the speed gradually increases – what isn’t there to love? Tetris is an addicting game that has withstood the test of time, so I was extremely excited when I was gifted Tetris: The Card Game. Does the card version have a foothold in the Tetris fandom? Or does it fail to complete any rows in the matrix? (Haha, see what I did there?)
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.
Tetris: The Card Game is a game of hand management and pattern recognition in which players are racing to be the first to earn 10 points. Setup is simple – shuffle the entire deck of cards, and deal 10 to each player. The cards are double-sided, with one side depicting a Tetris Matrix, and the other depicting a specific Tetromino. Arrange your cards in a 2×5 grid, with the Tetromino side facing up. This grid will act as your personal scoring track. Place the remaining cards, Matrix-side up, in a draw deck in the center of the table. Deal 1 additional card to each player, to go in hand, and the game is ready to begin! You will be using your hand of cards, Tetromino side, to complete the Matrix side of the top card of the draw deck.
A round of play is pretty straight-forward: draw one card, play one card. At the start of your turn, draw the top card from the draw deck. This will reveal a new Matrix on the next card of the draw pile. Choose one of your two cards in hand to complete at least 1 row in the revealed Matrix. Play the card, showing your opponents how it would fit into the Matrix, and score points. You score 1 point per row completed, so if your piece completes 2 rows, you would score 2 points. To track your points, you flip over cards in your 2×5 grid to their Matrix sides, to represent your scored points. If on your turn, you are unable to complete a Matrix line with either of your cards in hand, you must discard one card, and are also penalized by having to forfeit one of your earned points, flipping that card back to its Tetromino side. There are also a handful of Special cards that can be used to manipulate play, whether Reversing the play direction, or forcing a player to lose a point, and that adds a new little twist to the game. The game ends when one player has scored all 10 points and is declared the winner!
Probably the best things about Tetris: The Card Game, is that it is so simple to learn and play. The simplicity brings back the nostalgia of the original game to the extreme. It’s a super light game that can be used as a filler/palate cleanser between bigger games, or just as a game to toss on the table when you’ve got 5 free minutes. Another added bonus of its simplicity is that it is pretty friendly for younger/newer gamers. Looking to get your young’uns into the hobby, or just spreading some happiness with friends and colleagues? This is a good introductory game that is light-hearted, although not a complete brain burner.
Now, on the flip side, there are some drawbacks to this game. The first and biggest being that it is entirely based upon the luck of the draw. There is pretty much no strategy involved, because you are at the mercy of the draw deck. You really can’t set up a game strategy that can be adapted throughout a play because the game is so dependent upon luck. Depending on the current Matrix in play, certain Tetrominos could not be used at all to complete a row, so you end up having to burn a turn (and losing a point) to discard a card. And then you have to hope for the best next turn. Another drawback of this version of Tetris is the hand limit of 2 cards. That severely limits your options each turn, and can turn the game from light-hearted to frustrating because of a lack of choices. This hand limit also limits any strategic options. Certain Matrices can only be completed by certain Tetrominos, so unless you have those in hand, you’re stuck wasting a turn. The Special cards included in the game add a twist to the gameplay, but are a little too ‘take that’ for my taste. But without them, there is no player interaction at all. So it’s kind of a lose-lose situation for me in that regard.
Ultimately, I would say that the OG Tetris is still king. This game attempts to encompass the atmosphere and enjoyability of the video game, but it just falls flat for me. It is too dependent upon luck, and doesn’t offer enough strategic choices for players, so it ends up feeling bland and unengaging. Am I happy with this game? Honestly, no. But playing this with the right group of people could still result in some entertainment and good times. If luck-based games are your thing, then definitely consider this game. But if not, let OG Tetris be your go-to game to fulfill your tile-dropping, row-completing urges. Purple Phoenix Games gives Tetris: The Card Game a blocky 4 / 12.










blueirisfox (125 KP) Feb 16, 2020 (Updated Feb 16, 2020)