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Memoirs of a Geisha
Memoirs of a Geisha
Arthur Golden | 1997 | Fiction & Poetry, History & Politics, Romance
9
8.0 (43 Ratings)
Book Rating
Memoirs of a Geisha is a historical fiction book published on September 27th 1997. Told in the first person Viewpoint of Geisha Sayuri (Original name Chiyo), It follows her journey from her childhood in a fishing village on the coast of Japan, forcibly taken to a Hanamachi in Gion Kyoto and raised to become a Geisha before experiencing the horrors of WW2 and being a Geisha during the hard work of rebuilding after a harrowing defeat.

My opinion of the book is one of both curiosity and interest. Japan is one of those countries where its history and culture is both unusual and mysterious. The book gives a brief glimpse into the hidden world of the Geisha which are a prominent spot in Japanese culture but are relatively unknown world wide. I believe that the story of Sayuri is one of personal travel and evolution. Since we see Sayuri';s experience as a child before becoming a Geisha, experiencing the horror of war and eventually finding love with the Chairman.

Arthur Golden was born on December 6th 1956 in Chattanooga, Tennessee. When he was eight years old his parents divorced with his father dying five years later. He spent most of his childhood living in lookout mountain, Georgia before graduating from the Baylor school in Chattanooga in 1974. After earning a degree in Fine art (Specifically Japanese art), an M. A. in Japanese history, Golden spent a summer at the Peking University in Beijing and spent some time working in Tokyo. When he returned to the states he earned an M. A. in English at Boston University. Golden married Trudi Legge and they went on to have two children Hays and Tess.

After getting the initial idea for Memoirs of a Geisha Golden spent six years over the story rewriting it at least three times, changing the view point until settling on the viewpoint of Sayuri. Golden had spent time interviewing several Geisha including Mineko Iwasaki (who ended up suing Golden when the Japanese version of the book came out for breach of contract.....the case was settled out of court in 2003) all of whom provided information about the world of the Geisha. After its release Memoirs of a Geisha spent two years on the New York Times bestseller list, its sold more than four million copies in English alone and has been translated into thirty-two languages around the world. In 2005 the book was made into a movie garnering three academy awards.

My opinion of Arthur Golden is very small and somewhat limited.......I believe he is a fantastic writer and very knowledgeable about Japanese history and art....Much more so than I am but hearing he faced being sued because of citing who his sources were when he was contracted not to has put something of a dampener on his character in my eyes.

Memoirs of a Geisha was released as a Movie on December 9th 2005 under director Rob Marshall and Produced by Steven Spielberg's production Company Amblin Entertainment and Spyglass Entertainment. With its production from pre- to post-production taking place mainly in California US, with a few spots filmed in Kyoto Japan. The movie received mixed reviews in the western world and received somewhat negative reviews in Japan due to its mixed casting of Chinese and Japanese actors and actresses and its relationship to history. Despite the chaos they won three Academy Awards (Best Art Direction, Best Cinematography and Best Costume Design), a Golden Globe (Best Original Score), A national Board of review (Best Supporting Actress), a satellite award (Outstanding screenplay) and three BAFTA's (Cinematography, Costume design and the Anthony Asquith award for Achievement in film music).

Whilst I quite like the movie I definitely feel that if more effort was put into tying more of both Japanese and Geisha history was some how tied into the movie. As well as using more Japanese Actors and actresses in the roles......despite that I believe the actors and actresses did a very good job in brining the script to life and keep a layer of mystery and fluidity to their roles.

And there you have it a book for all the ages, its definitely under the banner of AWESOME!!!.
  
The Mitchells vs The Machines (2021)
The Mitchells vs The Machines (2021)
2021 | Adventure, Animation, Comedy
10
8.9 (15 Ratings)
Movie Rating
Brilliantly original animation (1 more)
Fantastic laugh-out-loud gags throughout, many with a movie nerd bias
Dog-Pig-Dog-Pig-Loaf of Bread… KERBOOM!
Katie Mitchell (voiced by Abbi Jacobson) dreams of being a great film director (joining her icons on her version of Mount Rushmore!). She's about to travel to a west-coast film college when her dad Rick (Danny Mcbride) decides to cancel her air ticket and try to re-engage with her through one last epic road trip. Together with wife Linda (Maya Rudolph), dinosaur-mad son Aaron (director Michael Rianda) and cross-eyed pug Monchi (Doug the Pug!) they set off on their journey.

But the world is set to change forever, as sentient operating system PAL (Olivia Colman) and her army of robots take over the world and prepare to launch human-kind into deep dark space. The Mitchell's, as the world's unlikeliest Avengers, appear to be the only ones available to prevent the evil plan!

Positives:
- In my review of the lamentable "Thunder Force", I commented that it failed my "six laughs test" for a comedy. I only laughed 3 times in the whole film. In contrast, this movie hammered home guffaw-generating lines and scenes about six times a minute! It's hilarious. It's one of those films (like the best Pixar ones) with so much hidden detail buried in every shot. You could watch it a dozen times and still find new hidden gags.
- This is a movie that is the perfect family film. A film that kids will love for the knockabout comedy and a film that adults will also fall in love with. This comes from three different angles:
   -- Excellent character development of the whole family. Katie feels like a fully rounded stroppy teen: she seems to be struggling with her identity (lesbian? - "It took me a while to figure myself out"); and she is struggling towards her personal goals despite the well-intentioned but destructive doubts that her rough-and-ready father keeps sowing. This feels like a journey that the family is on towards enlightenment, before it's too late.
   -- This is also a film with considerable emotional heft. It channels at times some of the best elements of the Toy Story films (most notably "Toy Story 3" with Andy's departure for college). (Any parents who have never experienced that joyous yet dreadful day when you drive your chicks to university or college for the first time: brace yourselves!)
   -- It's a dream for film fans. Like "Ready Player One", it's populated with lots of fun movie easter-eggs scattered throughout. Katie's 'Mount Rushmore' by the way has Greta Gerwig, Céline Sciamma (from "Portrait of a Lady on Fire"), Lynne Ramsey and Hal Ashby as her directorial inspirations.

- And finally, it's a film for adults appreciative of some truly great satirical one-liners, including some razor-sharp zingers at 'big tech'. For example:
"It's almost like stealing people's data and giving it to a hyper-intelligent AI as part of an unregulated tech monopoly was a bad thing"

Negatives:
- My only minor criticism - and its a debatable one - might be the running time of 113 minutes. It might be a little too long for younger kids' attention spans. A 90 minute, more condensed, movie might have ticked the 'perfection' box.

Summary Thoughts: I don't normally "go" for animated films much. But this one is a different breed. An instant classic. It knocks you round the chops and forces your respect by being like no animated feature you've seen before. Witty, irreverent, gloriously entertaining it's a no-brainer that this gets 5-stars from me.

I said in my review of "Nomadland" that although that wasn't a 5* film for me, I could see why its brave and different slant at film-making earned it the Best Film Oscar. Well, almost regardless of what epically beautiful production Pixar might bring out before the end of the year, if the Academy doesn't vote this Best Animated Feature at next year's Oscars, then some sort of crime might have been committed.

(For the full graphical review, please check out the One Mann's Movies review here - https://bob-the-movie-man.com/2021/05/16/the-mitchells-vs-the-machines-dog-pig-dog-pig-loaf-of-bread-kerboom/. Thanks.)
  
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Illeana Douglas recommended Easy Rider (1969) in Movies (curated)

 
Easy Rider (1969)
Easy Rider (1969)
1969 | Action, Drama

"I begin and end with road-trip movies. Easy Rider was a cultural phenomenon. It depicted the rise of hippie culture, condemned the establishment, harkened back to a mythical America that was being shot in the head metaphorically, and many people, including my own father, so identified with the main characters, Captain America and Billy, that they sought to emulate the values not only of the film but of the filmmakers, Dennis Hopper and Peter Fonda. I wrote about the transformative power Easy Rider had in my life in my book, I Blame Dennis Hopper, and let me tell you, the first time I saw it on TV, all cut up, I thought: This is the movie that ruined our lives and turned us into dirty hippies? I just didn’t get it. The years went by; I became an actress, worked with Dennis Hopper, then Peter Fonda, deemed them both mystics, and thought: Yeah, I need to reinvestigate this film. So cue up the sixties soundtrack: Get your motor running . . . Easy Rider is mainly a road-trip movie about two alienated and rootless hippie bikers who travel on their choppers to make a drug deal, but somewhere along the broken road, Hopper and Fonda reveal themselves in an existential way. For instance, there’s a touching bit of autobiographical improv about the death of Fonda’s mother that Hopper apparently made him shoot. Watching Easy Rider, you never forget that Peter Fonda is the son of Henry Fonda—and that’s pretty existential too! It’s like he’s cinematically rebelling against the very American roles his father played—especially Tom Joad in The Grapes of Wrath. Which, if you think about it, is also a road-trip movie about a broken America. Apparently, Henry Fonda came out of Easy Rider not understanding any of it. I’ve always loved the idea that while Peter was shooting Easy Rider and changing the world, Henry was shooting Yours, Mine and Ours, a Hollywood generation-gap movie, with Lucille Ball. Hopper had his finger on the pulse of the times when he made this film, and not just the peace movement. He came out of the studio system, acting in films like Giant and Rebel Without a Cause, and starred in countless television shows. His work as a director and an actor has been overshadowed by his wild lifestyle, and that’s a shame. Two films you should check out: Hoosiers, in which Hopper acted, and Colors, which he directed. Hopper literally began the independent film movement with this film. He probably also cursed us with hundreds of road-trip movies too—but here is the original. The tagline of Easy Rider was “A man went looking for America. And couldn’t find it anywhere . . .,” and that message still resonates, especially in the character of George Hanson, played so beautifully by Jack Nicholson. Let’s just say the casting of Nicholson as an alcoholic ACLU lawyer was a stroke of luck and genius. His performance opposite Hopper and Fonda, maybe because they were all buddies, is the heart of the film. Every road movie owes a debt to this scene, because every road movie since then seems to have a bonding scene like it, where all the characters reveal their inner hopes, fears, and dreams over a joint or two. They sit around the campfire smoking pot, and Hopper rationalizes that people hate him because he has long hair and is a hippie. Nicholson says, no, they hate you because you’re free. Cut to the thousands of folks who saw this film, quit their jobs, and became hippies! Easy Rider represented a time when freedom meant freedom from material things, freedom from driving in six lanes of traffic to work twelve hours a day at a job you hate. Freedom in 1969 was the land, the land of the free and the brave. Freedom was peace and love. The word freedom has been co-opted. Today, freedom means freedom to be selfish, freedom to carry guns. Freedom to hurt the land and its inhabitants for the sake of commerce. Easy Rider reminds us how far we have strayed from that journey."

Source
  
Kids Chronicles: Quest for the Moon Stones
Kids Chronicles: Quest for the Moon Stones
2021 | Adventure, Exploration, Fantasy, Kids Game
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog your down with the millions of rules…

In Kids Chronicles: Quest of the Moon Stones (which I will just call “this game” from here on out if you please), players are new apprentices to Merlin, the old wizard keeping two neighboring kingdoms together and keeping them from warring with each other. In this game, players will be adventuring across the double-sided board solving riddles, completing quests, and meeting tons of great characters all with the assistance and guidance of a free app specifically designed for this game.

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


Setup could not be easier for this game. First, download the Kids Chronicles app to your phone or tablet, lay out the board (initially on the side that looks like Summer), display the Character cards and Item cards face-up in their respective decks. You don’t even have to sort or shuffle them! And you’re done. The game is ready to be played! Open the app and let it guide you through each mission – but do start with the tutorial, especially if any player hasn’t played a hybrid board game like this before.

I do not want to give away too much information in this review, so I will keep this portion brief. Throughout the game players will be marching around to different parts of the board, speaking with characters, collecting items, and solving riddles by scanning the QR codes found on the cards and board locations. I really should stop here so as not to spoil any actual gameplay information.
I have reviewed many of these hybrid app-driven games from Lucky Duck Games (Chronicles of Crime, CoC: 1400, CoC: 1900, and CoC: 2400). None of them, however, are designed for children, nor recommended for children to even play. With those titles, very adult themes are played through, but this is not so here with this game. Kids Chronicles is VERY family friendly, and the app simply walks players through the entire setup and missions.

What I enjoy most about this game, especially after having played their bigger siblings, is that there is no time limit to have things completed. So players can travel across the land, scanning whatever they like, and not be penalized for it. You just can’t do that with the grown-up versions. Also, the art is excellent and colorful – perfect for a kids game. The stunning visual appeal, free-feeling adventuring, and introducing the hybridization of apps and board games to children all work together really well here.

Now, the box advises that this game is for ages 7+ but my little 5-year-old loves this one and asks to play it all the time. There is a lot of reading to be done from the app (it doesn’t read anything aloud), but that just adds to the fun for us, because I enjoy adding different voices to the characters. So in a way, this is very similar to reading a nighttime book, but just way more fun.

So, if you have little gamers at home that are ready for that next step, I recommend checking out Kids Chronicles. I am super happy that Lucky Duck Games is branching out into the children’s games market, and bringing that excellent scanning mechanic along for the ride. Once you get the hang of this style of game, I suggest you also then pick up a copy of one of the Chronicles of Crime games for your adult game nights. You can thank me later!
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Star Wars Jedi: Fallen Order in Video Games

Mar 1, 2020 (Updated Mar 1, 2020)  
Star Wars Jedi: Fallen Order
Star Wars Jedi: Fallen Order
2019 | Action/Adventure, Fighting
Lightsaber Customisation (0 more)
Almost everything else (0 more)
Wasted Potential
So I just finished Jedi: Fallen Order and it's left me feeling confused. Not because of some complex twist or story revelation, but because on paper I should have loved every minute of this game. You take the parkour movement and sense of adventure from a game like Uncharted and you give it to a Jedi, who we follow during some of the darkest days in the Star Wars lore and what do you get?

Apparently you get something that doesn't feel like Star Wars.

I have a fair number of problems with this game, so I'm going to go ahead and list them and explain why they bothered me so much during my experience playing through Fallen Order.

First of all, when this game dropped and did pretty well commercially and critically, EA were commended in the games media for having the guts to release a single-player, story based Star Wars game with no online play. When the reviews dropped just before the game's release, this news got me really hyped as I have never been much for online gaming and much prefer story based games over anything else. Now whilst EA did give us a single-player, offline Star Wars story, they did so in such a sloppy, janky, half-finished fashion.

I lost count of the amount of times that I had to restart my game because of loading errors or game breaking bugs. Almost every time I would enter a new area the characters would initially appear in a T-pose position and remain that way for a good few seconds until I approached them. Onscreen prompts would often fail to appear making the game's already confusing exploration methods even more unclear. I have not seen this much pop-in in a videogame since the first version of No Man's Sky. Almost every area was covered in murky textures upon initially entering them, with some entire structures and areas failing to render. During a few boss fights, the AI character would fail to attack me and just stand still and no matter how many blows I would land on them, their health bar would not budge until I fully reloaded the level. This sort of thing was present during every one of my play sessions and at a few points the game became almost unplayable due to it's glaring technical glitches. Also, I got this game as a Christmas gift, so it has been out for a decent amount of time. A game of this calibre, that has been out for months at this point, from a major studio like Respawn and a publisher like EA, not to mention being from a major franchise like Star Wars, - the fact that it is in the current broken state that it's in is frankly unacceptable.

The next issue I had was the story and characters in the game. The game's protagonist Cal, is an unsympathetic, whiny bitch of a character that got on my nerves every time he opened his mouth. The rest of the crew were also pretty bland, unendearing and lacking in much personality. I grew up loving the Star Wars universe, yet I found myself trying in vain to skip almost every cutscene and really not giving a crap what happens to any one of the characters. The villains were unengaging and the other side characters like Cal's master and the old dude that left holograms for Cal to find got increasingly annoying every time they appeared. The only character I found engaging throughout the whole game was Sister Merrin.

I always thought Jedi Knights were supposed to be extremely capable, powerful warriors, yet at no point in this game do you ever feel powerful in any significant way. The whole time, you feel on par with the non descript enemies that you are fighting. While I agree that the last major AAA single-player Star Wars game, The Force Unleashed was too easy, at least you felt powerful while playing as that character. The combat never feels as satisfying as it should due to the lack of dismemberment. The decision not to allow the player to chop off limbs makes it feels more like you are hitting enemy shaped piñatas with a big stick, rather than welding a laser sword of pure, raw energy. I also felt that there was a lack of variation in the combos and moves-set and found myself watching the same animations over and again no matter what combination of buttons I was mashing. Every fight in this game is hard and not in a fun,challenging way, but instead in a grinding, irritating way. The ridiculously long loading times also made dying even more frustrating. If you are going to design a game where the player is going to die frequently, you HAVE TO have a snappy respawn system in place à la Super Meat Boy or Hotline Miami. (Especially when your fucking studio is called RESPAWN, but I digress.) They were clearly going for a more defensive, methodical approach to the combat system, which is fine, but they should have given you a choice between that and a more aggressive, offensive skill tree, meaning that more play styles could be catered to. Another majorly annoying thing was the way that the game justified unlocking new skills for Cal, with him having out-of-the-blue flashbacks at seemingly random points in the story where he would suddenly remember that he could wall-run or double-jump. I hate when games do this, it feels extremely lazy and unjustified within the context of the story that is being presented. Another thing that bothered me gameplay-wise was the checkpoint system. The whole refilling your health = respawning the enemies thing felt really arcady and often broke immersion.


Something else that I hate in games is when the game tries to pretend that it is an open world game rather than a linear experience, which this game does. I don't understand why you would want to masquerade as an open world game when that mechanic has been so oversaturated for this entire generation. After you play through the game's intro and get access to the ship, you are given the impression that you can choose what order to visit each planet and progress though the game. However this is not the case. When I was first given the choice to pick a planet, I chose Dathomir as I am a big Darth Maul fan and thought it would be cool to explore his home turf. I got there and was making my way through the clear-as-mud holomap when I got to a section where I could not progress. There was a jump that I just could not make no matter how many times I tried. After eventually getting fed up I had to look up a walkthrough to find out how to progress whereupon I learned that you actually need to go to the other planet first and gain an ability to make this jump. Now even if I did design my game so poorly that I let the player go to the wrong planet on their first travel, I would have at least had the decency to put in a prompt at the un-passable jump to let the player know that they don't have the skills to progress here yet and to go to the other planet and return here later. It could have been a voiceover from a crew member or even an immersion-breaking piece of text, but something would have been nice to prevent me having to look up a walkthrough to learn this fact. Witnessing this ineptitude in game design from such a major studio was shocking. So yeah, from that point on, - lesson learned, - I just followed the checkpoints to decide what my next planet would be to travel to, but then why even give players the illusion of choice in this? Why not just usher the player automatically to the next planet they need to visit after they return to the ship?

My final and biggest issue with this game is despite it being a Star Wars game, it never really felt like Star Wars. I noticed this during the first third of the game in the some of the character designs. Some of the side characters looked more akin to something from Ratchet & Clank than from the Star Wars universe. Then as I was playing through Kashyyyk and fighting spiders and giant slugs, I'm thinking to myself, I don't ever remember Luke Skywalker doing this and that dude lived and trained in a swamp for like a year. Then the shark was well and truly jumped. Upon revisiting Dathomir and finally being able to make some progress, a character literally raises bodies from the ground for you to fight. That's right, they put zombies in a Star Wars game. I thought since Disney had taken control of Star Wars, that they were way stricter than Lucas ever was about what does and doesn't get into the Star Wars universe, so whoever greenlit this zombie shit over at Disney should really get the boot. I can't quite believe that I'm saying this, but if you want a more authentic and higher quality Star Wars videogame experience, go play Battlefront 2. Sure it may have had an extremely messy launch and been marred with controversy ever since, but at least it feels like Star Wars.

There were a sparse few things that I did enjoy. As I mentioned above, Merrin was a fairly engaging and well acted character. The Lightsaber customisation was also pretty neat. I also enjoyed the music and (SPOILERS,) the brief appearance that Darth Vader makes. However the music is only great because it's the Star Wars score and whilst Vader's appearance as an unstoppable force was cool here, I personally feel like it was done better in Rogue One.

So yeah, I kind of feel like I played a different game to everyone else. I really wanted to fall in love with this game and I kept waiting for it to win me over, but unfortunately it never did. I think that there is potential here for something better, mostly owed to the interesting time period the game is set in on the Star Wars timeline, so I really hope that they take the few good elements that were present in Fallen Order and improve upon everything else for the sequel.
  
Quad City Killers
Quad City Killers
2021 | Exploration, Humor, Murder & Mystery, Party Game
So I am going to cut right to the chase here. I am from the Quad Cities, the area of Iowa and Illinois where the Mississippi River flows East-West instead of its normal North-South. Admittedly, the name given to the area is the Greater Quad City Area and includes around 18 actual towns and cities. I have a love for my hometown and defend it to all who think we are just cornfields and unexciting. That said, when I saw a game was being produced about serial killers roaming my own stomping grounds, I knew I had to preview it.

Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign ending March 5, 2021, or through any retailers stocking it after fulfillment. -T


To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.

Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.

The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.

Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.


The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.

The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.

I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.

All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.