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Bob Mann (459 KP) rated Last Night in Soho (2021) in Movies
Nov 11, 2021
Edgar Wright’s Haunting Love Letter to the Swinging Sixties.
A young 21st-century teen walks in her nightclothes down a darkened alley emerging into a bustling 60’s Soho street across from a theatre showing “Thunderball”. She enters the Cafe de Paris with a reflection mimicking her actions but showing a very different girl. So it was that the trailer for Edgar Wright’s “Last Night in Soho” hit earlier this year.
The trailer grabbed me by the gut and firmly cemented it as a “must see” in my movie-watching schedule. Frustratingly, Covid got in my way. But now free of the wretched virus, this had just HAD be my first outing.
Plot Summary:
Eloise (Thomasin McKenzie) is a Cornish teen whose fashion and music tastes are firmly rooted in the ’60s. She is also blessed (or plagued) with having visions of people who’ve passed, including her dead mother.
Travelling to a London fashion school, Eloise is a lost soul in a raucous world. But at night, she is mystically transported back to the swinging 60’s into the body of aspiring singer Sandie (Anya Taylor-Joy). Sandie is under the thrall of ‘manager’ Jack (Matt Smith), and Eloise witnesses events that she needs to tell people about. But who would possibly believe such a tale?
Certification:
US: R. UK: 18.
Talent:
Starring: Thomasin McKenzie, Anya Taylor-Joy, Matt Smith, Terence Stamp, Diana Rigg.
Directed by: Edgar Wright.
Written by: Krysty Wilson-Cairns (based on a story by Edgar Wright).
“Last Night in Soho” Review: Positives:
This is SUCH a tour de force of filmmaking. Honestly, there were moments in here, particularly in the first half of the movie, where I was beaming from ear to ear at the audacity of it all. That ‘time travel’ reveal is even better in ‘the flesh’ than it was in the trailer, enhanced by the vibrant cinematography of Chung-hoon Chung.
Thomasin McKensie again impressed me immensely. She was of course the ‘girl in the attic’ from “Jojo Rabbit” and the best thing in the lacklustre M. Night Shyamalan feature “Old“. Anya Taylor-Joy is as spectacular as you would expect and Matt Smith also delivers, although I wasn’t completely convinced by Smith’s cockney accent. And what a wonderful thing to watch veteran actors Terence Stamp and Diana RIgg strut their stuff on the big screen. (This was Rigg’s final screen performance, and the film is dedicated to her: “For Diana”. RIP Ms Rigg.)
The combination of ‘in camera’ and special effects here are gob-smackingly effective. Some of the ‘mirror’ effects involving Eloise, Sandie and Jack in the club are gleeful. And I’m not sure how they were all done. And a dance sequence where Eloise switches to Sandie and back again is just so clever.
The Production Design is just brilliant. It oozes a combination of 60’s style and sleaze. Surely an Oscar nomination is due here.
As with other Edgar Wright movies (like “Baby Driver“) the choice of music is superb. The score is by Oscar winning composer Steven Price, but you can be sure that Wright was heavily involved in the track selections. These prominently feature a Cilla Black track – heralded by 15 string beats of total perfection – that is in my top 5 songs from the 60’s. And Anya Taylor-Joy’s haunting version of “Downtown” is just superb.
Acting Royalty…. Diana Rigg in her last role, and….
Negatives:
The second half of the film just doesn’t *quite* live up to the promise of the first half (which was running as a clear 5*s).
While the inevitable twist in the tale is clever (and unexpected), I thought it was rather clumsily introduced. (I can’t go into details without introducing spoilers, but an envelope is involved). Something more subliminal would have been my preference; something that you would have had to watch the film again to catch.
A stunning starring role for Thomasin McKenzie. Just wonderful.
Summary Thoughts on “Last Night in Soho”
I loved this one. It lived up to my expectations, and came close to “classic status”. I need to give this careful consideration as to where this sits in my “Top 10 Films of the Year”, but it is undoubtedly up there in the list.
Highly recommended, if you are content to stomach some violent (and quite disturbing) horror imagery.
The trailer grabbed me by the gut and firmly cemented it as a “must see” in my movie-watching schedule. Frustratingly, Covid got in my way. But now free of the wretched virus, this had just HAD be my first outing.
Plot Summary:
Eloise (Thomasin McKenzie) is a Cornish teen whose fashion and music tastes are firmly rooted in the ’60s. She is also blessed (or plagued) with having visions of people who’ve passed, including her dead mother.
Travelling to a London fashion school, Eloise is a lost soul in a raucous world. But at night, she is mystically transported back to the swinging 60’s into the body of aspiring singer Sandie (Anya Taylor-Joy). Sandie is under the thrall of ‘manager’ Jack (Matt Smith), and Eloise witnesses events that she needs to tell people about. But who would possibly believe such a tale?
Certification:
US: R. UK: 18.
Talent:
Starring: Thomasin McKenzie, Anya Taylor-Joy, Matt Smith, Terence Stamp, Diana Rigg.
Directed by: Edgar Wright.
Written by: Krysty Wilson-Cairns (based on a story by Edgar Wright).
“Last Night in Soho” Review: Positives:
This is SUCH a tour de force of filmmaking. Honestly, there were moments in here, particularly in the first half of the movie, where I was beaming from ear to ear at the audacity of it all. That ‘time travel’ reveal is even better in ‘the flesh’ than it was in the trailer, enhanced by the vibrant cinematography of Chung-hoon Chung.
Thomasin McKensie again impressed me immensely. She was of course the ‘girl in the attic’ from “Jojo Rabbit” and the best thing in the lacklustre M. Night Shyamalan feature “Old“. Anya Taylor-Joy is as spectacular as you would expect and Matt Smith also delivers, although I wasn’t completely convinced by Smith’s cockney accent. And what a wonderful thing to watch veteran actors Terence Stamp and Diana RIgg strut their stuff on the big screen. (This was Rigg’s final screen performance, and the film is dedicated to her: “For Diana”. RIP Ms Rigg.)
The combination of ‘in camera’ and special effects here are gob-smackingly effective. Some of the ‘mirror’ effects involving Eloise, Sandie and Jack in the club are gleeful. And I’m not sure how they were all done. And a dance sequence where Eloise switches to Sandie and back again is just so clever.
The Production Design is just brilliant. It oozes a combination of 60’s style and sleaze. Surely an Oscar nomination is due here.
As with other Edgar Wright movies (like “Baby Driver“) the choice of music is superb. The score is by Oscar winning composer Steven Price, but you can be sure that Wright was heavily involved in the track selections. These prominently feature a Cilla Black track – heralded by 15 string beats of total perfection – that is in my top 5 songs from the 60’s. And Anya Taylor-Joy’s haunting version of “Downtown” is just superb.
Acting Royalty…. Diana Rigg in her last role, and….
Negatives:
The second half of the film just doesn’t *quite* live up to the promise of the first half (which was running as a clear 5*s).
While the inevitable twist in the tale is clever (and unexpected), I thought it was rather clumsily introduced. (I can’t go into details without introducing spoilers, but an envelope is involved). Something more subliminal would have been my preference; something that you would have had to watch the film again to catch.
A stunning starring role for Thomasin McKenzie. Just wonderful.
Summary Thoughts on “Last Night in Soho”
I loved this one. It lived up to my expectations, and came close to “classic status”. I need to give this careful consideration as to where this sits in my “Top 10 Films of the Year”, but it is undoubtedly up there in the list.
Highly recommended, if you are content to stomach some violent (and quite disturbing) horror imagery.
Gareth von Kallenbach (980 KP) rated Call of Duty: Ghosts - Onslaught in Video Games
Jun 19, 2019
Call of Duty: Ghosts gets a much needed update with the release of Onslaught, the first of four planned DLC packs for the game.
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
Purple Phoenix Games (2266 KP) rated The Quest Kids in Tabletop Games
Mar 26, 2021
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the 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 from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the 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 from the publisher online or from your FLGS. -T
To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.
Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).
Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.
Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.
Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.
The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.
Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
Kirk Bage (1775 KP) rated Knives Out (2019) in Movies
Jan 22, 2021
Murder mystery films tend to be more fun in theory and anticipation than they are to watch. It’s a genre that I very much enjoy and have indulged in over the years. Yet, if I look back in detail at it, I find that it is the books, especially those of Agatha Christie, that I like much more than anything lasting a couple of hours on the screen. There’s something about the mystery being rushed and squeezed into the cinema artform that is usually anti-climactic or even a full on let down.
Perhaps my favourite of the entire genre is a film that refuses to take itself seriously and is at once a pastiche of the multiple cliches that have accumulated over the years. And that film is, of course, the wonderfully camp, funny and charming 1985 romp Clue, starring Tim Curry and a slough of 80s B stars having the time of their lives. It isn’t a “good” film, it is a cult film, it’s joy being in its absolute lack of pretension or moral judgement. Like the board game that inspired it, it isn’t overly complicated or long, but has just enough cleverness, mirth and ambiance about it to always be a winner.
Rian Johnson’s take on the genre, Knives Out, is aware of these elements at all times, being above all things colourful, playful, arch and glib, but never convoluted or cerebral in an alienating way. He is something of a master at subverting a genre and wringing new life into it; take the invention of the teen noir in Brick, or the blend of assassin time travel sci-fi in Looper. He even gave an entire franchise a new breath of life by re-examining the use of humour and self referencing in Star Wars: The Last Jedi.
All of those previous films have as many detractors as mega fans, proving his style is devisive, for its audacity and its irreverence towards any idea of purism within an established model. And Knives Out is no exception to that. However, it may be the film of his that most people can agree on that they enjoyed, for one reason or another. I think it’s as interesting to ask why that is as it is to talk about the film itself… so, I will. At least, I’ll try to do both without losing my train of thought.
Firstly, it looks stunning; the palate of rich colours used in the poster and all marketing just make it look like something you want to immerse yourself in – every jacket, tie, dress, or piece of furniture is designed to precision, and it works like a dream of the genre you may have once had, as if it had been plucked directly from your subconscious. As in all good murder mysteries, the location, props and costumes should hold as much character as the actors, and the stately home of the Thrombey family certainly provides plenty of atmosphere in every texture and material on display.
Of course, the cast of characters is wonderfully put together with some inspired casting of familiar faces and actors you trust, such as Toni Collette and Michael Shannon, together with a few we don’t see enough of these days, such as Jamie Lee Curtis and Don Johnson, who both manage to create something as memorable as anything they did in their golden days. Add to the mix two bone fide action film superstars in Daniel Craig and Chris Evans, who leave the baggage of their most famous characters far behind and manage to convince you they are real actors again, the former with the aide of a jarring but hilarious Southern drawl, that grates at first but is a perfect choice on reflection.
Then there are the two lynchpins of this film’s ultimate success and joy: the exceptional legendary gravitas of 90 year old Christopher Plummer as the patriarch and victim at the centre of the intrigue, and the quite glorious revelation of Ana de Armas, whose charisma, beauty and skill in this delicately balanced role was the most impressive thing for me about the whole production. It may be Craig who is the ever present focus, as the detective tasked with solving the “crime”, but it is de Armas that you will remember most long after the credits roll.
As for the plot, well… I obviously can’t talk about it without ruining the whole thing. But, I can say that it isn’t far into the intricate web of motives, alibis and secrets before you start to sense this is going somewhere different, even unique. The examination of the relationships and personalities, and the extent to which they each demonstrate greed and selfishness is fascinating, superceding the crime that exists on the surface with a swamp of far seedier and unpleasant goings-on. Craig’s suave Benoit Blanc isn’t so much a detective here as a family therapist, or perhaps a supernatural presence in the style of the old classic, An Inspector Calls. Perhaps, it is suggested, no one completely escapes guilt and shame here… or do they? Are we looking for a murderer, or the only morally good person amidst a pack of dogs?
Another key element is how modern and unstuffy it feels, despite the country house and riches this is no play of manners, quite the opposite – no one here is on their best behaviour for the sake of decorum, and being upper class is an idea played with rather than enforced. The tea and cakes of the classic Christie, such as Murder on the Orient Express is replaced by smartphones and similar trappings, that identify it as definitely 2019 and no period piece. The concerns and themes are very much rooted in our present problems, and for that it engages and resonates in ways a costume drama just can’t do.
Upon finishing it for the first time, you may be thinking “sure, OK, I enjoyed that… but I’m not blown away here”. Then, as it sinks in over coming weeks, you find yourself recommending it to people, and thinking about how good it is in ways you didn’t initially think about. And that is surely why it was so embraced by the critics and paying public alike; it is a likeable, fun film, that can also stand some artistic scrutiny. It isn’t the smartest, or prettiest, or most meaningful film ever made, but it is enough of all three to make it an instant mini-classic, in my opinion.
I feel like there is maybe more to say about it, which is always a good sign, but that will do for now. I’d be happy to discuss it with anyone that feels the need. Or hear from anyone that didn’t like it! It would be interesting to hear that side of it, because I haven’t heard many negative comments on it at all. I don’t think I would defend it as a masterpiece to the end of the Earth, ‘cos it ain’t that good. I’m just hard pressed to find a serious fault. And it’s great when one of those sneaks up on you!
Perhaps my favourite of the entire genre is a film that refuses to take itself seriously and is at once a pastiche of the multiple cliches that have accumulated over the years. And that film is, of course, the wonderfully camp, funny and charming 1985 romp Clue, starring Tim Curry and a slough of 80s B stars having the time of their lives. It isn’t a “good” film, it is a cult film, it’s joy being in its absolute lack of pretension or moral judgement. Like the board game that inspired it, it isn’t overly complicated or long, but has just enough cleverness, mirth and ambiance about it to always be a winner.
Rian Johnson’s take on the genre, Knives Out, is aware of these elements at all times, being above all things colourful, playful, arch and glib, but never convoluted or cerebral in an alienating way. He is something of a master at subverting a genre and wringing new life into it; take the invention of the teen noir in Brick, or the blend of assassin time travel sci-fi in Looper. He even gave an entire franchise a new breath of life by re-examining the use of humour and self referencing in Star Wars: The Last Jedi.
All of those previous films have as many detractors as mega fans, proving his style is devisive, for its audacity and its irreverence towards any idea of purism within an established model. And Knives Out is no exception to that. However, it may be the film of his that most people can agree on that they enjoyed, for one reason or another. I think it’s as interesting to ask why that is as it is to talk about the film itself… so, I will. At least, I’ll try to do both without losing my train of thought.
Firstly, it looks stunning; the palate of rich colours used in the poster and all marketing just make it look like something you want to immerse yourself in – every jacket, tie, dress, or piece of furniture is designed to precision, and it works like a dream of the genre you may have once had, as if it had been plucked directly from your subconscious. As in all good murder mysteries, the location, props and costumes should hold as much character as the actors, and the stately home of the Thrombey family certainly provides plenty of atmosphere in every texture and material on display.
Of course, the cast of characters is wonderfully put together with some inspired casting of familiar faces and actors you trust, such as Toni Collette and Michael Shannon, together with a few we don’t see enough of these days, such as Jamie Lee Curtis and Don Johnson, who both manage to create something as memorable as anything they did in their golden days. Add to the mix two bone fide action film superstars in Daniel Craig and Chris Evans, who leave the baggage of their most famous characters far behind and manage to convince you they are real actors again, the former with the aide of a jarring but hilarious Southern drawl, that grates at first but is a perfect choice on reflection.
Then there are the two lynchpins of this film’s ultimate success and joy: the exceptional legendary gravitas of 90 year old Christopher Plummer as the patriarch and victim at the centre of the intrigue, and the quite glorious revelation of Ana de Armas, whose charisma, beauty and skill in this delicately balanced role was the most impressive thing for me about the whole production. It may be Craig who is the ever present focus, as the detective tasked with solving the “crime”, but it is de Armas that you will remember most long after the credits roll.
As for the plot, well… I obviously can’t talk about it without ruining the whole thing. But, I can say that it isn’t far into the intricate web of motives, alibis and secrets before you start to sense this is going somewhere different, even unique. The examination of the relationships and personalities, and the extent to which they each demonstrate greed and selfishness is fascinating, superceding the crime that exists on the surface with a swamp of far seedier and unpleasant goings-on. Craig’s suave Benoit Blanc isn’t so much a detective here as a family therapist, or perhaps a supernatural presence in the style of the old classic, An Inspector Calls. Perhaps, it is suggested, no one completely escapes guilt and shame here… or do they? Are we looking for a murderer, or the only morally good person amidst a pack of dogs?
Another key element is how modern and unstuffy it feels, despite the country house and riches this is no play of manners, quite the opposite – no one here is on their best behaviour for the sake of decorum, and being upper class is an idea played with rather than enforced. The tea and cakes of the classic Christie, such as Murder on the Orient Express is replaced by smartphones and similar trappings, that identify it as definitely 2019 and no period piece. The concerns and themes are very much rooted in our present problems, and for that it engages and resonates in ways a costume drama just can’t do.
Upon finishing it for the first time, you may be thinking “sure, OK, I enjoyed that… but I’m not blown away here”. Then, as it sinks in over coming weeks, you find yourself recommending it to people, and thinking about how good it is in ways you didn’t initially think about. And that is surely why it was so embraced by the critics and paying public alike; it is a likeable, fun film, that can also stand some artistic scrutiny. It isn’t the smartest, or prettiest, or most meaningful film ever made, but it is enough of all three to make it an instant mini-classic, in my opinion.
I feel like there is maybe more to say about it, which is always a good sign, but that will do for now. I’d be happy to discuss it with anyone that feels the need. Or hear from anyone that didn’t like it! It would be interesting to hear that side of it, because I haven’t heard many negative comments on it at all. I don’t think I would defend it as a masterpiece to the end of the Earth, ‘cos it ain’t that good. I’m just hard pressed to find a serious fault. And it’s great when one of those sneaks up on you!
Purple Phoenix Games (2266 KP) rated Ghoulash: The Game of Card Calamity in Tabletop Games
Sep 3, 2019
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
Purple Phoenix Games (2266 KP) rated Zoom in Barcelona in Tabletop Games
Jan 5, 2022
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
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
To setup, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
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
To setup, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
5 Minute Movie Guy (379 KP) rated X-Men: Days of Future Past (2014) in Movies
Jun 26, 2019
This is the X-Men movie you've always hoped for. (3 more)
James McAvoy and Michael Fassbender further prove they are worthy successors to Patrick Stewart and Ian McKellan.
The action and special effects are brilliantly executed and undeniably satisfying.
An effective and engaging story with commendable performances all around.
This is what most superhero movies should strive to emulate. X-Men: Days of Future Past is a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.
The future in X-Men: Days of Future Past is more desolate than ever. Mutants are being hunted to extinction, with the few remaining survivors living together as refugees as they try to escape their all-too-certain fate of captivity or death. They are hunted by Sentinels, versatile and powerful machines programmed to locate and imprison any and all mutants, as well as any humans that attempt to help them. The entire world has been transformed into an apocalyptic dystopia at the mercy of these machines. In order to prevent their inevitable demise, the mutants devise a plan that will rewrite the course of history by telepathically sending the consciousness of one of their own back in time in order to stop the Sentinels from ever rising to power. Doing so means averting the assassination of their designer, Dr. Bolivar Trask, and accomplishing this will require the disbanded X-Men crew to put aside their differences and reunite for a common goal; to save the fate of mutants.
X-Men: Days of Future Past is personally only the second X-Men film that I have seen, and I believe that’s to my disadvantage when watching it. That’s not to say the film isn’t accessible to people that are unfamiliar with X-Men, but you will certainly get the most out of it if you’ve seen the other films, or at least are somewhat knowledgeable about the super mutant group. Fortunately for me, even though I haven’t seen the original X-Men trilogy, nor the Wolverine spin-off films, I saw plenty of the popular X-Men cartoon of the ‘90s when growing up, and probably read more than a handful of the comics. Therefore I felt right at home with the story, even when it quickly thrusts the audience right into the thick of the action. I can imagine newcomers might at times feel a little overwhelmed, especially with such a wide array of unique characters, and so much going on. Although I do believe that the film manages to very effectively balance the action and characters, and create an immensely entertaining and engaging experience regardless of your history with X-Men.
I think it speaks of the true power and quality of the film when I say that after watching X-Men: Days of Future Past, I am now eager to watch all of the other entries in the movie series. Not only to help myself better understand the numerous references to past films, but because the film is so good and so expertly made that I don’t want to miss anything else. Make no mistake, X-Men: Days of Future Past is not only one of the best superhero movies ever made, it’s also the perfect homage to the X-Men. The film merges the two timelines seamlessly, combining the legendary cast of the original trilogy with the equally impressive cast of X-Men: First Class. It ties everything together so well and concludes in such an extraordinary manner that I would feel perfectly content if they ended the X-Men series entirely with Days of Future Past. While I don’t expect the already announced X-Men: Apocalypse (2016) to be able to top this one, I will admit that I am still more than excited to see what they have in store for the future.
Days of Future Past has an incredible, star-studded cast. It brings back the beloved X-Men stars of old, highlighted by Hugh Jackman as Wolverine, as well as with Patrick Stewart and Ian McKellan reprising their roles as Professor X and Magneto. In addition, it includes the cast of X-Men: First Class, with James McAvoy and Michael Fassbender playing younger versions of Professor X and Magneto, while Jennifer Lawrence returns as Mystique. The more substantial newcomers include Game of Thrones star Peter Dinklage as Trask, the creator of the Sentinels, and Evan Peters, playing a teenage Quicksilver. Despite the film having a large number of characters, it doesn’t feel like any of them get the short end of the stick. While some of them may not get much screen-time, Days of Future Past still gives you a solid display of what each of the mutants are capable of. It’s a truly wonderful thing to be able to witness the new era of X-Men actors in the same film as their older counterparts, and it makes it all the more apparent just how remarkably well-cast McAvoy and Fassbender are for their roles. These two young stars in particular have especially large shoes to fill, but they each do an exceptional job. The way in which the film combines the young actors with the old makes it feel as though it’s honoring a proper passing of the torch from one generation to the next.
This action-packed film features some great acting performances, and even though there are a lot of characters, I don’t believe there is a single weak performance among them. The real star of the show is James McAvoy as young Charles Xavier, otherwise known as Professor X. McAvoy nails the inner-conflict of his character in what is surely the most demanding role of the movie. He portrays a convincing struggle of a great man who has lost his way and fallen into despair and desolation. He is a man torn apart by the tension between his feelings of compassion and his guilt-ridden capitulation. Fassbender, on the contrary, is unnerving and yet engrossing as the magnificent Magneto. I personally loved the way in which his character continuously throws a wrench into everyone’s plans by opting to take an alternative and selfish approach. I found him to be notably riveting during a tense scene that takes place on an airplane, where Fassbender really demonstrates his talent. Then of course, there’s everybody’s favorite mutant, Wolverine. Hugh Jackman’s Wolverine is wonderfully enthralling, insanely ripped, and appropriately arrogant. Jackman has turned Wolverine into a career-defining role. There is no doubt about it, he is Wolverine, and no one will ever do it better. Meanwhile, everybody’s favorite actress, Jennifer Lawrence, adds an emotional and memorable performance as Mystique. Lastly, newcomer Evan Peters is a real-stand out as Quicksilver, in a performance that surely will become an instant fan favorite. His big scene alone makes me wish I had seen the movie in 3D, and in fact, the movie is so good that I just might do that. The stellar cast of X-Men: Days of Future Past hit all the right notes, making the characters memorable, and personable.
The action in Days of Future Past is simply phenomenal. This is what most superhero movies should strive to emulate. What I admire most about the action of this film is that it’s smart. It’s well-thought-out and well-executed. It never feels derivative, nor uninspired. Everything has its purpose and has a tangible weight to it. Rather than cluttering the film with unnecessary action pieces, it instead focuses on making its important action sequences really memorable and really good. It also handles its use of violence extremely well, making it powerful and satisfying, without making it feel sugarcoated because of its PG-13 rating. The movie’s score is suitably powerful, helping to escalate the action and establish a tense, grandiose ambiance. The special effects seen here are outstanding. This is a big upgrade over First Class, not only in visual quality, but certainly also in scale. It reaches an epic level and yet it never hinders in quality or takes any shortcuts. It shows you what you want to see, and does it better than you’d ever expect. The result is a movie that’s as visually remarkable as it is entertaining. The true enemies of Days of Future Past, the Sentinels, look awesome. I don’t know how they looked in the older movies, if they’re even present at all, but I never liked their appearance in the comic books. I’m glad they’ve been completely reimagined from their original design, and I love how the movie demonstrates their ability to adapt to make them more efficient mutant-killing machines. The character Beast also looks better than ever, unlike in First Class where his appearance was embarrassingly bad, and borderline laughable. In X-Men: Days of Future Past, everything looks stellar. You won’t want to look away as you’re sitting on the edge of your seat in sheer delight.
The majority of the film is set in the 1970s, taking place after the events of X-Men: First Class, as the Vietnam War is coming to an end. Considering that the film deals with themes of discrimination, it’s fitting that this setting coincides with the Civil Rights movement, even though it’s not explicitly referenced. This was a time in American history when the country was divided, and it offers a strong parallel to the grim, segregated world depicted in the film’s present-day wasteland. The story of Days of Future Past is rather dark, dealing with an apocalyptic future fueled by fear, jealousy and hatred. Although, it still has its fair share of laughs, thanks to the always charming Wolverine and the lightning fast Quicksilver. The movie does an admirable job in recreating the ‘70s, and additionally with juggling the different time periods, while maintaining a steady, coherent pace. However, as much as I enjoyed the ending, I must say that using time travel as a method to clean up a series’ loose ends seems a little cheap, but it’s entirely forgivable given just how beautifully it all comes together. X-Men: Days of Future Past is ultimately a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.
X-Men: Days of Future Past embodies everything I love about movies. It has great action, unforgettable characters, an engaging story, top-notch special effects, and a nice healthy dose of comedy, while never feeling unoriginal or insignificant. I really believe this movie is every X-Men fan’s dream come true. To be honest, I have never considered myself much of an X-Men fan. Now that I’ve seen Days of Future Past, I’m an X-Men fan for life.
(This review was originally posted at 5mmg.com on 5.26.14.)
X-Men: Days of Future Past is personally only the second X-Men film that I have seen, and I believe that’s to my disadvantage when watching it. That’s not to say the film isn’t accessible to people that are unfamiliar with X-Men, but you will certainly get the most out of it if you’ve seen the other films, or at least are somewhat knowledgeable about the super mutant group. Fortunately for me, even though I haven’t seen the original X-Men trilogy, nor the Wolverine spin-off films, I saw plenty of the popular X-Men cartoon of the ‘90s when growing up, and probably read more than a handful of the comics. Therefore I felt right at home with the story, even when it quickly thrusts the audience right into the thick of the action. I can imagine newcomers might at times feel a little overwhelmed, especially with such a wide array of unique characters, and so much going on. Although I do believe that the film manages to very effectively balance the action and characters, and create an immensely entertaining and engaging experience regardless of your history with X-Men.
I think it speaks of the true power and quality of the film when I say that after watching X-Men: Days of Future Past, I am now eager to watch all of the other entries in the movie series. Not only to help myself better understand the numerous references to past films, but because the film is so good and so expertly made that I don’t want to miss anything else. Make no mistake, X-Men: Days of Future Past is not only one of the best superhero movies ever made, it’s also the perfect homage to the X-Men. The film merges the two timelines seamlessly, combining the legendary cast of the original trilogy with the equally impressive cast of X-Men: First Class. It ties everything together so well and concludes in such an extraordinary manner that I would feel perfectly content if they ended the X-Men series entirely with Days of Future Past. While I don’t expect the already announced X-Men: Apocalypse (2016) to be able to top this one, I will admit that I am still more than excited to see what they have in store for the future.
Days of Future Past has an incredible, star-studded cast. It brings back the beloved X-Men stars of old, highlighted by Hugh Jackman as Wolverine, as well as with Patrick Stewart and Ian McKellan reprising their roles as Professor X and Magneto. In addition, it includes the cast of X-Men: First Class, with James McAvoy and Michael Fassbender playing younger versions of Professor X and Magneto, while Jennifer Lawrence returns as Mystique. The more substantial newcomers include Game of Thrones star Peter Dinklage as Trask, the creator of the Sentinels, and Evan Peters, playing a teenage Quicksilver. Despite the film having a large number of characters, it doesn’t feel like any of them get the short end of the stick. While some of them may not get much screen-time, Days of Future Past still gives you a solid display of what each of the mutants are capable of. It’s a truly wonderful thing to be able to witness the new era of X-Men actors in the same film as their older counterparts, and it makes it all the more apparent just how remarkably well-cast McAvoy and Fassbender are for their roles. These two young stars in particular have especially large shoes to fill, but they each do an exceptional job. The way in which the film combines the young actors with the old makes it feel as though it’s honoring a proper passing of the torch from one generation to the next.
This action-packed film features some great acting performances, and even though there are a lot of characters, I don’t believe there is a single weak performance among them. The real star of the show is James McAvoy as young Charles Xavier, otherwise known as Professor X. McAvoy nails the inner-conflict of his character in what is surely the most demanding role of the movie. He portrays a convincing struggle of a great man who has lost his way and fallen into despair and desolation. He is a man torn apart by the tension between his feelings of compassion and his guilt-ridden capitulation. Fassbender, on the contrary, is unnerving and yet engrossing as the magnificent Magneto. I personally loved the way in which his character continuously throws a wrench into everyone’s plans by opting to take an alternative and selfish approach. I found him to be notably riveting during a tense scene that takes place on an airplane, where Fassbender really demonstrates his talent. Then of course, there’s everybody’s favorite mutant, Wolverine. Hugh Jackman’s Wolverine is wonderfully enthralling, insanely ripped, and appropriately arrogant. Jackman has turned Wolverine into a career-defining role. There is no doubt about it, he is Wolverine, and no one will ever do it better. Meanwhile, everybody’s favorite actress, Jennifer Lawrence, adds an emotional and memorable performance as Mystique. Lastly, newcomer Evan Peters is a real-stand out as Quicksilver, in a performance that surely will become an instant fan favorite. His big scene alone makes me wish I had seen the movie in 3D, and in fact, the movie is so good that I just might do that. The stellar cast of X-Men: Days of Future Past hit all the right notes, making the characters memorable, and personable.
The action in Days of Future Past is simply phenomenal. This is what most superhero movies should strive to emulate. What I admire most about the action of this film is that it’s smart. It’s well-thought-out and well-executed. It never feels derivative, nor uninspired. Everything has its purpose and has a tangible weight to it. Rather than cluttering the film with unnecessary action pieces, it instead focuses on making its important action sequences really memorable and really good. It also handles its use of violence extremely well, making it powerful and satisfying, without making it feel sugarcoated because of its PG-13 rating. The movie’s score is suitably powerful, helping to escalate the action and establish a tense, grandiose ambiance. The special effects seen here are outstanding. This is a big upgrade over First Class, not only in visual quality, but certainly also in scale. It reaches an epic level and yet it never hinders in quality or takes any shortcuts. It shows you what you want to see, and does it better than you’d ever expect. The result is a movie that’s as visually remarkable as it is entertaining. The true enemies of Days of Future Past, the Sentinels, look awesome. I don’t know how they looked in the older movies, if they’re even present at all, but I never liked their appearance in the comic books. I’m glad they’ve been completely reimagined from their original design, and I love how the movie demonstrates their ability to adapt to make them more efficient mutant-killing machines. The character Beast also looks better than ever, unlike in First Class where his appearance was embarrassingly bad, and borderline laughable. In X-Men: Days of Future Past, everything looks stellar. You won’t want to look away as you’re sitting on the edge of your seat in sheer delight.
The majority of the film is set in the 1970s, taking place after the events of X-Men: First Class, as the Vietnam War is coming to an end. Considering that the film deals with themes of discrimination, it’s fitting that this setting coincides with the Civil Rights movement, even though it’s not explicitly referenced. This was a time in American history when the country was divided, and it offers a strong parallel to the grim, segregated world depicted in the film’s present-day wasteland. The story of Days of Future Past is rather dark, dealing with an apocalyptic future fueled by fear, jealousy and hatred. Although, it still has its fair share of laughs, thanks to the always charming Wolverine and the lightning fast Quicksilver. The movie does an admirable job in recreating the ‘70s, and additionally with juggling the different time periods, while maintaining a steady, coherent pace. However, as much as I enjoyed the ending, I must say that using time travel as a method to clean up a series’ loose ends seems a little cheap, but it’s entirely forgivable given just how beautifully it all comes together. X-Men: Days of Future Past is ultimately a miraculous, thrilling, and rewarding experience that you’ll want to see again and again.
X-Men: Days of Future Past embodies everything I love about movies. It has great action, unforgettable characters, an engaging story, top-notch special effects, and a nice healthy dose of comedy, while never feeling unoriginal or insignificant. I really believe this movie is every X-Men fan’s dream come true. To be honest, I have never considered myself much of an X-Men fan. Now that I’ve seen Days of Future Past, I’m an X-Men fan for life.
(This review was originally posted at 5mmg.com on 5.26.14.)
KittyMiku (138 KP) rated Sold to the Werewolf Prince in Books
May 23, 2019
Contains spoilers, click to show
This book is very short and has a good thought behind it. Since the world Hannah is now trying to integrate into is all about being kind and polite at all costs, its easy to see why she would have troubles with some of it. If offending someone meant execution, any human would have a problem living there without issue. I think that is the biggest idea I found to be enjoyable in the book. I love the idea of aliens and space travel, but the view point on having to keep your tongue tied to always be able to be kind to someone is what pique my interest. However, its not just your voice and words, its in your actions too. That whole world made sure everyone at all times are kept in a pleasured and blissful state.
At first, I was intrigued on the aliens and the life on their planet, but I found my interest leading me more towards how Hannah explained how Humans act to one another and how its hard to come by people who are naturally kind and respectful. Though the idea of being executed for saying anything in any way that could offend someone is kind of hard to get behind, I also feel like its something we should all strive for anyways. I can see the disadvantages of always being kind and polite as well though. In the book, Hannah had made it clear she was never sure what would offend someone and get her possibly killed and so she kept a lot of questions and thoughts to herself. I can completely understand that. To a degree though, I think keeping unkind things or questions that could be offense to yourself to be a great idea. However, when it comes to asking things about someone's religion or culture, I would think that wouldn't create a lot of offense. After all, we are all curious about something we don't understand or don't know. It did bring up a lot of things that we allow our children to say and do that isn't kind and allows others to feel unworthy or disrespected. For example name calling. In the story Hannah had tried to explain there are ways to say something to make in endearing. She used the term "bookworm". She went on to explain that in school people called her a bookworm to be mean and hurtful, it was an insult, but at home her mother used the term endearingly because Hannah always had her nose in a book. And if we are honest with ourselves, we know this is often a true case. Kids at school can be mean and hurtful if you don't fit in, but sometimes the insults they deal can also be ones of endearment from those we love. An example of this is the label gamer. In schools being a gamer meant you didn't have a ton of friends and often were picked on because you preferred to be at home playing your games than going to parties. However, if your wife is playfully teasing you by calling you a gamer, or uses it as an endearing term, it is not hurtful at all. Isn't it funny how something so silly as a single word used to describe you can have duel purposes; Hurtful and endearing?
I think Hannah's explanation of that was pretty dead on, but that wasn't all she brought up that reminded me of how awful humans can be. She has brought up how possessive humans can be to materials, enough to kill or have a hand in killing someone else for it. This is something we actually see everyday, if we allow ourselves too. People kill other people for money and material objects. People kill animals, and we aren't talking about for food purposes, because they want to or because it will allow them to make money for certain pieces of the animal. They aren't just hurtful, they are lethal to others and their environment. I found myself cringing at how real her words were. I know these things are going on in the world, we all do, but to have it spoken out loud so bluntly makes you wish it would just stop. In the book, Hannah had stated the American Government had stated that aliens had visited and they covered it up. And Prince Tamkin had stated because of human hostile nature, they didn't see why they should bother with the humans. He said most aliens didn't see the humans worth the hassle. That brings me to question if it is possible that this is also true.
Think about it. Let's say this particular book is correct in the fact aliens exist and they gave up trying to communicate with us because of our hostile natures. Always putting ourselves first and anyone, anything else last. It would make sense in a way, don't you think? I know this is a Sci-fi romance book, but at the same time, it does make a lot of sense. Hannah had said we were egotistical and self centered, thinking we had the best technology in the universe and that we can take anything we want and its true. As a race, humans are horrible creatures. That's not to say there aren't good ones out there. Even Hannah had explained that there were groups of people who fought for the Earth and others. Just as there are people in the real world who do that same. So if Wright can have a lot of truth in the book, who is not to say she was able to come up with a reason on why aliens stay away from Earth? Even though the space travel seems still to far for us to know if that was that is a real thing or not, it is still something worth thinking about.
I do have one major compliant about the book. The intercourse scenes. There were a total of three heavily detailed scenes that I don't completely understand. Do not get my wrong, the first scene was to make it so you understood that pleasing the woman in the bedroom was extremely important and it completely proved this case. However, I do not feels that so much needed to be in the book. The story could have used more details on the alien planet and the major city they resided in. I would have loved to know more about it. I would have loved to actually have seen the different communities and wild life. I was disappointed there wasn't more but instead I got steamy intercourse scenes that would make adult movie stars blush.
I would rate this book 3 stars out of 5 stars. It had brought up a lot of topics to discuss and ponder on and definitely left me wanting more, but the intercourse scenes were over the top and just too much for me. I would have been find with just the first one and maybe shorter scenes for the others. To me it just took away from the story in a way I didn't like.
At first, I was intrigued on the aliens and the life on their planet, but I found my interest leading me more towards how Hannah explained how Humans act to one another and how its hard to come by people who are naturally kind and respectful. Though the idea of being executed for saying anything in any way that could offend someone is kind of hard to get behind, I also feel like its something we should all strive for anyways. I can see the disadvantages of always being kind and polite as well though. In the book, Hannah had made it clear she was never sure what would offend someone and get her possibly killed and so she kept a lot of questions and thoughts to herself. I can completely understand that. To a degree though, I think keeping unkind things or questions that could be offense to yourself to be a great idea. However, when it comes to asking things about someone's religion or culture, I would think that wouldn't create a lot of offense. After all, we are all curious about something we don't understand or don't know. It did bring up a lot of things that we allow our children to say and do that isn't kind and allows others to feel unworthy or disrespected. For example name calling. In the story Hannah had tried to explain there are ways to say something to make in endearing. She used the term "bookworm". She went on to explain that in school people called her a bookworm to be mean and hurtful, it was an insult, but at home her mother used the term endearingly because Hannah always had her nose in a book. And if we are honest with ourselves, we know this is often a true case. Kids at school can be mean and hurtful if you don't fit in, but sometimes the insults they deal can also be ones of endearment from those we love. An example of this is the label gamer. In schools being a gamer meant you didn't have a ton of friends and often were picked on because you preferred to be at home playing your games than going to parties. However, if your wife is playfully teasing you by calling you a gamer, or uses it as an endearing term, it is not hurtful at all. Isn't it funny how something so silly as a single word used to describe you can have duel purposes; Hurtful and endearing?
I think Hannah's explanation of that was pretty dead on, but that wasn't all she brought up that reminded me of how awful humans can be. She has brought up how possessive humans can be to materials, enough to kill or have a hand in killing someone else for it. This is something we actually see everyday, if we allow ourselves too. People kill other people for money and material objects. People kill animals, and we aren't talking about for food purposes, because they want to or because it will allow them to make money for certain pieces of the animal. They aren't just hurtful, they are lethal to others and their environment. I found myself cringing at how real her words were. I know these things are going on in the world, we all do, but to have it spoken out loud so bluntly makes you wish it would just stop. In the book, Hannah had stated the American Government had stated that aliens had visited and they covered it up. And Prince Tamkin had stated because of human hostile nature, they didn't see why they should bother with the humans. He said most aliens didn't see the humans worth the hassle. That brings me to question if it is possible that this is also true.
Think about it. Let's say this particular book is correct in the fact aliens exist and they gave up trying to communicate with us because of our hostile natures. Always putting ourselves first and anyone, anything else last. It would make sense in a way, don't you think? I know this is a Sci-fi romance book, but at the same time, it does make a lot of sense. Hannah had said we were egotistical and self centered, thinking we had the best technology in the universe and that we can take anything we want and its true. As a race, humans are horrible creatures. That's not to say there aren't good ones out there. Even Hannah had explained that there were groups of people who fought for the Earth and others. Just as there are people in the real world who do that same. So if Wright can have a lot of truth in the book, who is not to say she was able to come up with a reason on why aliens stay away from Earth? Even though the space travel seems still to far for us to know if that was that is a real thing or not, it is still something worth thinking about.
I do have one major compliant about the book. The intercourse scenes. There were a total of three heavily detailed scenes that I don't completely understand. Do not get my wrong, the first scene was to make it so you understood that pleasing the woman in the bedroom was extremely important and it completely proved this case. However, I do not feels that so much needed to be in the book. The story could have used more details on the alien planet and the major city they resided in. I would have loved to know more about it. I would have loved to actually have seen the different communities and wild life. I was disappointed there wasn't more but instead I got steamy intercourse scenes that would make adult movie stars blush.
I would rate this book 3 stars out of 5 stars. It had brought up a lot of topics to discuss and ponder on and definitely left me wanting more, but the intercourse scenes were over the top and just too much for me. I would have been find with just the first one and maybe shorter scenes for the others. To me it just took away from the story in a way I didn't like.
Emma @ The Movies (1786 KP) rated Valerian and the City of a Thousand Planets (2017) in Movies
Sep 25, 2019
The story of Valerian is a good one. We open on Mül, a idyllic place of peace and a simple life. But this peace is shattered when fire rains from the sky devastating the entire planet. The last moment of Mül sees the Princess, doomed to die in the explosion, release her energy into the universe, through time and space.
Valerian, sunning himself on his ship, is hit with a sudden vision of the cataclysm on Mül. Unsure about it's meaning he goes back to the task at hand, retrieving a relic from some disreputable people on the black market. The "converter" is the last of it's kind in the universe, it will eat anything and rapidly replicate it, and as such is a very valuable commodity.
The mission is to return the converter to Alpha station. But when they arrive they discover that the station has been infected with something right at its heart. It's spreading, and all those that enter do not come back. When events lead to Valerian being drawn into the infected area, Laureline isn't willing to give up hope, and she battles her way in. Once she's reunited with Valerian they work travel to the centre of the station and discover the shocking truth about how the infection began...
The film is based on Valerian and Laureline, a French sci-fi comic series written by Pierre Christin and illustrated by Jean-Claude Mézières. I have got the first one to read, but as is my tradition, I have yet to do so. The first one is available free on Kindle at the moment if anybody is that way inclined. I expect that it will get a much better reaction in Europe than it seem to have done in the States, which is a bit of a shame. Possibly the way to go would have been with bigger stars, but *shrugs shoulders* it's too late now.
As I said, the story itself is a good one, and while people are nit picking and saying there are plot holes... there aren't if you don't look for them. I have this horrible ability to just watch a film for what it is, if you just go and see something to have some fun you don't notice any of that. It's a horribly nice way to be able to live my life, I enjoy a lot more things that way.
What I'm about to say is going to contradict my overall feeling for the film... I didn't really enjoy Dane DeHaan or Cara Delevingne. I had originally thought that I hadn't seen DeHaan in anything before, but was soon getting recollections of The Amazing Spider-Man 2. Scrolling through Delevingne's few years of films I've only seen Suicide Squad, and her acting as a "real person" is quite a small piece in that. While I can't think of anyone who would have perfectly suited either role, I feel like many other actors could have done an equal, or better, performance.
You get a wonderful introduction to what the station is, and has become. And we're treated to the potted history of alien species, several of which would sit quite nicely in the Whoniverse. I'm quite looking forward to reading the graphic novel. I can see stories unfolding in the different sections of the station, and that works. It almost feels like it would have made an amazing TV series, because it is essentially Star Trek with glitzier aliens and ecosystems.
As far as the secondary characters go we're treated to several memorable moments. Including Ethan Hawke as Jolly the Pimp, which is as flamboyant as you'd expect. Clive Owen as Commander Filitt, stern and ruthless, the sort who would stab you in the back (or the front) for his own gain. Sam Spruell as General Okto-Bar, who acted his part incredibly well... I'm honestly surprised I've not seen any of the other things he's been in, but I will be checking them out. Rihanna as Bubble, I'm a little surprised about how much I heard about her being in this considering how short her role is. But the same is true of a few things I've seen recently. We first meet her at Jolly's den of iniquity, where the music video training definitely came in handy.
As a whole the film moves along smoothly, with only a few little bits that seemed like they didn't belong, or could have been cut out. Unlike other films though, these little additions didn't harm the overall product.
Here is where my love for the film takes a steep nose-drive. Imagine crying with joy to resting bitch-face in the space of a few seconds. The 3D was hideous. I can't even think of a nice thing to say about it.
When the scenes were general crowd shots or indoors, everything was fine... although these shots didn't really benefit from the effect. The exterior shots however, in my not so expert opinion, were a terrible idea. I found some of them actually painful to watch, particularly long range shots of Alpha with ships coming in to dock. It was near on impossible to deal with the perspective as there was so much happening. For the last half of the film I took my 3D glasses off every time these shots appeared on screen as my head was rapidly starting to hurt, and I wasn't the only one having trouble.
If it wasn't for the painful exterior shots I honestly would have forgotten I was watching the film in 3D. Unlike other 3D films, you weren't aware that things were coming out of the screen at you. Not once.
I really don't want to be so negative about this film, it was an enjoyable watch (without the optical illusion created by the 3D). I would recommend it to anyone who has a passing interest in sci-fi and adaptations of comics. And I feel like, if nothing else, it might get the graphic novels themselves more circulation outside of Europe.
But please... watch it in 2D.
Valerian, sunning himself on his ship, is hit with a sudden vision of the cataclysm on Mül. Unsure about it's meaning he goes back to the task at hand, retrieving a relic from some disreputable people on the black market. The "converter" is the last of it's kind in the universe, it will eat anything and rapidly replicate it, and as such is a very valuable commodity.
The mission is to return the converter to Alpha station. But when they arrive they discover that the station has been infected with something right at its heart. It's spreading, and all those that enter do not come back. When events lead to Valerian being drawn into the infected area, Laureline isn't willing to give up hope, and she battles her way in. Once she's reunited with Valerian they work travel to the centre of the station and discover the shocking truth about how the infection began...
The film is based on Valerian and Laureline, a French sci-fi comic series written by Pierre Christin and illustrated by Jean-Claude Mézières. I have got the first one to read, but as is my tradition, I have yet to do so. The first one is available free on Kindle at the moment if anybody is that way inclined. I expect that it will get a much better reaction in Europe than it seem to have done in the States, which is a bit of a shame. Possibly the way to go would have been with bigger stars, but *shrugs shoulders* it's too late now.
As I said, the story itself is a good one, and while people are nit picking and saying there are plot holes... there aren't if you don't look for them. I have this horrible ability to just watch a film for what it is, if you just go and see something to have some fun you don't notice any of that. It's a horribly nice way to be able to live my life, I enjoy a lot more things that way.
What I'm about to say is going to contradict my overall feeling for the film... I didn't really enjoy Dane DeHaan or Cara Delevingne. I had originally thought that I hadn't seen DeHaan in anything before, but was soon getting recollections of The Amazing Spider-Man 2. Scrolling through Delevingne's few years of films I've only seen Suicide Squad, and her acting as a "real person" is quite a small piece in that. While I can't think of anyone who would have perfectly suited either role, I feel like many other actors could have done an equal, or better, performance.
You get a wonderful introduction to what the station is, and has become. And we're treated to the potted history of alien species, several of which would sit quite nicely in the Whoniverse. I'm quite looking forward to reading the graphic novel. I can see stories unfolding in the different sections of the station, and that works. It almost feels like it would have made an amazing TV series, because it is essentially Star Trek with glitzier aliens and ecosystems.
As far as the secondary characters go we're treated to several memorable moments. Including Ethan Hawke as Jolly the Pimp, which is as flamboyant as you'd expect. Clive Owen as Commander Filitt, stern and ruthless, the sort who would stab you in the back (or the front) for his own gain. Sam Spruell as General Okto-Bar, who acted his part incredibly well... I'm honestly surprised I've not seen any of the other things he's been in, but I will be checking them out. Rihanna as Bubble, I'm a little surprised about how much I heard about her being in this considering how short her role is. But the same is true of a few things I've seen recently. We first meet her at Jolly's den of iniquity, where the music video training definitely came in handy.
As a whole the film moves along smoothly, with only a few little bits that seemed like they didn't belong, or could have been cut out. Unlike other films though, these little additions didn't harm the overall product.
Here is where my love for the film takes a steep nose-drive. Imagine crying with joy to resting bitch-face in the space of a few seconds. The 3D was hideous. I can't even think of a nice thing to say about it.
When the scenes were general crowd shots or indoors, everything was fine... although these shots didn't really benefit from the effect. The exterior shots however, in my not so expert opinion, were a terrible idea. I found some of them actually painful to watch, particularly long range shots of Alpha with ships coming in to dock. It was near on impossible to deal with the perspective as there was so much happening. For the last half of the film I took my 3D glasses off every time these shots appeared on screen as my head was rapidly starting to hurt, and I wasn't the only one having trouble.
If it wasn't for the painful exterior shots I honestly would have forgotten I was watching the film in 3D. Unlike other 3D films, you weren't aware that things were coming out of the screen at you. Not once.
I really don't want to be so negative about this film, it was an enjoyable watch (without the optical illusion created by the 3D). I would recommend it to anyone who has a passing interest in sci-fi and adaptations of comics. And I feel like, if nothing else, it might get the graphic novels themselves more circulation outside of Europe.
But please... watch it in 2D.
Fred (860 KP) rated Most Haunted in TV
Jan 31, 2019
This is still on?
I am writing this review, as I could not believe this show is still airing. Although none of you probably even heard of it, or are of the misfortune to have only seen the newer episodes
When this show started in 2002, I used to download it from the internet & I watched with my friend & my brother. I believe it was the first of these "ghost hunting" shows, or at least it was the first I ever heard of. We watched because it was funny. I think my brother believed in ghosts, but we mainly watched because it was hilarious. The show's "star" Yvette, used to scream at every little thing. She was just an observer at first & seemed skeptical, but was always scared out of her mind. The show's real star was Derek Acorah. Derek was the team's medium, who would talk to the spirits through his personal guide in the afterlife, Sam. Derek would act like Sam was talking to him & Derek would make statements like "Let him in, Sam!" or "Keep him back, Sam!" The show was enjoyable because it seemed like they were really trying to look for ghosts. And I have little doubt that Yvette thought the show was for-real at the beginning. Sometimes they would find something, sometimes not. Derek would almost always find something, even something minor. All mediums do (because they're all fakes), but it was at least entertaining.
A few years into the show, and Yvette starts to get stuck-up. She's no longer the scaredy cat she was. She's now standing up to the ghosts. This is because she knows there are no such things as ghosts. Sure, she still screams here & there, but it's all fake now. "Oh, something touched me!" or "Oh, I heard a knock!" And now, the team finds something every episode (just like all these shows do, because they're full of shit). But you can also tell by this time, she's jealous of Derek & the fact that he's much more popular than she is. And so, she sets up a plot to discredit Derek & out him as a fake, which is easy, because he is a fake. And she knows it, because she's a fake. She does this with other members of the show & Derek leaves the show to be replaced by another fake medium (again, they're all fake). This is when I stopped watching the show. To set someone up, who you know is fake, while you are also fake, is despicable.
Anyway, I see today that the show is on Travel Channel. I put it on & it's an episode from 2007. Derek is not on the show & the replacement fake is on. I watch to see what it's like. Still the same B.S., still fake. Yvette is still fake screaming. The episode is full of the same fake nonsense, like where someone off camera drops something or knocks on something & they react like it was a ghost. There's one difference I notice now though. Yvette is somehow sensitive to the ghosts now. She can feel the energy around her now. Hahahaha! Yeah, okay. Anyway, during the episode, we hear a thumping sound. Yvette mentions "It sounds like a heartbeat." and the other phonies agree.
Then, there's another episode. This one from 2014, 7 years later. Same stuff going on. In fact, at one point, there is a thumping sound. And once again Yvette say "It sounds like a heartbeat." HAHAHA!
But even more fascinating, the show is still on! After that episode aired, they show a new episode that just aired in England a few days ago. And the same crap is still going on.
Now, we have a slew of these shows. Each one ripped this one off & each one lies and fakes just like this one. They all deserve no stars, but I am giving Most Haunted 3, because it was entertaining and watchable thanks to Derek. Yes, watchable until Yvette's head got too big, for being a fake. If you're into the night-vision, everywhere is haunted, fake gadget, noise & voices can only be ghost shows that clutter TV now, you can thank this show for starting it all. Some can be entertaining, but most are just fake science, masquerading as the real thing.
When this show started in 2002, I used to download it from the internet & I watched with my friend & my brother. I believe it was the first of these "ghost hunting" shows, or at least it was the first I ever heard of. We watched because it was funny. I think my brother believed in ghosts, but we mainly watched because it was hilarious. The show's "star" Yvette, used to scream at every little thing. She was just an observer at first & seemed skeptical, but was always scared out of her mind. The show's real star was Derek Acorah. Derek was the team's medium, who would talk to the spirits through his personal guide in the afterlife, Sam. Derek would act like Sam was talking to him & Derek would make statements like "Let him in, Sam!" or "Keep him back, Sam!" The show was enjoyable because it seemed like they were really trying to look for ghosts. And I have little doubt that Yvette thought the show was for-real at the beginning. Sometimes they would find something, sometimes not. Derek would almost always find something, even something minor. All mediums do (because they're all fakes), but it was at least entertaining.
A few years into the show, and Yvette starts to get stuck-up. She's no longer the scaredy cat she was. She's now standing up to the ghosts. This is because she knows there are no such things as ghosts. Sure, she still screams here & there, but it's all fake now. "Oh, something touched me!" or "Oh, I heard a knock!" And now, the team finds something every episode (just like all these shows do, because they're full of shit). But you can also tell by this time, she's jealous of Derek & the fact that he's much more popular than she is. And so, she sets up a plot to discredit Derek & out him as a fake, which is easy, because he is a fake. And she knows it, because she's a fake. She does this with other members of the show & Derek leaves the show to be replaced by another fake medium (again, they're all fake). This is when I stopped watching the show. To set someone up, who you know is fake, while you are also fake, is despicable.
Anyway, I see today that the show is on Travel Channel. I put it on & it's an episode from 2007. Derek is not on the show & the replacement fake is on. I watch to see what it's like. Still the same B.S., still fake. Yvette is still fake screaming. The episode is full of the same fake nonsense, like where someone off camera drops something or knocks on something & they react like it was a ghost. There's one difference I notice now though. Yvette is somehow sensitive to the ghosts now. She can feel the energy around her now. Hahahaha! Yeah, okay. Anyway, during the episode, we hear a thumping sound. Yvette mentions "It sounds like a heartbeat." and the other phonies agree.
Then, there's another episode. This one from 2014, 7 years later. Same stuff going on. In fact, at one point, there is a thumping sound. And once again Yvette say "It sounds like a heartbeat." HAHAHA!
But even more fascinating, the show is still on! After that episode aired, they show a new episode that just aired in England a few days ago. And the same crap is still going on.
Now, we have a slew of these shows. Each one ripped this one off & each one lies and fakes just like this one. They all deserve no stars, but I am giving Most Haunted 3, because it was entertaining and watchable thanks to Derek. Yes, watchable until Yvette's head got too big, for being a fake. If you're into the night-vision, everywhere is haunted, fake gadget, noise & voices can only be ghost shows that clutter TV now, you can thank this show for starting it all. Some can be entertaining, but most are just fake science, masquerading as the real thing.