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Purple Phoenix Games (2266 KP) rated Extraordinary Adventures: Pirates in Tabletop Games
Jul 16, 2021
I feel like I try to open pirate-themed games with silly faux pirate talk and it’s getting old. So I won’t do that this time. What I will do is start by saying we reviewed another Forbidden Games title (Raccoon Tycoon) to very high praise, so we expect nothing but greatness now. Does Extraordinary Adventures: Pirates! (or from now on just Pirates) match the quality we enjoy in Raccoon Tycoon? Yarr.
Pirates is a piratey, deck-building, racing game for two to six players attempting to reach Trinidad with the most VP and greatest booty (interpret that as you will). To setup, lay the humongous board on the table and populate the merchant ship locations with the appropriate number of supply crates pulled blindly from the bag. Each player will place one of their ships on the starting locations of each of the three tracks upon the board. Shuffle the Merchant Deck and place it in its position on the board face-down. Shuffle the Port Deck and set it near the board face-down but reveal the top three cards as the offer. Shuffle the treasure tiles and reveal a number of them equal to three times the number of players plus one more. Give each player their starting deck to shuffle and then draw five as a starting hand. The race may now begin!
On a player’s turn they will play three cards from their hand and “move their ships accordingly” says the rulebook. Initially we were not sure if that meant movement cards could all be played to the same ship or each of the three cards needed to be assigned to each of the player ships on the three different tracks so we decided to use the latter rule logic. Cards will contain a number in the lower right hand corner to signify how many spaces a ship may move this turn. Some cards will also have a special power written beside the movement number that may be used instead of the movement. The starting deck contains one card that will be able to thin the deck using this type of special power.
When a player’s ship meets either a Merchant ship or moves into a Port the movement ends immediately to resolve these encounters. When plundering a Merchant ship players will simply swipe the supply crates from the board and draw a Merchant card to their discard pile. When in Port, players will be able to draw one of the face-up Port cards in the offer or the top card from the face-down draw deck. In addition, players will be able to use the supply crates collected as currency to purchase the revealed treasure tiles near the board for VP at game end. Once all card have been played and subsequent actions played as a result the next player takes their turn. Play continues in this fashion until one ship reaches Trinidad and ends the game. The pirate captain with the most VP from cards, treasure tiles, and placement on each track will be the winner with the greatest booty (not in the rules, but I like to play that way).
Components. We were impressed with the components in Raccoon Tycoon, but Pirates scores well above it in component impressiveness. The board is massive and features incredible art. It looks just like a map and it’s simply gorgeous. The cards are all fine quality and the art on them is very good. The true component stars in this game are the supply crates and the player ships. Okay, so I love playing games that feel deluxe. I’m sure I’m not alone with that statement, but when I tell you that these little crates are amazing I meant it. How easy would it have been to just throw in a bunch of colored wooden cubes like 98% of games and call it a day? Easy peasy. But no, not good enough. Pirates goes the extra mile and gives us molded plastic (or resin, idk I’m not a chemist) boxes that look like supply boxes. And the pirate ships? The same super incredibly quality. They are minis where standees could have worked just fine. And they are DETAILED. I love them so much. Components score a big time happy face from us.
But the gameplay. Components are great but make the game they do not. However, having these great components only enhance the already wonderful gameplay here. I love deck-building games and it might be my favorite style of game. I also genuinely love when games throw in additional styles to complement the deck-building. Don’t get me wrong, we all love our Legendary: Marvel DBG (it’s a Golden Feather Award winner after all), but that’s just straight up deck-building. I quite enjoy another little deck-builder that adds a map and an additional way to use the deck-building cards in harmony: Trains. In Pirates we have deck-building paired with racing on a giant board. It just fits the piratey theme so well and combines deck-building with what I love from the game Jamaica.
It’s no surprise that I personally rated this quite high. Though not all our team has had a chance to play it yet, I believe they would all love it as much as I do. Purple Phoenix Games gives Extraordinary Adventures: Pirates! a plunderingly wunderful (I did that on purpose) 11 / 12. Want to add to your deck-building experience with a race using excellent components and art? Pick up a copy from your FLGS today!
Pirates is a piratey, deck-building, racing game for two to six players attempting to reach Trinidad with the most VP and greatest booty (interpret that as you will). To setup, lay the humongous board on the table and populate the merchant ship locations with the appropriate number of supply crates pulled blindly from the bag. Each player will place one of their ships on the starting locations of each of the three tracks upon the board. Shuffle the Merchant Deck and place it in its position on the board face-down. Shuffle the Port Deck and set it near the board face-down but reveal the top three cards as the offer. Shuffle the treasure tiles and reveal a number of them equal to three times the number of players plus one more. Give each player their starting deck to shuffle and then draw five as a starting hand. The race may now begin!
On a player’s turn they will play three cards from their hand and “move their ships accordingly” says the rulebook. Initially we were not sure if that meant movement cards could all be played to the same ship or each of the three cards needed to be assigned to each of the player ships on the three different tracks so we decided to use the latter rule logic. Cards will contain a number in the lower right hand corner to signify how many spaces a ship may move this turn. Some cards will also have a special power written beside the movement number that may be used instead of the movement. The starting deck contains one card that will be able to thin the deck using this type of special power.
When a player’s ship meets either a Merchant ship or moves into a Port the movement ends immediately to resolve these encounters. When plundering a Merchant ship players will simply swipe the supply crates from the board and draw a Merchant card to their discard pile. When in Port, players will be able to draw one of the face-up Port cards in the offer or the top card from the face-down draw deck. In addition, players will be able to use the supply crates collected as currency to purchase the revealed treasure tiles near the board for VP at game end. Once all card have been played and subsequent actions played as a result the next player takes their turn. Play continues in this fashion until one ship reaches Trinidad and ends the game. The pirate captain with the most VP from cards, treasure tiles, and placement on each track will be the winner with the greatest booty (not in the rules, but I like to play that way).
Components. We were impressed with the components in Raccoon Tycoon, but Pirates scores well above it in component impressiveness. The board is massive and features incredible art. It looks just like a map and it’s simply gorgeous. The cards are all fine quality and the art on them is very good. The true component stars in this game are the supply crates and the player ships. Okay, so I love playing games that feel deluxe. I’m sure I’m not alone with that statement, but when I tell you that these little crates are amazing I meant it. How easy would it have been to just throw in a bunch of colored wooden cubes like 98% of games and call it a day? Easy peasy. But no, not good enough. Pirates goes the extra mile and gives us molded plastic (or resin, idk I’m not a chemist) boxes that look like supply boxes. And the pirate ships? The same super incredibly quality. They are minis where standees could have worked just fine. And they are DETAILED. I love them so much. Components score a big time happy face from us.
But the gameplay. Components are great but make the game they do not. However, having these great components only enhance the already wonderful gameplay here. I love deck-building games and it might be my favorite style of game. I also genuinely love when games throw in additional styles to complement the deck-building. Don’t get me wrong, we all love our Legendary: Marvel DBG (it’s a Golden Feather Award winner after all), but that’s just straight up deck-building. I quite enjoy another little deck-builder that adds a map and an additional way to use the deck-building cards in harmony: Trains. In Pirates we have deck-building paired with racing on a giant board. It just fits the piratey theme so well and combines deck-building with what I love from the game Jamaica.
It’s no surprise that I personally rated this quite high. Though not all our team has had a chance to play it yet, I believe they would all love it as much as I do. Purple Phoenix Games gives Extraordinary Adventures: Pirates! a plunderingly wunderful (I did that on purpose) 11 / 12. Want to add to your deck-building experience with a race using excellent components and art? Pick up a copy from your FLGS today!
Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Peter Russell (61 KP) rated Heroscape Master Set: Rise of the Valkyrie in Tabletop Games
Mar 26, 2019
Build and Play all out war
This game has a very special place in my heart and I wish it started getting produced again. This review is not just for the base game by the Heroscape system as a whole. To me it is a lost treasure that I still pay premium prices to collect. Heroscape is primarily a combat game with a point based army building system. But even before that, the players build a battlefield using the interlocking and stacking hex terrain features, there are tiles of lava, water and ice, there are castle sets, bridges and even a marvel set to add marvel characters. I cannot paint a picture, but just google "epic heroscape map" to see amazing battlefields people have made. Alright, so gameplay mechanics. The combat system is dice based using shields and hits and line of sight and height of target it important, where you can take cover behind objects and creatures and also gain height advantage. There are interactions between characters that buff and debuff allies and enemies and interaction with terrain types. There were 3 master sets, a castle set, a bridge set, lava set, ice set, marvel character set and multiple character expansion packs. The miniatures are prepainted. Heroscape was bought by Wizards of the Coast where they released one master set with a Dungeons and Dragons Theme and one wave of D&D character expansions. It was then discontinued. In 2016 Wizards released Magic: Arena of the planeswalkers which recycled the Heroscape rule set, terrain molds and almost all mechanics, but under the completely different Magic the Gathering Branding and with a fraction of the terrain. Arena of the planeswalkers was also discontinued. The cheapest way to try out the mechanics of this game is Arena of the planeswalkers which should be able to be sourced used locally for about the $15 range.
Ross (3284 KP) rated Black Mirror - Season 3 in TV
Feb 8, 2018
The third series of Black Mirror (the first made for Netflix) sees another 6 standalone episodes offering a frightening glimpse at the future use of technology.
Nosedive looks at people's obsession with likes and ratings and that each interaction becomes either tooth-achingly sweet to secure that rating, or a desperate attempt to get that good rating from someone higher than you. While I liked the premise, I thought this episode was a little too long.
Playtest sees Pokémon Go type AR go wild, as a young American backpacker desperate for money agrees to test a new brain implant that allows people to experience horror games as if they were real. A well executed thriller of an episode.
Shut Up & Dance looks at blackmailing/revenge porn and shows the lengths people will go to to avoid their secrets being revealed, as a young boy afraid that footage of his one-handed solo adventures being shown to his friends and family ends up on something of a treasure hunt with Jerome off of Robson & Jerome (who has lost that loving feeling and started seeing an escort). The story is very gripping and well shot.
San Junipero was a surprisingly uplifting, heartwarming episode. I won't spoil the reveal too much but it is the rare occasion where Black Mirror shows the good side of technology taken to extremes. Absolutely beautiful.
Men Against Fire was a clever episode looking at the uses of brain augmentations in the armed forces and how they can be used and abused in warfare. An apparent zombie apocalypse scenario is turned on its head and shows the Black Mirror take on such technology.
The final episode, Hated in the Nation is a look at online trolling and bullying and how this can be taken to extremes. it shows that even when people know there are real consequences for the victims, because it is largely anonymous they will carry on doing it. Quite a long episode but gripping and keeps the viewer guessing throughout.
Nosedive looks at people's obsession with likes and ratings and that each interaction becomes either tooth-achingly sweet to secure that rating, or a desperate attempt to get that good rating from someone higher than you. While I liked the premise, I thought this episode was a little too long.
Playtest sees Pokémon Go type AR go wild, as a young American backpacker desperate for money agrees to test a new brain implant that allows people to experience horror games as if they were real. A well executed thriller of an episode.
Shut Up & Dance looks at blackmailing/revenge porn and shows the lengths people will go to to avoid their secrets being revealed, as a young boy afraid that footage of his one-handed solo adventures being shown to his friends and family ends up on something of a treasure hunt with Jerome off of Robson & Jerome (who has lost that loving feeling and started seeing an escort). The story is very gripping and well shot.
San Junipero was a surprisingly uplifting, heartwarming episode. I won't spoil the reveal too much but it is the rare occasion where Black Mirror shows the good side of technology taken to extremes. Absolutely beautiful.
Men Against Fire was a clever episode looking at the uses of brain augmentations in the armed forces and how they can be used and abused in warfare. An apparent zombie apocalypse scenario is turned on its head and shows the Black Mirror take on such technology.
The final episode, Hated in the Nation is a look at online trolling and bullying and how this can be taken to extremes. it shows that even when people know there are real consequences for the victims, because it is largely anonymous they will carry on doing it. Quite a long episode but gripping and keeps the viewer guessing throughout.
Cyn Armistead (14 KP) rated Killbox (Sirantha Jax, #4) in Books
Mar 1, 2018
Killbox won't make any sense without reading the previous three books, and I honestly feel that I should have gone back and re-read them before starting it. I was impatient for more fresh Aguirre after finishing [b:Shady Lady|6767883|Shady Lady (Corine Solomon, #3)|Ann Aguirre|http://photo.goodreads.com/books/1302689192s/6767883.jpg|6913777], though, and [b:Killbox|7843135|Killbox (Sirantha Jax, #4)|Ann Aguirre|http://photo.goodreads.com/books/1282093259s/7843135.jpg|6913748] is what I had on the Nook.
I really love Sirantha Jax's strength and complexity. She has grown and changed a great deal over the four books of the series, and reflects on the changes in herself during this book. Her relationship with March has deepened, as well. The depiction of a mature relationship being tested, rather than one that is fresh and new, is a nice switch from most of the books I've read recently.
The friendship between Velith and Jax is also a treasure. It is rare to see a pure friendship between a male and a female in fiction, without any sexual tension entering the picture. We're reminded that while he is an alien, Velith has had a human lover in the past, so it isn't as if that is impossible between the two — it just doesn't occur.
The book isn't solely about relationships, of course — I just appreciate how well Aguirre depicts relationships in and around the excellent plot. That's the part that you need background to understand.
The Morgut keep coming, a bigger threat than ever: they're colonizing instead of raiding. Jax secured a treaty with the Ithiss-Tor (Velith's people), but there's no help from them coming yet. Humanity's survival is on the line. Aguirre depicts battle believably, giving a sense of the horror without dwelling too much on gore.
Lovers are torn apart, established characters die, new ones come on stage. It's impossible to know at any given moment whether anyone, including Jax, will survive from scene to scene. That certainly kept me reading, and I think it will engage you, as well.
I really love Sirantha Jax's strength and complexity. She has grown and changed a great deal over the four books of the series, and reflects on the changes in herself during this book. Her relationship with March has deepened, as well. The depiction of a mature relationship being tested, rather than one that is fresh and new, is a nice switch from most of the books I've read recently.
The friendship between Velith and Jax is also a treasure. It is rare to see a pure friendship between a male and a female in fiction, without any sexual tension entering the picture. We're reminded that while he is an alien, Velith has had a human lover in the past, so it isn't as if that is impossible between the two — it just doesn't occur.
The book isn't solely about relationships, of course — I just appreciate how well Aguirre depicts relationships in and around the excellent plot. That's the part that you need background to understand.
The Morgut keep coming, a bigger threat than ever: they're colonizing instead of raiding. Jax secured a treaty with the Ithiss-Tor (Velith's people), but there's no help from them coming yet. Humanity's survival is on the line. Aguirre depicts battle believably, giving a sense of the horror without dwelling too much on gore.
Lovers are torn apart, established characters die, new ones come on stage. It's impossible to know at any given moment whether anyone, including Jax, will survive from scene to scene. That certainly kept me reading, and I think it will engage you, as well.
Sheridan (209 KP) rated Slime Rancher in Video Games
Oct 9, 2018
Fun & Creative (4 more)
Colourful Graphics
Leisurely Gameplay
Relaxing to Play
Beautiful Worlds
Game Mechanics are sometimes a little screwy (2 more)
Lose Inventory when you get 'Knocked Out'
Only 4 Inventory Slots & can only carry one stack of a particular item
An Adorable Adventure
The playing of this game came about when my 8 yr old wanted to watch me play a game on the Xbox, my usual FPS range of games obviously not being suitable for her to watch, I dug this one out of my digital game pile. I've got to say, this is a pretty awesome game. It's cute, it's fun and it allows you to get creative. As you play you open up new areas using Slime Keys, and each one is just - *so* pretty. In each of these areas you have the opportunity to catch new slime breeds, work through new challenges, and find treasure. I recommend opening up the Slime Science area of the map as soon as you can because this allows you to make gadgets that make your Ranching life tons easier. As it's not an overly expensive game, the mechanics are a little screwy sometimes, especially with the jet pack and that can become frustrating, and if you get knocked out by falling in the Slime Sea or being attacked by Feral Slimes you lose everything in your inventory and you lose a day (which means the slimes in your Ranch get grumpy if they run out of food). The only other thing I found super annoying was you only have 4 inventory slots and can only carry one stack of a particular item (so if you have 50 Carrots, you can't carry any more even if you have open slots), if you're exploring away from your Ranch you run out of space *really* fast. Overall, the game is fun and relaxing to play - with the exception of a few minor issues. I would recommend if you enjoy chilled out games or just want a break from your regular playing style :)
LeftSideCut (3778 KP) rated Tomb Raider (2018) in Movies
Oct 25, 2019 (Updated Nov 5, 2019)
Amazingly average, wholly unessecary
Here we have a reboot of a mildly popular film franchise, based on a video game that is a reboot of a hugely beloved game series.
To sum up Tomb Raider in brief - if you are a fan of the original games, and don't really like the direction the recent games have taken, there is probably nothing here that will interest you.
If you are a fan of the recent game series, then you are probably better off just playing those instead of watching the movie adaption.
The film itself isn't terrible by any means, it's just completely bland and forgettable.
The plot is a run of the mill treasure hunting escapade, which we have seen countless times before, and done much better, with irrelevant side plots that bog down an already boring plot.
The action is so so, with some nice stunt work scattered here and there.
Alicia Vikander seems bored herself - I think as a movie, Tomb Raider is (very slightly) more credible than than the early 2000 efforts, but I do think the character of Lara Croft benefits from Angelina Jolie's charm.
It's like the writers couldn't decide whether to adapt the inexperienced and fighting-to-survive Lara Croft from the reboot series, or the more confident, one-liner Lara Croft from the original series, resulting in a flat adaption of either one.
All of the other characters involved are just as flat, so much so that I genuinely can't remember any of their names, or even who played them, with the exception of Dominic West - that dude is just in everything.
The script doesn't help matters one bit, threatening to put you to sleep at any given moment, and riddled with unintentionally funny Hollywood rubbish.
In summary, Tomb Raider can join the ever growing festering pile of dissapointment that are video game movies. (Except you Detective Pikachu, we love you <3)
To sum up Tomb Raider in brief - if you are a fan of the original games, and don't really like the direction the recent games have taken, there is probably nothing here that will interest you.
If you are a fan of the recent game series, then you are probably better off just playing those instead of watching the movie adaption.
The film itself isn't terrible by any means, it's just completely bland and forgettable.
The plot is a run of the mill treasure hunting escapade, which we have seen countless times before, and done much better, with irrelevant side plots that bog down an already boring plot.
The action is so so, with some nice stunt work scattered here and there.
Alicia Vikander seems bored herself - I think as a movie, Tomb Raider is (very slightly) more credible than than the early 2000 efforts, but I do think the character of Lara Croft benefits from Angelina Jolie's charm.
It's like the writers couldn't decide whether to adapt the inexperienced and fighting-to-survive Lara Croft from the reboot series, or the more confident, one-liner Lara Croft from the original series, resulting in a flat adaption of either one.
All of the other characters involved are just as flat, so much so that I genuinely can't remember any of their names, or even who played them, with the exception of Dominic West - that dude is just in everything.
The script doesn't help matters one bit, threatening to put you to sleep at any given moment, and riddled with unintentionally funny Hollywood rubbish.
In summary, Tomb Raider can join the ever growing festering pile of dissapointment that are video game movies. (Except you Detective Pikachu, we love you <3)
Gareth von Kallenbach (980 KP) rated The SpongeBob Movie: Sponge Out of Water (2015) in Movies
Aug 6, 2019
Are you ready kids?”
“Aye, Aye, Captain…………”
As if, one motion picture wasn’t enough. Nickelodeon decides to release a sequel to the well received 2004 movie, “Spongebob Squarepants.”
The game is afoot with pirate Burger Beard (Antonio Banderas), who finds a treasure map that leads him to a legendary book. This book tells the story of the day in the life of the residence of Bikini Bottom. Spongebob is hard a work flipping burgers at the Krusty Krab. Plankton as usual is trying steal the secret recipe to everyone’s favorite snack, the Krabby patty. In the midst of the battle to save the recipe from Plankton’s evil hands, the recipe vanishes in midair. When the town realizes this may be the end of the Krabby patty forever, everyone begins panic, panic turns into destruction, and destruction leads to a satirical play on every post-apocalyptic film imaginable. Always the skeptic, Mr. Krabs (Clancy Brown) turns the town and Spongebob’s closest friends against him. Forcing Spongebob to team up with Plankton, who has his own ulterior motives, to search for the recipe.
Plankton decides the best way to try to find the recipe is to invent a time machine so they can travel back to just before the recipe disappeared. Thus begins the adventure of travelling through time and ultimately ending with the entire gang, dressed up as superheroes, venturing on land to locate Burger Beard and get the recipe back.
Director Paul Tibbitt does an excellent job at taking all the visual humor that we’ve come to love from the TV show, and presents it with wonderful animation and stellar computer generated sequences for the dry land scenes.
Ninety minutes of Spongebob and friends’ zany antics, absurdities, and that obnoxious laugh is more than any parent can handle. That aside, you don’t have to be a fan of the show to enjoy those goofy laugh out loud moments. Definitely a movie geared towards kids!
“Aye, Aye, Captain…………”
As if, one motion picture wasn’t enough. Nickelodeon decides to release a sequel to the well received 2004 movie, “Spongebob Squarepants.”
The game is afoot with pirate Burger Beard (Antonio Banderas), who finds a treasure map that leads him to a legendary book. This book tells the story of the day in the life of the residence of Bikini Bottom. Spongebob is hard a work flipping burgers at the Krusty Krab. Plankton as usual is trying steal the secret recipe to everyone’s favorite snack, the Krabby patty. In the midst of the battle to save the recipe from Plankton’s evil hands, the recipe vanishes in midair. When the town realizes this may be the end of the Krabby patty forever, everyone begins panic, panic turns into destruction, and destruction leads to a satirical play on every post-apocalyptic film imaginable. Always the skeptic, Mr. Krabs (Clancy Brown) turns the town and Spongebob’s closest friends against him. Forcing Spongebob to team up with Plankton, who has his own ulterior motives, to search for the recipe.
Plankton decides the best way to try to find the recipe is to invent a time machine so they can travel back to just before the recipe disappeared. Thus begins the adventure of travelling through time and ultimately ending with the entire gang, dressed up as superheroes, venturing on land to locate Burger Beard and get the recipe back.
Director Paul Tibbitt does an excellent job at taking all the visual humor that we’ve come to love from the TV show, and presents it with wonderful animation and stellar computer generated sequences for the dry land scenes.
Ninety minutes of Spongebob and friends’ zany antics, absurdities, and that obnoxious laugh is more than any parent can handle. That aside, you don’t have to be a fan of the show to enjoy those goofy laugh out loud moments. Definitely a movie geared towards kids!
The Adventures of Tintin: The Secret of the Unicorn - The Game
Games and Entertainment
App
“One of the best and most imaginative film tie-ins I’ve played for years. […] Both fans and...