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YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.

As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.

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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.

While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.


The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.

My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.

I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.

Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
  
Dungeon Scrawlers: Heroes of Undermountain
Dungeon Scrawlers: Heroes of Undermountain
2021 | Action, Fantasy, Maze, Real-time
I’ve mentioned before that Travis and I are currently playing a D&D campaign with another friend. I’m the DM and those two dudes are my ever-entertaining party. The adventure we’re running at the moment is Dungeon of the Mad Mage, which takes place in Undermountain. So imagine my surprise whilst browsing my FLGS recently and came across this game: a D&D real-time maze racing game set in the very same dungeon as our current campaign! I knew then and there that I had to give it a shot. It’s not as involved and intensive as the actual campaign, but this game can be just as exciting. Keep reading to see why!


Dungeons & Dragons: Dungeon Scrawlers – Heroes of Undermountain (simply referred to as Dungeon Scrawlers from here on out) is a real-time line drawing maze race for 2-4 players. The goal? To crawl your way through the dungeon floors, defeating Monsters/collecting Treasures/casting Spells/and more to collect the most VP by the end of the game. To setup for a game, each player receives a marker and a random Character. Select the Dungeon you wish to play this game, and give the corresponding sheet to each player. Check the bottom of the Dungeon sheet to see if any special components are needed (more on this in a bit), grab a timer, and the game is ready to go! Pictured below is the setup for a 3-player game.
Once the timer begins, the race is on! Players all begin at the “Start” entrance of their sheet, and draw their path through the dungeon floor. When making your path, there are a few rules to follow. Your path must be one continuous, unbroken line – no dotted lines or ambiguous markings! Keep your path within the lines – don’t be drawing through walls, at risk of losing VP. And finally, whenever you enter a new room, you must interact with all elements within.

Inside the rooms of the dungeon, you will find Monsters, Treasures, Spells, Artifact Fragments, or Exotic Plants. Each is dealt with in a specific way, and award you VP when scoring the dungeon floor. To defeat a Monster, you must draw over and fully color it in. To case a Spell, you trace the indicated path. To collect a Treasure, you must completely outline the treasure icon on your sheet. Artifact Fragments are collected by connecting the stones in numerical order, and Exotic Plants are collected by simply drawing a line through them. If you leave a room and you have not interacted with every element within, you will earn negative VP for any elements you missed! Each player is given a Character at the game start, and these Characters provide special rules/abilities for use throughout the game. For example, the Barbarian allows you to only color a Monster head to complete it, instead of having to color the entire thing. And that could be a huge time-saver in the long run! So knowing your Character ability, and how to effectively utilize it, is a huge bonus in the game.

Some dungeon floors have special components that come into play. These are Orbs, Portals, Keys, and Prisoners. Orbs provide bonus VP, and their value decreases as they are collected. So collecting an Orb first earns you more VP than if you wait to collect the last one. Portals allow players to teleport between the portal entrance/exit, thus moving you to a new part of the dungeon floor. And Keys are collected throughout the dungeon, and allow players to open ‘locked’ doors of the corresponding color. Without the appropriate key, you can not pass through a locked door. And finally you may need to rescue some Prisoners who are trapped throughout the level.


The scrawl ends when a player has defeated the Boss Monster, but certain levels have different ending triggers, like collecting an Orb triggers the end. Once the level ends, all players must stop drawing. Players pass their sheet to the player on their left, and that player scores their run – kinda like how we used to do in school sometimes. Players record their scores, and the player with the highest score wins! I do have to say that the rulebook suggests a ‘complete’ game of Dungeon Scrawlers be a total of 3 dungeon floors – the player with the highest total score from all 3 floors is the winner. But you are always welcome to play with as many or as few dungeon floors as you wish.
I actually enjoyed this game more than I thought I would. I think the real-time race element is what gets me. You want to go as quickly as possible so you can amass the most points, but you also have to move carefully so as to not miss any elements, draw through walls, and ultimately earn negative VP. Also, each dungeon floor has so many different paths and options, it can be stressful choosing which way to go when you know you’re racing against other players. That being said, you’re kind of also playing a game of risk by trying to collect as many elements as possible. Maybe your opponent is gunning straight for the end-game trigger, and if you’re not fast enough you won’t collect enough VP this floor. Or maybe everyone is trying to be a completionist, collecting as many elements as possible, nobody wanting to be the person to trigger the end quite yet. There’s some good strategy to be had, and the real-time element enhances it.

To touch on components, this game is a set of dry-erase dungeon sheets and markers, and some cardboard tokens. The quality of the dry-erase sheets and markers is pretty decent, and honestly better than I was expecting. In total, there are 10 different dungeon sheets, and each is unique and interesting. The cardboard tokens are thick and chunky, and will definitely hold up to many plays. Overall, great production quality!

So do I like Dungeon Scrawlers? Yes! It’s a fun, fast-paced game that is easy to teach, learn, and play. It’s pretty light-hearted but still gives you some strategic options with the real-time pressure. It’s not necessarily one that I’ll pull out at every game night, but it’s one that I can definitely use as a quick little filler, introductory game, or a game to use with younger gamers! This game is a neat concept that is executed well, and it makes for a fun time for all players. Purple Phoenix Games gives this one a scrawling 4 / 6. This game sounds easy, but add that real-time race and it gets a whole lot harder!
  
Optograms
Optograms
Stephen Watt | 2016 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
Everything (0 more)
Nothing (0 more)
Great Collection
Stephen Watt is a poet and spoken word artist from Dumbarton. I stumbled upon his work by accident, and was drawn by his likeness in style to a favourite poet of mine, Raymond Carver. Delighted by what I had read, I preceded to watch some of his spoken word performances on You Tube. I was not disappointed. Watt’s poetry and indeed his spoken word delivery, is smart, punchy, intelligent and contemporary. I was delighted to be offered the opportunity to review his new poetry pamphlet Optograms, published by Wild Word press in 2016. Optograms is a wonderful representation of Watt’s finest work, and is a fresh new approach to Scottish poetry. The poet tackles some controversial topics such as prostitution, homelessness, and gender as well as delving into the more intimate topics such as miscarriage and Alzheimer’s. The imagery is his work is striking and each word and line carefully crafted, but it is the way in which the poems radiate emotion that make this work unique. The readers need look no further than the opening poem to get an understanding of the poet’s compassion and understanding of contemporary society. ‘Lipstick’ explores gender representation and discrimination,
I go to my room, wiping
the admirer’s lipstick clean
with tights beneath jeans
retrieved from a friend’s house,
and with the words
Big Girl’s Blouse
reverberating inside my head

This poem speaks volumes in so little words and the reader is forced to look inwardly at their own behaviour toward people who do not conform to the norm. Similarly, ‘Prayers to Aliens and Satellites’ is a raw and candid view of homelessness which digs deep into the readers conscience,
where bloodless, xylophonic fingers
sink into armpits –
petitioned hands closed to benefits
and the friendships of passersby.

Like the previous poem, ‘Prayers to Aliens and Satellites’ urges the reader to become more aware of the social problems in society. If these poems are not enough to capture the heart of the reader, Watt surprises us with his heart crushing honesty in poems such as ‘Clinics Lip’ – a grief stricken account of miscarriage,
  A husband, once the acme of affection,
now lollygagging in the garden;
crossmaker in waiting
for the small plot earmarked for the hill’s crest.

My own personal favourite is ‘Trouble was Someone Else’s Kid’, a short account of childhood memories, like a fragment of memoir condensed into neatly arranged stanza’s. There is something funny yet tragic about this poem that brought to me both nostalgia and a desire to relive my own fading youth.
We moved in shadows, kept the lid
on, as if peanut butter sandwiches
had pasted our lips together.
Other neighbourhoods sizzled
with pyromaniacs and politics,
alcoholics who played tin whistles
when Di and Charles got hitched.

These are only a few of the delights that can be found in this little treasure of a pamphlet and I would urge poetry lovers as well as those who are new to poetry to seek out a copy of this work. With twenty-six wonderful poems Optograms, is undoubtedly one of the best collections of contemporary Scottish poetry that I have read.
To learn more about the Stephen Watt you can visit The Scottish Poetry Library, http://www.scottishpoetrylibrary.org.uk/poetry/poets/stephen-watt or like his Facebook page @StephenWattSpit. Optograms, can be purchased from stephenwattspit299@gmail.com or the publisher Marc Sherland marcsherland@me.com at Wild Word Press.
  
Meddling Kids: A Novel
Meddling Kids: A Novel
Edgar Cantero | 2017 | Science Fiction/Fantasy
9
8.1 (15 Ratings)
Book Rating
Ever wonder what happened to the Scooby Doo gang when they grew up? It wasn't exactly a question I ever thought I needed an answer to until Edgar Cantero decided he needed to give his unique twist on what that adulthood could have looked like. In his beautifully bizarre (bizarrely beautiful?) novel, Cantero introduces us to the Blyton Summer Detective Club, a group of 4 teenagers and their dog who spend their summer vacations solving mysteries in idyllic Blyton Hills. We're familiar with the team: there's Peter, the jock; Nate, the nerdy outsider; Andy, the tomboy; Kerri, the smart one; and Sean, the faithful Weimaraner. After their final case in the summer of 77, involving a masked fortune hunter trying to find the buried treasure of Deboën Mansion, the kids suddenly hang up their spy gear and retire from mystery solving.

Jump ahead thirteen years, and those same crime solving sleuths of young are now disillusioned 20-somethings trying to make their way thru life, not really understanding where their lives went wrong. Peter is dead (even tho Nate still talks to him), Nate is institutionalized (he talks to a dead guy, after all), Andy is a wanderer with a somewhat criminal past, and Kerri is a bartender in a seedy bar, who is also taking care of Tim, Sean's descendant. There was something about that last case, the one they all can't stop thinking about, that wasn't quite right, that is at the root of their problems. When Andy finally decides that enough is enough and they need to go back to Blyton Hills to face these demons and reopen that last case, the group gets together one last time to try to bring sense and closure to that final, haunting case.

Of course, it's not as easy as just a guy in a mask, and as they face down eco-villainous corporations, primordial monsters, ecological disasters, and something that defies description, they begin to come to terms with what has been haunting them over the years. This sounds wildly simplistic as I type it out, and I'm leaving it that way. It's not simplistic in the slightest, but the joy in this book is in the details and following along with the BSDC as they uncover one clue after the next, taking them on a whirlwind ride that makes you unable to put the book down until the very last page.

Much like his previous novel The Supernatural Enhancements (which I am a huge fan of as well), Cantero takes his time with the story, creating a slow build that eventually spirals into this wild adventure, making unexpected twists and turns in the narrative so you never really are sure that you know what's going on. His characters are exactly who they appear to be, rifs of the Scooby gang, but he doesn't make clichés of them. These characters are all their own and as individual as can be. Eagle-eyed readers will also notice fun callbacks to the Scooby cartoons.

So, if you're looking for something with a little mystery, a little horror, with some supernatural hijinx thrown in for fun, you can't go wrong with Meddling Kids. And if you like this, be sure to check out Cantero's The Supernatural Enhancements as well.
  
Saboteur
Saboteur
2004 | Bluff, Card Game, Exploration, Fantasy, Party Game
Okay, so Saboteur isn’t one of the newest or shiniest board games on the market at the moment. Here’s the thing, it doesn’t need to be. It is profoundly unique, and well, scratched a BIG itch at its debut. I cannot think, off the top of my head, of a board game that is so immensely strategic, yet quick, super thrilling, and engaging for all ages.

As I said, this game may be small, it may be older, but it is mighty. If you like that element of a “sabotage character” in board games, then you will love Saboteur. The best part of this game is that being the “sabotage character” isn’t difficult to learn or teach. I remember playing rounds of “The Resistance: Avalon” or “The Resistance” thinking “what the heck am I really supposed to do?” before really understanding the sabotagey (I am making a new word here) role. At times I felt even a little incompetent because I was stuck in this role all by myself. This is where Saboteur REALLY shines! Not only is the sabotage role easy to learn, you get sabotagey FRIENDS to help you out. It only gets better with more and more players too!

So, what is this great little game all about? Well, each player is dealt a role card which is either a regular old (yes, they all have long white beards) dwarf, or a saboteur dwarf (they look slightly more sinister than the rest). Of course, our good dwarfs are on an honest quest to find some gold. (Nothing could go wrong right!?) As our dwarf friends begin to dig further into the cave of golden wonders (in the form of cards seen in the illustration below), they have to navigate to one of 3 specified cards with only 1 truly holding their golden prize. All the while our Saboteur friends, which are not revealed until the end of the game, are making attempts to play pathways and tricks to divert the good dwarves away from the treasure. The winning conditions are simple. If the good dwarves find the gold, they win. If the Saboteurs prevent the good dwarves from finding the gold, they win. Each role is then awarded with gold chunks, which they will keep for a cumulative score after 3 rounds of play. As I said, simple, but SOOOO much fun! I think the most exciting part for our game group has always been turning over the cards at the end of each round to see who the Saboteurs really were.

I think I speak for us all when I say that the excitement level and ease of teaching for this one are through the roof. If there are any drawbacks, it is the quality of the cards themselves. You will want to sleeve them…..trust us. Your game group will be begging to play multiple games in a row, lending to not so sterling looking cards. They get scratched after only a few plays. So, with the money you will save on this cheap little gem, do yourself a favor and splurge the extra $5 and get a nice stack of sleeves! The other drawback you may find frustrating is at the end when you are revealing roles to find out that someone who you thought was a Saboteur was actually a regular dwarf all along with really unfortunate card draws! Such is life, right!? Anyway, until next time, happy gaming everyone!

Purple Phoenix Games gives this a 20 / 24.

https://purplephoenixgames.wordpress.com/2018/12/24/saboteur-review/
  
★★★☆☆ - "I've been meditating on the very great pleasure which a pair of fine eyes in the face of a pretty woman can bestow."

A new story, a new mystery and a new adventure. Dawn at Emberwilde is a charming story of a young woman who is offered a new life. What will she do with the choices laid before her?

"And yet the very sight of her
dislodged his sense of time and space."
- Dawn at Emberwilde
(Location 3620)


About the Book
Isabel Creston has grown up at Fellsworth School, training for a teaching position. Knowing she would someday become a governess. She has resigned to her lot in life, but her spirit wishes to soar free. When an unexpected visitor shows up at Fellsworth School, life as she knew it changed forever. Unknown relatives have been searching for Isabel since the death of her father. They were finally able to track her down and open their home to her. Filled with apprehensions, Isabel and her younger sister, Elizabeth, travel to their new home of Emberwilde. With stories of the Emberwilde Forest being haunted and of her past that differ from her own knowledge, Isabel does not know who or what to believe. When not one, but two men begin to occupy her thoughts, her heart is thrown into a tumult whirlwind. Will she embrace the endearments of Mr. Bradley? Or find comfort in the silent strength of Mr. Galloway? Who is she really? Will she find herself in the forest of Emberwilde?

"The important thing to remember is that no experience is ever wasted. It is being used to fashion you into the person you are meant to be, and to move you to the place where you are supposed to go."
- Dawn at Emberwilde
(Location 3115)

My Thoughts
I have to admit that although I did enjoy the overall story line, I was a bit let down with Dawn at Emberwilde. First of all I was under the impression that this series would have treasures such as gems and jewelry playing a significant role. In the first book (The Curiosity Keeper) we have the mystery of the Bevoy (a giant ruby), which was a thrilling tale! However there is no mystery of that kind in Dawn at Emberwilde. Don't get me wrong though, there is plenty of mystery and devious behavior to make a good story. But of a fashion that I was not quite expecting. I kept waiting for something else into come into play (like a chest of gold). Although, I suppose the treasure itself is supposed to be Isabel Creston. While the outline of this story was good, I felt that the pace could have been a bit quicker. The last 80 pages are full of action and I really couldn't put it down until I finished it. But the first 240 pages or so were not nearly as exciting. This book had a Cinderella feel to it, being a rags to riches type of story. The description of the clothing and styles was extremely detailed. The cover is exceptional, depicting the Emberwilde Forest perfectly! With its sense of haunting and mystery. Recommended if you are looking for a nice book to occupy some down time. These books can stand alone. There was very little reference to The Curiosity Keeper in Dawn at Emberwilde.

I received a free digital copy of The Curiosity Keeper from NetGalley courtesy of Thomas Nelson, Inc. in exchange for my honest review. All opinions expressed are mine alone.
  
WALL-E (2008)
WALL-E (2008)
2008 | Animation, Comedy, Sci-Fi
To be honest, I didn’t put much faith in a movie about a robot who could only say, “Wa-AA-lleee….” Especially one that’s been by himself for 700 years. Then again, the last Pixar release of talking machines wasn’t exactly a stellar production, either. Give me talking rats or talking fish, at least they had personality. But talking cars? C’mon, now. But maybe Pixar learned from its mistake of verbosity in Cars and decided limited dialogue would bring back the luster of Pixar’s blinding three dimensional success. If that’s how WALL*E came about, then kudos to Pixar. WALL*E not only kept me fascinated, it made me giggle throughout and left me sighing.

In this new offering from the same team who brought you Finding Nemo, The Incredibles and Ratatouille, Earth is a virtual wasteland, and no longer inhabited by humans. The humans are all aboard a space colony called Axiom, pampered and waited on in robot-assisted existence. Left behind is WALL*E, a hardworking Waste Allocation Load Lifter – Earth class robot, has done what he was programmed to do, compact trash and stack it neatly, cleaning the planet one trash cube at a time. Apparently the passing of years all alone has given this clunky, rusty, dented and creaky machine, time to develop a sense of curiosity, a playful personality, and a love for “Hello, Dolly” showtunes and choreography. His best friend is a cockroach, he’s managed to amass a treasure trove of junk, is seemingly content, albeit lonely.

Then along came EVE. A sleek, state-of-the art egg-shaped robot deposited on earth by an Axiom spacecraft to scan its surroundings as an Extra-terrestrial Vegetation Evaluator. WALL*E is instantly enthralled and admires EVE’s speed, versatility and gracefulness from a tentative distance. She exudes efficiency and focus and comes with a laser she’s not afraid to use. EVE has a classified directive and WALL*E, after he’s overcome his fear of her laser, befriends her and inadvertently helps EVE achieve her goal. EVE has to return to the Axiom to report her findings, but WALL*E is desperate to build on this new found friendship. Who can blame him? If you’d been alone for 700 years, wouldn’t you be reluctant to say good bye to a new friend? So WALL*E becomes an accidental tourist of the galaxy, embarking on a thrilling adventure that makes him an anxious stowaway aboard a ship of advanced machines and lazy humans.

Under the direction of by Academy Award(r)-winning writer-director Andrew Stanton, the gifted storytellers and artists who brought charm and innovation to The Incredibles and Ratatouille, elevated their game by enabling WALL*E to convey in beeps and tones and soulful eyes a gamut of emotions that captivates the viewer. Limited dialogue was definitely on the menu, at least between robots. Which makes WALL-E all the more enchanting. It’s up to the viewer to draw on simple exchanges and the robots’ varying intonations of each other’s names to interpret their growing affection for one another.

With its breathtaking animation and deft rendering of heartwarming characters, CGI-animated features don’t get much better than this.
A fantastic voyage with an eco-friendly warning wrapped in a poignant love story, WALL*E restored my faith in Pixar’s well-deserved, acclaim.
  
Unfriended: Dark Web (2018)
Unfriended: Dark Web (2018)
2018 | Horror
It seems no matter where you look these days, there’s some reference to the “Dark Web”. These references range from credit card or Social Security numbers being traded to all sorts of heinous acts that would not only be frowned upon but outright illegal in most countries. The Dark Web and all the nefarious secrets it holds sets the stage for the stand-alone sequel to Blumhouse Productions original film Unfriended.

Unfriended: Dark Web stars Colin Woodell as Matias, a man in his early twenties who is hard at work on an App that he hopes will allow him to better communicate with his deaf girlfriend Amaya (Stephanie Nogueras). His dedication to the app and his insistence on utilizing technology versus simply learning sign language has driven a wedge in their relationship and that lack of ability to communicate plays an important role in the film.

On what seems to be a typical game night of Cards Against Humanity (played on Skype because it’s too difficult for the gang to meet in person), Matias reveals that he has purchased a “new” laptop off Craigslist. While it is clearer and much faster than his previous computer, it regularly hangs and crashes while they are trying to play the game. While investigating the cause of the hang-ups, Matias uncovers a treasure trove of films that are hidden on the laptop. His curiosity gets the best of him and he begins to watch the films only to realize that he has fallen into a den of horror where people pay a lot of money to kill people off in very specific ways. Unfortunately, not only is he sharing what he has discovered with all his friends, but there are also other participants watching his every move.

Unfriended: Dark Web uses much of the same camera tricks that the original used. The entire movie is shot from the perspective of the audience watching the events unfold on the screen as if each were on their own laptop. The action takes place over Facebook Messenger, Skype, and Google and the fact that most people are familiar with these tools helps the audience feel like they are part of the events even more. By the end of the movie it is clear that you are as much of a participant in the horror that unfolds as the individuals participating via the Dark Web. I enjoyed the use of the various technologies to draw the viewer in as much as I did in the original Unfriended. It’s a very interesting and unique way to tell a story.

Unfriended: Dark Web certainly kept my interest throughout the film. I felt it took a little while to find it’s footing, but like a roller coaster with an extremely high climb, once you get over the hump it’s an exhilarating and fulfilling ride. While the technology used may be a bit exaggerated, it is realistic enough to give you that uneasy feeling that this could really happen. While it would take the uttermost bad luck for the events to happen in the perfect way as they do in the film, I enjoyed watching it all unfold. Even though I am still more afraid of my credit card information being sold on the Dark Web than the events of Unfriended happening, I would recommend this film to anyone who’s a fan of the genre.

What I liked: Interesting premise, Unique perspective

What I liked less: Characters were a bit too stereotypical, Really no connection to the first film other than the name
  
As Above So Below (2014)
As Above So Below (2014)
2014 | Horror
4
5.7 (13 Ratings)
Movie Rating
The film “As above so below” is part horror, part treasure adventure, and
all shaky cam. This found-footage film could also be more aptly titled as
“Lara Croft goes to hell.” The story centers around an excitable young
adventurer with a British accent named Scarlett on a search for the
mythological Philosopher’s Stone. A self-professed scholar of alchemy, she
hopes proving that the stone exists will fulfill her father’s legacy and
prove to the world that he wasn’t crazy. This search leads her and her
partners through the secret areas of the haunted catacombs of Pairs, France
into what could be hell itself. The movie starts with her traveling to Iran
for clues on the location of the Philosopher’s Stone.

The action opens without introductions which I enjoyed, as it gets right
into the action and sets the a good pace for the rest of the film. After
retrieving clues to the location of the stone and narrowly avoiding
security and a cave-in in Iran, our heroine sets off to Paris, France to
gather the rest of the crew for her adventure (the rest of our films
characters). These characters include her old friend Benji, a translator, a
group of French miscreants: Papillion (the leader), Zed and Souxie (the
Banshee, no kidding) all of whom are experts on the secret underground
catacombs. Her loyal documentarian George rounds out the crew who has
followed her around since the film’s opening shot.

Up until this point, the horror element of this film is non-existent. Once
the crew journey into the secret catacombs is when things begin to get
eerie. Plot and circumstance is good and all, but it’s a horror movie, is
it scary? Well, I wasn’t scared at all, neither was my wife whom I saw the
movie with. I’d call it more of a psychological thriller, a slight one at
that. Lots of supernatural happenings occur in the caverns akin to what
you’d find in a haunted house movie. Things like phone’s ringing
inexplicably in an area devoid of electricity and hundreds of feet below
the ground, spooky ghost like figures chanting occult hymns, and dead
drowned children. There isn’t much gore in this film, the little found is
reserved for the last 3rd of the movie. Some fear and wince inducing
moments are supplied via claustrophobia as the group squeezes themselves
through tight corridors and underwater channels. They did a pretty good job
of getting your heart racing. These scenes were reminiscent of a greater
horror entry “The Descent.” If you’ve seen that film, then you know what to
expect when it comes to the 1st person moments of claustrophobia.

Once in the catacombs what follows is a maze of twists and turns and
strange occurrences as the crew tries to solve the mystery of the hidden
Philosopher’s Stone as one by one the crew members get killed off in their
attempt to escape the demonic maze of underground tunnels. As for the
ending? Well prepare to be underwhelmed. The definitive worst part of the
film is its ending. It is so mundane and handled extremely poorly as to
come to an abrupt and seemingly rushed finish without any sense of
accomplishment or endearment to any of the characters or what they have
been through. Although they don’t all make it out alive (naturally this is
a horror film) those that do give off the impression of a group that has
just passed out of the end of a haunted house maze similar to those at the
upcoming Halloween Horror Nights at Universal Studios.