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Purple Phoenix Games (2266 KP) rated MechaTop in Tabletop Games
Jul 2, 2020
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Purple Phoenix Games (2266 KP) rated Cult of the Deep in Tabletop Games
Feb 24, 2021
You see that cultist in the foreground of the box art about to dab? If I knew being in a cult was THIS cool… Well, I have never been in a cult. At least not that I am aware. However, if I ever were to be in a cult, I certainly wouldn’t wish it to be one that is intent on reviving or calling upon the scourges of the earth. I would rather be in one of those happy cults that take wisdom from a prophet and make delicious breads or something. But how does the Cult of the Deep operate and would I want to join?
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
Fred (860 KP) rated The Haunting of Hill House in TV
Oct 24, 2018
Genuinely creepy (2 more)
The tall man
The amazing 6th episode
Horror done right
What is the chance that I would watch the original "The Haunting" movie, only to see that the following day, a TV show based on the book that spawned the original movie, would appear on Netflix? Well, this is what happened to me. I'll start by saying I love the original movie. I love the psychological aspect of the horror. Sounds & shapes can be so much more terrifying that gore & jump-scares. When I saw the show under my recommendations, I couldn't wait, so I just jumped in.
I am not one to binge watch shows. My time is limited & I watch lots of stuff. But I was immediately hooked on this show. I watched half the season in one day & the rest the following.
The show does a very good job in taking the original movie's plot, changing things around & creating a terrifying tale that takes the psychological horror of the original, mixes it with some minor jump-scares & a compelling story of a family dealing with it's own demons as well as the spirits that live within Hell House. Yes, that was a very long sentence, which reminds me of the 6th episode, which is filled with long shots. The camera spins around, while things change around them. in fact, throughout the series, things change all the time. Sometimes statues turn their heads, ghosts appear in the background, faces appear in the furniture. Once I noticed one of these faces, just there, staring at the family. My fiance didn't even notice. I backed it up to show her. She went "Ooh! How did I not see that?"
The story does jump around in time, showing when the family first moved into the house, with 5 children & their parents & then in current day, still being haunted & compelled by the house. Every actor in the show is fantastic. Even the children really pull it off.
The ghosts in the show are creepy as all hell. My favorite is the tall man. I haven't been freaked out by a movie or TV show in decades, but I held my breath & stared as he...well, just watch.
I have recommended this to all my friends & those who watched it all got back to me to thank me. So, I'm recommending it to all of you too.
I am not one to binge watch shows. My time is limited & I watch lots of stuff. But I was immediately hooked on this show. I watched half the season in one day & the rest the following.
The show does a very good job in taking the original movie's plot, changing things around & creating a terrifying tale that takes the psychological horror of the original, mixes it with some minor jump-scares & a compelling story of a family dealing with it's own demons as well as the spirits that live within Hell House. Yes, that was a very long sentence, which reminds me of the 6th episode, which is filled with long shots. The camera spins around, while things change around them. in fact, throughout the series, things change all the time. Sometimes statues turn their heads, ghosts appear in the background, faces appear in the furniture. Once I noticed one of these faces, just there, staring at the family. My fiance didn't even notice. I backed it up to show her. She went "Ooh! How did I not see that?"
The story does jump around in time, showing when the family first moved into the house, with 5 children & their parents & then in current day, still being haunted & compelled by the house. Every actor in the show is fantastic. Even the children really pull it off.
The ghosts in the show are creepy as all hell. My favorite is the tall man. I haven't been freaked out by a movie or TV show in decades, but I held my breath & stared as he...well, just watch.
I have recommended this to all my friends & those who watched it all got back to me to thank me. So, I'm recommending it to all of you too.
Gareth von Kallenbach (980 KP) rated Captain Marvel (2019) in Movies
Jun 19, 2019
Marvel Studios has once again launched a new franchise within their expansive Marvel Cinematic Universe with the arrival of “Captain Marvel”. The film tells the origin of the title character (Brie Larson), who struggles with gaps in her memory while serving as a Kree Protector under the supervision of Yon-Rogg (Jude Law).
When things do not go as planned during a mission; the good Captain finds herself on Earth forced to wait for her crew to retrieve her. The gaps in her memory combined with the arrival of the shape-shifting Skrulls are bad enough, but now there is also the arrival of S.H.I.E.L.D. agent Nick Fury (Samuel L. Jackson) for her to contend with.
Being set in the 90s we get a Fury that has yet to be awakened to what is truly out there so he finds the claims of alien beings a bit hard to grasp until fate pairs him with the Captain who must stop the threat posed by the aliens and unlock the mystery of her missing memories.
While the film takes a while to get going; there is enough action scattered throughout to keep your interest and the finale is a rousing FX showcase that really helps establish the character and delivers what fans expect.
Naturally there is a good amount of humor along the way and the dynamic between Larson and Jackson is very good and I hope we get to see them paired on future Marvel adventures.
The supporting cast of Jude Law, Annette Bening, and Ben Mendelsohn is great and it was nice to see many other characters from past Marvel films appear as younger versions of themselves.
The film had to balance establishing the character and setting up further adventures with making sure audiences understood her importance and why her presence in “Avengers: Endgame” is connected and does so very well.
Larson was amazing in the title role as she portrays a strength and confidence without ever being arrogant but there is also a quick wit and at times; a vulnerability that makes her character more well-rounded than people would expect from a comic based film.
It is amazing to me how Marvel Studios can take some of their lesser known characters and turn them into Box Office gold and their winning formula continues with this entertaining new franchise.
http://sknr.net/2019/03/05/captain-marvel/
When things do not go as planned during a mission; the good Captain finds herself on Earth forced to wait for her crew to retrieve her. The gaps in her memory combined with the arrival of the shape-shifting Skrulls are bad enough, but now there is also the arrival of S.H.I.E.L.D. agent Nick Fury (Samuel L. Jackson) for her to contend with.
Being set in the 90s we get a Fury that has yet to be awakened to what is truly out there so he finds the claims of alien beings a bit hard to grasp until fate pairs him with the Captain who must stop the threat posed by the aliens and unlock the mystery of her missing memories.
While the film takes a while to get going; there is enough action scattered throughout to keep your interest and the finale is a rousing FX showcase that really helps establish the character and delivers what fans expect.
Naturally there is a good amount of humor along the way and the dynamic between Larson and Jackson is very good and I hope we get to see them paired on future Marvel adventures.
The supporting cast of Jude Law, Annette Bening, and Ben Mendelsohn is great and it was nice to see many other characters from past Marvel films appear as younger versions of themselves.
The film had to balance establishing the character and setting up further adventures with making sure audiences understood her importance and why her presence in “Avengers: Endgame” is connected and does so very well.
Larson was amazing in the title role as she portrays a strength and confidence without ever being arrogant but there is also a quick wit and at times; a vulnerability that makes her character more well-rounded than people would expect from a comic based film.
It is amazing to me how Marvel Studios can take some of their lesser known characters and turn them into Box Office gold and their winning formula continues with this entertaining new franchise.
http://sknr.net/2019/03/05/captain-marvel/
BookwormMama14 (18 KP) rated The Painter's Daughter in Books
Jan 2, 2019
When Sophie is betrayed by the man she loves, she is forced to choose between living a respectable life and living for love. Will she be able to find love and acceptance on the path she has chosen?
Sophie Dupont is not only the daughter of a painter, but an accomplished artist herself. Although, she does not see the value in her work. When Wesley Overtree sweeps in and captures Sophie's love, she is sure he will marry her. But when he leaves her in a dire predicament, she has no one to turn to. Captain Stephen Overtree has become accustomed to picking up the pieces after his brother, but will he be able to rescue Sophie? With Wesley gone, and no promise of return or marriage, Sophie accepts Captain Overtree's proposal of marriage, in name only. Although her heart longs for his brother, she is grateful for the opportunity to save her reputation and give her child a fresh start in life. Will a marriage that is based on convenience ever have a chance at true love? Or will fate intervene and prevent the chance for love to bloom at all?
I have to be completely honest, it took me quite awhile to get into this book. All of the other books that I have read by Julie Klassen have sucked me right in and I devoured them like candy. But once I got about half way through The Painter's Daughter I was really beginning to enjoy it! There is a lot (and I mean A LOT) of tension throughout the story. Sophie being married to one Overtree, but in love with another for example. I found myself holding my breath through more than one scene. There are many supporting characters that I found to be quite entertaining and endearing. The message of sin, repentance and redemption is very clear within the pages of this book. It is a good reminder to live life to the fullest, but to be careful of the path we choose. We will have to live with the consequences, whatever the choices we choose. Overall this was a very good book, not my favorite by Julie Klassen (that would be The Secret of Pembrooke Park), but still an excellent story.
I received a free digital copy of The Painter's Daughter from Bethany House Publishers through NetGalley in exchange for my honest review.
Sophie Dupont is not only the daughter of a painter, but an accomplished artist herself. Although, she does not see the value in her work. When Wesley Overtree sweeps in and captures Sophie's love, she is sure he will marry her. But when he leaves her in a dire predicament, she has no one to turn to. Captain Stephen Overtree has become accustomed to picking up the pieces after his brother, but will he be able to rescue Sophie? With Wesley gone, and no promise of return or marriage, Sophie accepts Captain Overtree's proposal of marriage, in name only. Although her heart longs for his brother, she is grateful for the opportunity to save her reputation and give her child a fresh start in life. Will a marriage that is based on convenience ever have a chance at true love? Or will fate intervene and prevent the chance for love to bloom at all?
I have to be completely honest, it took me quite awhile to get into this book. All of the other books that I have read by Julie Klassen have sucked me right in and I devoured them like candy. But once I got about half way through The Painter's Daughter I was really beginning to enjoy it! There is a lot (and I mean A LOT) of tension throughout the story. Sophie being married to one Overtree, but in love with another for example. I found myself holding my breath through more than one scene. There are many supporting characters that I found to be quite entertaining and endearing. The message of sin, repentance and redemption is very clear within the pages of this book. It is a good reminder to live life to the fullest, but to be careful of the path we choose. We will have to live with the consequences, whatever the choices we choose. Overall this was a very good book, not my favorite by Julie Klassen (that would be The Secret of Pembrooke Park), but still an excellent story.
I received a free digital copy of The Painter's Daughter from Bethany House Publishers through NetGalley in exchange for my honest review.
The Marinated Meeple (1853 KP) rated Coloma in Tabletop Games
Nov 11, 2019
Tight economy (3 more)
You build your engine for resources
everything is a good choice, there are no terrible choices.
good amount of planning is needed without being too deep.
Very well made Western Euro style game
I have played two games of it and so far I really like it. This is a euro game based in the gold rush american west about managing your resources and building an town (engine), and you select the actions you want to take and get a bonus if you don't do the same as other players. it's simultaneous, so you have to guess what other players are doing. I got my Kickstarter copy about a week or two ago, and finally got to break it out this weekend. we played it Saturday and then Sunday morning my wife requested we play it a 2nd time... always a very good indicator of a great game. We generally like more medium to heavy weight games, so the fact that she requested a game that is this light was another vote in its favor. It's not light like Catan, or Kingdomino, or splendor, but it's Lighter than say a Tzolkin, Newton, Castles of Burgundy, or Terraforming Mars. I would say this game is above gateway, but not too deep past that. We plan to introduce this to our newer game friends and see what happens, the turns are quite quick early as you don't do much and then get longer as you get to do more, and I'm anxious to see how that plays with larger play counts. One of the major pluses in the game is how you control how you want to play the game and what you want to do. You could go after horses, and then ride the territory and focus on the post office and stables, and then also go after gold and dudes and then chase the rivers and bridges.... or maybe you just buildup your town to the max and get more of everything on every turn... there seems to be lots of plausible routes to winning and it's just about how efficient you are with your strategy. Looking forward to having this in my collection for a long time.
JT (287 KP) rated In the Tall Grass (2019) in Movies
Mar 10, 2020
What did I just watch? If someone could enlighten me I would be most grateful. Netflix doesn’t have the best track record when it comes to original films and I have yet to see one that I was genuinely impressed with. Given all the money that Netflix has, you would have thought they might be able to deliver something worth watching.
For Netflix’s latest effort, In The Tall Grass, the film is based on the 2012 novella by Stephen King and son Joe Hill. King’s books, in particular, seem hardest to adapt onto the big screen so it should come as no surprise that this supernatural head-scratcher fails miserably.
Becky (Laysla De Oliveira) and Cal Demuth (Avery Whitted) are making the long trip to San Diego where Becky is planning to give up her baby. Stopping outside an abandoned church they hear a child crying for help from inside a field of tall grass. Not wanting to drive off the pair investigate and become separated and lost in the grass maze. Director Vincenzo Natali is no stranger to maze-like scenarios having helmed The Cube, in which six people are involuntarily placed in an endless maze of deadly traps.
King’s books, in particular, seem hardest to adapt onto the big screen so it should come as no surprise that this supernatural head-scratcher fails miserably.
With Becky and Cal in danger of being consumed by the grass, they encounter the family of the missing boy they were searching for. The Dad, Ross (Patrick Wilson) discovers Becky and promises her safe passage out of the labyrinth. Cal in the meantime has met the young boy, Tobin (Will Buie Jr.), who makes a few sinister statements. A huge rock in the middle of the field that can turn people insane as well as bend time expands the story’s supernatural element. This becomes apparent when Becky’s boyfriend shows up months after she failed to return home and becomes a focal point of the story.
The cast, except for Patrick Wilson who plays the psycho role to great effect, are forgettable. There is a scattering of creepy moments but it’s not enough to carry the film any further. Natali had to make a few changes that were different from the novella to pack it into a feature-length film and this is probably where it falls down.
For Netflix’s latest effort, In The Tall Grass, the film is based on the 2012 novella by Stephen King and son Joe Hill. King’s books, in particular, seem hardest to adapt onto the big screen so it should come as no surprise that this supernatural head-scratcher fails miserably.
Becky (Laysla De Oliveira) and Cal Demuth (Avery Whitted) are making the long trip to San Diego where Becky is planning to give up her baby. Stopping outside an abandoned church they hear a child crying for help from inside a field of tall grass. Not wanting to drive off the pair investigate and become separated and lost in the grass maze. Director Vincenzo Natali is no stranger to maze-like scenarios having helmed The Cube, in which six people are involuntarily placed in an endless maze of deadly traps.
King’s books, in particular, seem hardest to adapt onto the big screen so it should come as no surprise that this supernatural head-scratcher fails miserably.
With Becky and Cal in danger of being consumed by the grass, they encounter the family of the missing boy they were searching for. The Dad, Ross (Patrick Wilson) discovers Becky and promises her safe passage out of the labyrinth. Cal in the meantime has met the young boy, Tobin (Will Buie Jr.), who makes a few sinister statements. A huge rock in the middle of the field that can turn people insane as well as bend time expands the story’s supernatural element. This becomes apparent when Becky’s boyfriend shows up months after she failed to return home and becomes a focal point of the story.
The cast, except for Patrick Wilson who plays the psycho role to great effect, are forgettable. There is a scattering of creepy moments but it’s not enough to carry the film any further. Natali had to make a few changes that were different from the novella to pack it into a feature-length film and this is probably where it falls down.
Gareth von Kallenbach (980 KP) rated Bullet to the Head (2013) in Movies
Aug 7, 2019
Action icon Sylvester Stallone follows up his smash hit “The Expendables 2” with a turn as a New Orleans hitman on a mission of revenge in “Bullet to the Head”. Produced by Walter Hill, who brought us such classics as the “Alien” series and directed films such as “Red Heat” and “48 Hours”, his signature style is evident throughout.
Stallone plays James Bonomo, a.k.a. Jimmy Bobo, a thug with a long rap sheet and few friends. After celebrating a successful contract hit, his partner is brutally killed and an attempt is made on Jimmy’s life as well. Suspecting that they’d been setup, James reluctantly meets with a D.C. detective named Taylor Kwon (Sung Kang), who is in town to investigate the murder of his former partner. Fate forces the duo to work with one another despite Kwon’s by-the-book nature and utter disdain for James and his choice of profession. The two soon uncover a large conspiracy that threatens not only their lives but the cities very powerful and elite, making the duo the prime targets for those who will stop at nothing.
Despite having a fairly formulaic plot, the film works very well, thanks in large part to the cast. The two leads work very well with one another, and the fine supporting work by Jason Momoa and Adewale Akinnuoye-Agbaje really set the tone. The action in the film is intense and at times brutal but does not seem gratuitous, making it clear that the characters live in a violent world where accepting death is second nature to the urge to kill.
Stallone gives a very physical performance as the world weary James and you can tell that he went all out for the films action sequences despite the toll his body had to take. The film is based on the graphic novel “Du Plomb dans la Tête” and captures the elements of a classic film noir, with the action of a buddy cop film without pandering to many of the genre stereotypes.
While I enjoyed Schwarzenegger’s “The Last Stand” a bit more, I was very surprised at how enjoyable the film was after being underwhelmed by the trailer. In the end, if you’re a fan of Stallone, and love a good action film, then this is one you will not want to miss.
Stallone plays James Bonomo, a.k.a. Jimmy Bobo, a thug with a long rap sheet and few friends. After celebrating a successful contract hit, his partner is brutally killed and an attempt is made on Jimmy’s life as well. Suspecting that they’d been setup, James reluctantly meets with a D.C. detective named Taylor Kwon (Sung Kang), who is in town to investigate the murder of his former partner. Fate forces the duo to work with one another despite Kwon’s by-the-book nature and utter disdain for James and his choice of profession. The two soon uncover a large conspiracy that threatens not only their lives but the cities very powerful and elite, making the duo the prime targets for those who will stop at nothing.
Despite having a fairly formulaic plot, the film works very well, thanks in large part to the cast. The two leads work very well with one another, and the fine supporting work by Jason Momoa and Adewale Akinnuoye-Agbaje really set the tone. The action in the film is intense and at times brutal but does not seem gratuitous, making it clear that the characters live in a violent world where accepting death is second nature to the urge to kill.
Stallone gives a very physical performance as the world weary James and you can tell that he went all out for the films action sequences despite the toll his body had to take. The film is based on the graphic novel “Du Plomb dans la Tête” and captures the elements of a classic film noir, with the action of a buddy cop film without pandering to many of the genre stereotypes.
While I enjoyed Schwarzenegger’s “The Last Stand” a bit more, I was very surprised at how enjoyable the film was after being underwhelmed by the trailer. In the end, if you’re a fan of Stallone, and love a good action film, then this is one you will not want to miss.
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