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Gareth von Kallenbach (971 KP) rated the PC version of Mortal Shell in Video Games

Oct 8, 2020  
Mortal Shell
Mortal Shell
2020 | Action, Role-Playing
Beautiful Scenery (1 more)
Hardening Skill can save you when you screw up
No real direction on where to start (0 more)
Back in 2009 Demon’s Soul, a PlayStation 3 exclusive, made its way into the hands of players around the world. The game was punishingly difficult, and was revered for its no handholding, brutally steep learning curve. A game that harkened back to the days of old, when video games were more about a player spending hour upon hour of mastering its nuances then relying on a never-ending supply of save games. This game, and the even more popular successor Dark Souls, gave way to its own genre defining style, the “souls-like” game. Since those genre defining years, several companies have tried to take inspiration from the originals and craft them into their own unique experiences. Whether that be futuristic takes such as Surge 2, or sticking to a familiar fantasy setting, with mixed results. Enter the latest in this genre, a game developed by the fine folks at Cold Symetry, released on Windows, Xbox and PlayStation.

Mortal Shell is an “souls-like” action role playing game, where you are a creature whose unique ability is to inhabit the bodies of fallen warriors scattered across the realm of Fallgrim. Much like its inspiration, Fallgrim is a land that is bleak and unforgiving. Whether you are traipsing across murky swamps, filled with bear tramps and poisonous frogs, snowy fields or fiery plains, there are always an unending supply of enemies that you must contend with. Each “shell” you inhabit offers up a distinct playstyle and upgrade tree that should appeal to every unique player.

The first shell you inhabit, is what I refer to as the Jack-of-All trades shell, Harros. Harros is a traditional knight like character that has a balance of health, stamina, and resolve (the statistic that allows you to use your special upgrades applied to your weapon of choice). As you progress through the story, you will come across three other shells for you to inhabit, that you can switch between as you wish. This allows you to vary your play style between Eredrim, a tank-architype with lots of health but low stamina, Tiel, the acolyte with less health but is more agile and able to dodge and roll out of the way, or Solomon, who has the most resolve. Each character upgrade requires Tar (the gold of Fallgrim) and Glimpses. These are acquired by defeating enemies, and through gathering various plants throughout your journey.

In addition to the four shells, there are also four upgradable weapons that can be found along your journey. You begin with the Hollow Sword but will come across others to aid you on your quest. There is the Hammer and Chisel, a dual wield, fast attack, but lower damage weapon. The Martyr’s Blade, a heavy two-handed sword that does massive damage but is slow to attack. Lastly, The Smoldering Mace. All of these can be upgrades with special attacks that are initiated by your characters resolve, that can do an incredible amount of damage when initiated.

Combat occurs by locking onto your opponent and then utilizing fast and heavy attacks to defeat them. Experimenting with executing fast and heavy in specific sequences will result in numerous combos that do additional damage and stagger your foes. Mortal Shells unique blocking ability is what the game refers to as Hardening. Hardening, does exactly as the name suggests, turning yourself into stone and blocking most incoming attacks. It can be initiated at practically any time, even during the middle of your attack, allowing you to brush off an incoming attack and finish up with an epic strike. Learning the best time and place to use your hardening skill, is the key to overcoming your most difficult opponents, and ultimately slaying them in the process. There is also a parry aspect, which you obtain at the beginning of your quest, that allows you to parry incoming blows, and respond with devastating effect. Be aware that not all attacks can be parried, and your Tarnished Seal Emblem (which enables your skill) will glow red to warn you of this.

During combat, if your health reaches zero, you will be pushed out of your shell (which reminded me of playing a mech game where your mech is destroyed and you are automatically ejected). You are given the chance to climb back into your shell, but if you are hit while outside of your shell you will almost always die quickly. If your health reaches zero again, you die and you return back to Sester Genessa, a shadowy figure who acts like a bonfire from the souls’ games. As with the games before it, dying forces you to drop your tar and re-spawns all enemies that you have killed previously. Returning to your body allows you to retrieve your tar and restores all your health.

One of the more interesting aspects of the game is in the use of items you discover during your adventure. Most items effects will be unknown until you use the item, which forces you to experiment with everything you find. As you use the item more frequently you become more familiar with the item, and as that familiarity grows, the effects grow as well. Some will damage you in the beginning, only to benefit you as you grow more familiar with them, others you will utilize at the wrong time, and not benefit from the effect, but you will still learn from the experience. In this way Mortal Shell rewards you for experimentation, and forces those who like to hoard their findings for “when the right time arrives to use it” to utilize it and learn from it.

Much like the Souls-like games that inspired it, Mortal Shell could almost be mistaken for one of the games it garnered inspiration from. The setting, the characters, even the fonts used, could easily have been taken directly from a Dark Souls game. You’d be forgiven if someone came up to you and asked you which of the Dark Souls games you are playing. That’s not to say that Mortal Shell doesn’t distinguish itself in other ways, but on the surface, it would be easy to mistake it for another clone. The sound design, the graphic design, is all very well done, so at least the inspiration is put to good use in Mortal Shell

While Mortal Shell generally plays fast and well, there are a couple of instances where death seemed to come due to little I had control over. There are various cut scenes where you are crawling through tunnels, and you come out on the other side. Occasionally your character will be attacked immediately follow the cut scene, which gives you little time to react. There are ways to time your crawl, as to not emerge immediately into a group of baddies, but nothing frustrated me more, when I came across these areas. The difficulty and learning curve are about as difficult as one would expect from such a game.

If you are a fan of Dark Souls or Souls-like games, there is a lot to like in Mortal Shell. Most of the gameplay and style will feel immediately familiar, and there is just enough uniqueness in the game to satisfy veterans of the soul’s type games. If you have been put off by the difficulty of souls-like games in the past, Mortal Shell doesn’t differ enough from the formula to likely change your mind. While it’s not as long as the games that inspire it, it’s hard to beat the price ($29.99 on the Epic Store), and it’s refreshing enough to act as a place holder until the Demon’s Soul remake becomes available

What I liked: Beautiful Scenery, Hardening Skill can save you when you screw up

What I liked less: No real direction on where to start
  
The Devil in the White City: Murder, Magic, and Madness
The Devil in the White City: Murder, Magic, and Madness
Erik Larson | 2004 | Crime, History & Politics, Reference
7
7.0 (16 Ratings)
Book Rating
History (1 more)
Well-written
Not True Crime (0 more)
H.H. Holmes had many aliases and lives.

He's been a doctor and a licensed pharmacist, who then conned an old couple into selling their drug store to him where he preyed on young girls and ignorant customers that would buy whatever Holmes would tell them to buy, whether it were real or fake tonics.

He was a building owner who had a murder hotel secretly built with " a wooden chute that would descend from a secret location on the second floor all the way to the basement... ", "a room next to his office fitted with a large walk-in vault, with airtight seams and asbestos-coated iron walls. A gas jet embedded in one wall would be controlled from his closet...", "a large basement with hidden chambers and a sub-basement for the permanent storage of sensitive material. "

He owned and ran an alcohol-treatment company known as the Silver Ash Institute that claimed to have the cure for alcoholism.

He was a traveling business man, who had two wives and two children. He established the Campbell-Yates Manufacturing Company, which made nothing and sold nothing.

He was also labeled as America's first serial killer. His body count is unknown even today; his victims were frequently young women, which included stenographers and house wives. He was best known for convincing people who trusted him to sign him as the beneficiary of their life insurance policies, only to kill them and make it seem an accident so he could collect the money.

Holmes grew up in a small farming village in New Hampshire, where he briefly spoke about an early fear of a human skeleton that hung in a doctor's office: " 'I had daily to pass the office of one village doctor, the door of which was seldom if ever barred,' he wrote in a later memoir. 'Partly from its being associated in my mind as the source of all the nauseous mixtures that had been my childish terror (for this was before the day of children's medicines), and partly because of vague rumors I had heard regarding its contents, this place was one of peculiar abhorrence to me.' "... "Two children discovered Mudgett's [Holmes' real last name] fear and one day captured him and dragged him 'struggling and shrieking' into the doctor's office. 'Nor did they desist,' Mudgett wrote, 'until I had been brought face to face with one of its grinning skeletons, which, with arms outstretched, seemed ready in its turn to seize me. It was a wicked and dangerous thing to do to a child of tender years and health,' he wrote, ' but it proved an heroic method of treatment, destined ultimately to cure me of my fears, and to inculcate in me, first, a strong feeling of curiosity, and, later, a desire to learn, which resulted years afterwards in my adopting medicine as a profession.' "

Erik Larson's fourth book, the Devil in the White City, is only partly about Holmes and his dark trail of murder and lies. The story told is mostly centered around the planning and building of the 1893 World's Fair. The prologue opens with one of the architects aboard a ship long after the fair has ended - - - 1912 to be exact- - - where he begins to write of the fair in his diary. The next chapter continues on with Chicago competing against other major cities to win the rights to host the World's Fair. Chicago was not the ideal place for the fair because it was known for it's crime and slaughter houses - - - this was exactly why the politicians wanted it so badly there, so it would help to lighten the image of Chicago for the rest of the world. Even the local Whitechapel Club that had sprouted up after the infamous murders by Jack the Ripper, were excited to win the rights to host the fair in their city, and celebrated in a macabre way:
"Upon learning that Chicago had won the fair, the men of the Whitechapel Club composed a telegram to Chauncey Depew, who more than any other man symbolized New York and its campaign to win the fair. Previously Depew had promised the members of the Whitechapel Club that if Chicago prevailed he would present himself at the club's next meeting, to be hacked apart by the Ripper himself - - - metaphorically, he presumed, although at the Whitechapel Club could one ever be certain? The club's coffin, for example, had once been used to transport the body of a member who had committed suicide. After claiming his body, the club hauled it to the Indiana Dunes on Lake Michigan, where members erected an immense pyre. They placed the body on top, then set it alight. Carrying torches and wearing black hooded robes, they circled the fire singing hymns to the dead between sips of whiskey. The club also had a custom of sending robed members to kidnap visiting celebrities and steal them away in a black coach with covered windows, all without saying a word.
The club's telegram reached Depew in Washington twenty minutes after the final ballot, just as Chicago's congressional delegation began celebrating at the Willard Hotel near the White House. The telegram asked, 'When may we see you at our dissecting table?' "

There are chapters in-between, technically reading like a side story, that tell us about Holmes and his misdeeds in Chicago, but there just wasn't enough about Holmes that I could consider this a True Crime book, nor an informative book about Holmes. Unfortunately, when the reader begins to really dwell into the story of Holmes, it's quickly ended by having two or more chapters about the building of the World's Fair. One interesting point about the story is that the reader does get to see how many inventions were brought to light because of the Fair, such as the invention of the Ferris Wheel. Larson's writing is very coherent and the descriptions are so well done that the reader is practically transported back to the late 1800s, yet, before I finished the book, I felt misled by the title... then coming across everything that happened to not only the Fair, but the people who were involved with it, it's hard not to wonder if the whole thing was cursed, thus the Devil being in the White City.

One of the side stories I did really enjoy was the slow unfolding of a man named Prendergast. A delusional young man who ran one of the groups of paperboys in Chicago, who was also obsessed with politics, became a determined supporter of Mayor Harrison; after Harrison was voted into office again, Prendergast believed it was because of him and the letters he sent out to numerous politicians and potential voters. Prendergast also believed he deserved a chair on the council for Harrison's re-election, for which he even showed up at City Hall to take over. This incident was the straw that broke the camel's back for Prendergast - - - he was humiliated when the people there laughed in his face. Prendergast then decided to take matters into his own hands, and bought a revolver. The day before the Fair would end, Prendergast showed up at Harrison's home and shot him. Harrison died minutes later. Prendergast turned himself in for the murder as soon as he left Harrison's residence. When asked why he had done it, Prendergast responded: " ' Because he betrayed my confidence. I supported him through his campaign and he promised to appoint me corporation counsel. He didn't live up to his word.' "

This book has been voted as a top True Crime must-read novel. I don't agree with this. As I said before: Holmes' chapters are few; eighty percent of this book is about the building of the World's Fair. As a True Crime junkie, I didn't enjoy this one, but also as a history junkie, I enjoyed learning about the Fair and everything that happened. I can't recommend this book to TC fans or horror fans. It's mostly history and architecture.
  
Lifeform
Lifeform
2019 | Action, Exploration, Science Fiction
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.

So, what is the game?

Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.


I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...

How does it work?

We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.

In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.

In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.

In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.

All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.

Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.


I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.

The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.

There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).

The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.

The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.

What if I die?

Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.

I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.

Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.

It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.


What do I think?

This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.

As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.

We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.

Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...

We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...

I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
  
Tropico 6
Tropico 6
2018 | Simulation
I used to spend my time dreaming of what it would be like to live in a tropical paradise. No concerns in the world except for when my next umbrella drink was to arrive and how long I could nap before flipping over and beginning the whole process again. The leisurely island lifestyle seemed to be the perfect escape from the non-stop chaotic life that has become my own. Getting my hands-on Tropico 6, developer Limbic Entertainment’s latest installment of the popular city-builder series, quickly turned my peaceful dreams into a hectic, fast-paced adventure. Now instead of wondering what the difference between SPF 15 and SPF 30 in my sunblock are, I was forced to quell revolutions, ensure that my people had enough entertainment and housing, and promising improvement in healthcare…all in the hopes of getting re-elected and I loved every minute of it.

Tropico 6 takes the familiar city builder game and turns it on its head a bit. You begin your life as El Presidente with the ability to customize the look and feel of your miniature ruler. Not only dealing with his/her physical attributes, but also defining their personality type. This provides special in-game bonuses which can affect your influence with the super-powers or even the internal factions themselves. Your next option is to design what your palace will look like, everything from roof-top holographic images of yourself, to the type of wall that surrounds your palace. While these are really nothing more than decorative facades on which you will build your spanning empire, it’s these little touches where Tropico really shines.

For those who haven’t played Tropico before, there is a two-hour tutorial that takes you through not only the basics, but some of the advanced concepts as well. It introduces the player to not only specific buildings, but also some of the more in-depth features that are provided. Concepts such as firing an individual from a building and closing the opening job requisition or identifying rebels and putting down uprisings are all covered in detail here. The tutorial however barely scratches the surface as to all the things that can be done. Thankfully Tropico 6 includes fifteen story missions that take you through numerous game concepts and challenges to build upon what the tutorial has taught you.

There are essentially two ways one can play Tropico 6, there are the story missions as well as the sandbox mode. While players will likely be quick to want to jump into Sandbox mode and begin cultivating their own island, there are compelling reasons to play through the story missions first. The story missions are not truly connected to one another, and while you must complete several to unlock them all, there isn’t an order in which you need to play them. If you go in order, the game will take you through the various “Era’s” that are new to the series. Starting with Colonial times where you regularly need to appease the crown until you can raise enough revolutionaries (or money) to claim your independence. Working your way through the World Wars (which roughly cover the events between World War I and World War II), into the Cold war and finally Modern Times. Each of the Eras unlock access to specific technology and buildings, ensuring that each Era provides a unique challenge to overcoming certain obstacles. Each story mission tasks you with a specific goal and places several obstacles in your way. Everything from claiming independence in the first mission, to going after the seedy underbelly of crime and bringing down a notorious kingpin. The story missions themselves last anywhere from one to several hours, ensuring plenty of game play in each one.

Tropico 6 brings a lot of new concepts and gameplay to the series. The game now takes place on a series of islands interconnected with docks and bridges. It’s easy to focus on your main island only to forget your others, and some missions will task you with specific goals that can only be created outside the main island. It’s a good introduction to thinking on a wider scale. Additionally, you can build a pirate cove that allow you to send pirates on raids. These raids involve everything from “rescuing” educated people or stealing wonders from around the world, like the Eiffel Tower or the Statue of Liberty. A new character known simply as “The Broker” provides opportunities to raise cash for your swiss bank account. The swiss bank account is a private account for El Presidente’ and allows him to purchase items from the Broker. These can be anything from blue prints that unlock buildings at a cheaper price, or the opportunity to automatically complete a demand without having to do the grunt work behind it. Election speeches also make their return to Tropico 6, elections are held every ten years to ensure you are keeping the people in your island nation happy. Lose an election and you lose the game, fairly straight forward. One opportunity to sway your people is to craft election speeches from the four categories. These include acknowledging an issue (like entertainment or health care), praising one of the four factions that exist on Tropico, blaming a super power (Axis or Allies) for the current state of affairs and finally making a promise to address a specific issue. Be warned however, that each of these choices can hold severe consequences and note that a promise to address a concern means you’ll be focusing on that before the next election.

Each of the folks who inhabit the island are individuals. You can literally select any person walking down the street and identify who they are, how they are leaning in the upcoming election, what political party they belong to and even where they work. If someone is a political rival you can bribe them to choose your side, if a particular set of rebels are causing issues you can have them arrested or locked up in an asylum. You can even execute any individual you want; however, this will have lasting consequences. The amount of detail is staggering; however, Tropico 6 does an excellent job of allowing you to be as micro managing as you want to be. While you can certainly go in and fire individuals from the various businesses that pop up, you certainly don’t have to.

Graphically Tropico 6 is a spectacle in itself. Everything from the waves as they slowly crash upon the shoreline, to the awe-inspiring sunsets. It’s certainly one of the most beautiful city builders around. Each building is unique enough to identify it easily and each has its own unique flavor all to itself. Even with all of this, I never encountered any hiccups in performance, and load screens are pretty much left to new games. Its soundtrack has a distinctive island flair to it, and while the longer you play the more repetitive it becomes, I never felt the urge to simply mute it. In fact, I found myself humming some of the tunes while doing chores around the house…yes it can get in your head like that.

Tropico 6 does have some flaws, but nothing truly game breaking. The road construction tool, while doing it’s very best to identify the best path you wish to take, will sometimes go a bit crazy. Spaces between buildings which should allow for careful road placement will be blocked for unknown reasons, which can force you to destroy existing buildings if you haven’t planned for expansion appropriately enough. With so much to do, some of the specific tools or buildings can be a bit difficult to find, in particular once you “acquire” a world wonder it took me several attempts to locate where you can go to actually place it. Again, nothing that stops the game in it’s tracks, and certainly some things that can easily be patched in later releases of the game.

Tropico 6 is all about freedom, the freedom to rule your tiny island kingdom the way you want. Well… at least the way you want as long as you can appease the numerous factions and ensure you get re-elected in the next general elections. You are free to do as much or as little as you want, and you are free to dig in as deep as any city builder type game allows you to go. The included stories ensure that you have at least 40-50 hours of defined content, but it’s the limitless playability of the sandbox setting where the game truly shines. The game isn’t perfect, but it’s about as close as city-builder games can get these days. It’s mix of humor, city management, and that one-more turn itch will keep you playing long after you told yourself you should go to bed. Long live El Presidente’! Viva Tropico!

What I liked: Variety of Story Missions, Excellent Tutorial, Amazing visuals

What I liked less: Road tool seems a bit finicky, some items are difficult to locate
  
Buru
Buru
2021 | Economic, Exploration, Medieval
I would consider myself somewhat of a world traveler. I haven’t quite visited as many places as I would like, and certain worldwide pandemics have prevented me from scheduling any international travel plans. My family and I enjoy cruises and visiting all sorts of different countries. Now, Buru has never been specifically on our list of places to visit, but should we ever get the chance to head to Indonesia, now after playing this game I think I will want to visit this little island.

Buru (http://burugame.com/)is a mid-weight economic worker placement game with a large dose of bidding thrown in for fun. In it players are visitors to the island sent to compete to become the governor of Buru by hiring indigenous peoples to assist with tasks, by providing fish for the peoples, pleasing the island’s elders, and by paying homages to the spirits of the land. The emissary who can utilize all their resources efficiently and impactfully will be deemed governor of Buru and winner of the game.

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


To setup, follow the instructions in the rulebook. There are just too many steps to detail here and the rulebook is fantastic. Once setup, the play area should look similar to the photo below.
The game of Buru lasts five rounds, and each round consists of five phases of the day: Dawn, Morning, Noon, Afternoon, and Dusk. At the end of the fifth round the game is over and players will tally points to arrive at the winner.

During the Dawn phase players will flip over the top two Decrees tokens from the middle of the main circular board. These Decrees will be placed in certain areas and are worth bonus points or other advantages for the round. Also during this phase the Forest cards will be reset from the previous round. Once complete play moves to the Morning phase.

In the Morning players will be sending out their numbered Explorer tokens (from 1-5) onto the various board areas in turn starting with the current Emissary (first player). Each player will place one of their Explorer tokens at a time until each player has only one Explorer token left. Players may place multiple Explorers in a location to increase their bid for majority, but these Explorer tokens are placed face-up (literally with the face showing and the number on the board not showing) so that their values are hidden. Once Explorers are placed, play moves to the Noon phase.

At Noon the people must fish for food and have lunch. The leftover Explorer token that was not used in the Morning is then revealed and its value is converted to fish. Fish are needed to recruit islanders and are converted into other resources. Fish are tracked on the individual player boards. After a hearty lunch play continues into the Afternoon.

The Afternoon is where much of the action in Buru takes place. During this phase the Explorer tokens that were placed in the Morning are revealed and players take actions in each area by order of majority in each area. First the highest-bidding player will claim their chosen action space, then the next highest bidder, and so on. The Forest is resolved first. Players reveal the Explorer tokens in the Forest and whichever player has majority in this area is able to place their tokens a claim space on the board and will receive a Forest card of their choice. Forest cards are typically resources immediately earned by the player. Resources include Clay, Palm Leaves, and Ebony. The player with majority also earns the favor of Gunung (green spirit) and takes its giant statueeple.

Next, the Shore is resolved in the same manner. The Shore is where players may use their supplies of fish to recruit islanders to their taskforces and carry out tasks. The majority leader in this area chooses a space to place their Explorer tokens and resolves the action. This could include purchasing islander cards and refreshing the offer of islander cards in whichever order the player chooses. The player with the majority also earns the favor of Banyu (blue spirit) and takes its giant statueeple.

The Village is the area where islanders are able to complete tasks. The majority leader in this area chooses a space and takes the actions. These actions include activating islanders for the actions printed on the bottom of their cards and possibly even earning more fish. The player with the majority also earns the favor of Manuk (orange spirit) and takes its giant statueeple.

Finally, The Sacred Lake is resolved in the same manner. Here players are able to pay tributes to the spirits in order to earn bonuses from them. The majority leader in this area chooses a space to place their Explorer tokens, earns an immediate Esteem (VP tracked along the outer edge of the board), and takes the action of the space claimed. These spaces offer opportunities to pay tribute to one or more of the spirits as well as earning an Elder card, which provides conditions for earning bonus points at the end of the game. When a spirit is tributed they offer bonus Esteem cards and other benefits to be used. Once this area is completely resolved and players have all taken their turns play moves onto Dusk.


In Dusk players will reset the board for the next round of play. Players retrieve all their Explorer tokens from the board and untask their islanders that have completed tasks this day. After the fifth round the game is over and players tally their scores from their position on the Esteem track, any spirit Tribute cards earned, and Elder card point conditions met. The player with the most points will be crowned the winner!
Components. Okay, I have to give a giant shout-out to the team at Crafty Games. This is one of the highest-quality prototypes I have ever played in terms of component quality. When I opened the game box all components were separated into baggies and card cases and LABELED with the number of components, the titles, and even a picture of the components to be placed within. I don’t even organize my games to this level and I feel I am a tad OCD about my game organization. Kudos here. But also the components are all fine quality and the finished product promises to be just spectacular if this is what is received as a prototype.

I love the art and art style throughout this game. It is difficult to have theme shine through in a very Euro-style game, but I did feel the theme here. The art is very suggestive of island life, and Crafty Games even hired Cultural Consultants to assure all avenues are culturally appropriate. What a great call. I wish all publishers would be so thorough.

The gameplay is also quite stunning. The game just flows so naturally and everything makes complete sense. Of course you need to collect natural resources before recruiting islanders before asking said islanders to complete tasks before you pay respects to their spirits. I like the flow, and after a couple rounds I no longer needed the rulebook as a crutch.

I have very much enjoyed my plays of Buru for many reasons. The game is absolutely gorgeous. The art sings and truly adds to the gameplay. The rules are not light, but not over my head, and I appreciate that. The choices given to each player are crunchy without being too burdensome, and players of many skill levels will be able to find joy contemplating when and where to send their Explorers in each area. The game builds up to a big ending where many points are scored from places unknown to opponents and bulleting ahead from last place to first from exploiting bonus cards is so satisfying.

It is easy to understand why I love this game and would certainly recommend it to all gamers. If you have been looking for something a little heavier in your collection but don’t want to go TOO heavy, please do yourself a favor and consider backing Buru. Crafty Games has been working on some truly great games here the past couple years and I am excited to see where Buru ends up after another undoubtedly successful Kickstarter campaign. I will always be up for a game of Buru, and I hope to play it often as the years continue.
  
Space Kraken
Space Kraken
2021 | Adventure, Book, Dice Game, Exploration, Horror
The overall story is not unfamiliar. Scientists create a genetically-modified creature to help solve a global problem, creature is somehow mutated through radioactive exposure, creature poses a threat to mankind, mankind must eliminate the creature. Now take that monster to space and BAM – we’ve got the origins on Space Kraken. Humanity has been forced to space in search of a new inhabitable planet. But alien races await you in the vast unknown, and the Space Kraken is always lurking…

Disclaimer: We were provided with a demo version of Space Kraken. The gameplay is that of the full version, just with a shorter storyline and fewer variations. What you see pictured below may not be identical to what will be received in the finalized version. Also, the game can be played solo or with multiple players – this preview will be covering the solo-only mode of play. I do not intend to cover the entire rulebook, but rather provide an overview of the mechanics and gameplay. -L

Space Kraken is a sci-fi dungeon crawler encompassed in a spiral-bound book. The only additional components you need are 2d6, 1d20, and a pencil with a decent eraser. To start a new game, you will first get set up for the campaign. There are 6 Flights (game modes) to choose from and you select one with which to play. Different Flights affect the start of game conditions, which will affect the overall gameplay. For example, one Flight might offer bonuses to your ability scores, while another could give you stronger weapons right from the start. Once you’ve selected your Flight, you will then set up your Story Lines. These will help dictate the story of your overall campaign, and will be influenced by your strategies and decisions along the way. From crucial plot points to opportunities for ‘side quests,’ the Story Lines work to drive the narrative. The next step is to create your crew. You choose 3 heroes to start with, and will ‘build’ them by giving them attributes, equipment, and skills. The specific parameters are detailed in the rules. After the crew is created, the game is officially ready to begin!

A game of Space Kraken is played over a series of turns, broken down into 5 phases. The first phase of a turn is to Activate Story Lines. These are tracked across a series of 4 tables of coordinates. Find the coordinate on the appropriate table for your Story Line, and proceed as necessary. Some coordinates link to Events that require you to make decisions, roll dice, execute commands, while other coordinates will just link to a new coordinate to be used next turn. Once you have Activated and resolved all your Story Lines for the turn, the game moves to the Ship Construction phase. At the start of the game, you will most likely skip this phase, but as the game progresses and you earn funds, you will be able to upgrade and modify your spaceship during this part of the turn.


The third phase of a turn is to Perform Your Own Action. You can choose to either: Initiate Space Flight, Land at an Already-Discovered Location, or Activate a Story Line Again. Initiating space flight gives you the opportunity to explore different regions of space, discover/explore new locations, and sometimes even engage in space combat. You could choose to land at an already-discovered location, which allows you to visit many of the ‘dungeons’. Or you can activate a story line again, which lets you advance one of your story lines forward. After you perform your own action, phase 4 begins – Quick Visit a Shop, Ammo Dealer, or Quest Master. This one is pretty self-explanatory. You can trade or purchase goods from locations you have visited, or you could visit the Quest Master for ‘side quests.’ And then finally the last turn phase is Quest Timer. Any quests you have that were not advanced in this turn get a mark for Lost Time – after 5 marks they are erased! So prioritize wisely when it comes to your quest completion. A new turn now begins, following the same phase structure as detailed above. The game continues until either you have defeated the Space Kraken, or your entire crew and/or ship has perished.
At first glance, Space Kraken is kind of daunting and intimidating. There’s a bit of a learning curve as you figure out this gameplay system before you can really dive in to play. That being said, once you understand how the different aspects work – Space Flight, Combat, Story Lines, Dungeon Exploration, etc. – it will all click together. This isn’t a game you just pick up and decide to play on a whim, it’s one that takes focus and dedication to complete a play-through. Just something to keep in mind! As with most campaign-style games, the question of replayability is always in the forefront, and I think that Space Kraken really handles it very well. The Story Lines alone offer a range of variability that ensures no two games will be the same. How you build your crew and ship could influence decisions made with regards to Story Lines, which in turn leads you down a unique path with a plethora of opportunities. The mechanic for generating new locations to explore (the dungeon crawling element) also provides a variety of places to explore, alien races to interact with, and physical elements like atmosphere. The chances for generating the exact same location more than once are pretty slim, I would say. All of these elements just add to the replayability of Space Kraken and keep it fresh and unique for each play-through.

Guiding the overall gameplay are your dice. Some Story Lines offer 2 solutions, and you will roll the dice to see with which one you end up. To generate a new location, you roll the dice a number of times, looking at the corresponding tables in order to build the map for your current foray into space. Obviously, combat, either in ships or on the ground, will use dice to help dictate the flow of battle and the outcomes of said fights. That is how you can get so much replayability from this game – dice rolling. The range of Story Lines and locations coupled with dice rolls really create a one-of-a-kind gameplay experience, no matter how many times you play through. You’ll never play the same game twice….well, unless your dice results are the exact same for every roll as they were the previous game.


Let’s touch on components for a minute. As stated above, this is only a demo version of the game. That being said, the game is encompassed in a spiral-bound book, and that is what the complete game will be like too. The only things you need to play besides the book are a couple of d6, a d20, and a pencil! I think it’s neat that so much gameplay can be packed into a single book. Between sessions if you’re not able to leave the book on your table, simply mark your page, fold everything back into the book, and you’re good to go! What do I mean by fold everything back into the book? Several of the pages in this game have fold-outs of additional materials to be pulled out when necessary. I really like that if you don’t currently need a page, it doesn’t need to be showing. It helps keep the game a little more focused, visually, in my opinion. My only complaint is that a couple of times, a fold-out section may overlap another fold-out section, meaning that you have to end up flipping pages anyway. A small price to pay for an all-in-one game book! My other qualm is that as you play, you will write in the book. After you complete a play-through, you can go back and play again – just erase everything and start over. My concern is that with repeated erasing on the pages, the quality will wear down and could be unusable after a certain number of plays. Maybe that’s not a problem for other gamers, but that is something that jumped into my head when playing this.
Overall thoughts? Space Kraken is pretty cool. There is a bit of a learning curve as you delve into the new system, but once you’ve got the general mechanics/gameplay down, the rest is pretty straight-forward. The fact that the entire game is encompassed in one book is a neat element too. It allows you to ‘save’ your progress and come back to it without the hassle of setting up a million components. Having only played the solo version of the game, I’m curious to see how the multiplayer side works, so that may just be my next play-through! If you’re in the market for a campaign-style game, without requiring tons of table space and eons of time to play through, consider checking out Space Kraken. It successfully funded on Kickstarter and the late pledges are now open!
  
Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

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


To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
  
Godzilla (2014)
Godzilla (2014)
2014 | Mystery, Sci-Fi
Godzilla's gigantic scale is impressive. (1 more)
Bryan Cranston gives a terrific performance.
Aaron Taylor-Johnson is a horribly lifeless protagonist. (2 more)
The film repeatedly obscures our chances to see Godzilla or cuts away from him completely.
There seems to be very little sense of panic or concern despite Godzilla and MUTO's destruction.
As promising as this new Godzilla movie may appear to be, it falls far short of expectations, and dare I say, it isn’t even much better than the 1998 version.
This year marks the 60th anniversary of the original Godzilla film, when the King of the Monsters first emerged from the Pacific and terrorized Tokyo, Japan. Roughly 10 years after America dropped two atomic bombs on Japan to end World War II, Godzilla was artistically created to be a physical, living representation of the destructive force of those bombs. Even the texture of his skin is modelled after keloid scars, which were found on survivors as a result of the radiation. Godzilla’s arrival and subsequent attacks were spurred by the use of nuclear weapons, and he as a character wholly embodies the consequences of nuclear warfare.

60 years later, Godzilla remains a global icon, having spawned dozens of movie sequels, while introducing several other enormous monsters to battle with. Then 16 years ago, he was reimagined as he first came to America in Roland Emmerich’s lackluster 1998 film Godzilla, leaving many fans severely disappointed with not only the film, but also the new rendition of the famous monster. While Godzilla is visually depicted much more accurately in Gareth Edward’s new 2014 Godzilla than he was in ’98, his entire presence is surprisingly different than usual. This isn’t the angry, vengeful Godzilla of the past. He actually now seems almost entirely indifferent to humans. Unfortunately, as promising as this new Godzilla movie may appear to be, it falls far short of expectations, and dare I say, it isn’t even much better than the 1998 Godzilla.

Godzilla (2014) starts off pretty well, strengthened by the performance of Bryan Cranston, who plays Joe Brody, a nuclear power plant engineer living in Japan. Brody is present when an unknown disaster occurs at the plant, costing many innocent lives. Despite what the trailers suggest, Cranston’s Brody is not the main character of the film. Nor is it fellow all-star actor Ken Watanabe. The main character is actually only seen for about 4 seconds of the film’s original 2 and a half minute trailer. It’s Joe Brody’s son, Ford, played by Aaron Taylor-Johnson, in a performance that is decent but far from engaging. The protagonist Ford Brody is a character that is largely uninteresting, and who just casually wants to get back to his family after the monster invasion. He fails to convey any genuine sense of urgency amidst the chaos, although the same can be said for the entire cast, with the exception of Cranston’s Brody. Cranston’s performance is the only one that has any emotional weight to it, but he can’t carry the film alone. Meanwhile, Ken Watanabe is essentially reduced to being the quiet, ever-present voice of reason that no one wants to listen to. The film has a solid cast of actors, but they’re not given enough to work with in this convoluted mess of a movie.

For a movie that has so much death and destruction, the people in the film never seem all that concerned. You get no sense of global panic and hysteria. You have a 300-foot-tall monster destroying cities, with millions of people dying, and yet nobody seems all that freaked out by it. It’s almost like the situation isn’t treated as a serious threat, and there’s a major lack of suspense altogether. There’s rarely any edge-of-your-seat terror or excitement, and the lack of emotion just makes the action come off as sort of flat and dull. Not only that, the majority of the destruction that’s taking place isn’t even seen, with the movie instead opting to show you the aftermath. Throughout the first two-thirds of the movie, the camera continuously cuts away from the action you’ve been waiting for. Rather than showing you what you want to see in full-glory, the movie frequently will take you to a different location where you’ll briefly see a few seconds of the catastrophe being watched by someone on television. It feels like a cheap trick to build up to some amazing climax, but it’s incredibly frustrating. It’s like when watching a reality TV show and then the show cuts to a commercial break before revealing the winner. Perhaps it would be more forgivable if the end was enjoyable, but even though it does give you a full display of the showdown, it’s bogged down by a tiresome human story and still lacks any real emotional punch. Despite the fact that the movie tries to convey a serious tone, it’s also incredibly cheesy. To the extent that the big finale that this movie has been trying so hard to build up to ends up being almost laughable. Ultimately the movie ends up just being unsatisfying, disappointing, and overly long.

There are a lot of ways in which Godzilla goes wrong, despite the film’s great potential. One of my issues is with the musical score, which ends up coming off like a bad punchline. Music is supposed to accentuate the action and drama of a film, yet the film feels emotionless and boring. The only time the music really stood out to me was when it was being used to heighten the suspense of the climactic battle, and essentially narrate who was winning. It was done so ineffectively that it was both kind of comical and embarrassing. I also have an issue with all of the special effects, which are being touted as absolutely amazing. They’re not. However, I will say that the use of special effects in the movie is quite ambitious, but it works to the film’s detriment. There’s simply too much of them, and this excessive nature of the film is, I think, its biggest mistake. Godzilla (2014) is ridiculously CGI-heavy, and while their scope is admirable, I really think the quality would have been substantially improved if they didn’t overdo it so much. I think a less-is-more approach would have benefited the film in many ways. It’s excessive to the point of making good things turn bad. Everything is way too over the top, causing the action to lose its impact. It’s evident the filmmakers were trying so hard to make this big-budget movie as epic as possible, but this enormous scale ends up backfiring. The rampage covers two continents, multiple cities, and even traverses the length of the Pacific Ocean. I can appreciate their attempt, but the movie is trying to do too much. In other words, Godzilla (2014) bites off more than it can chew.

I also have some problems with the film’s treatment of the titular character, Godzilla. First of all, for a movie named after him, he sure doesn’t appear much in it. He’s the reason why we want to see the movie, but he’s absent for the majority of the film. Even when he’s around, he’s largely obscured by CGI smoke and storm clouds, up until the final moments of the movie. I’m also not particularly fond of his appearance. He just doesn’t quite look like Godzilla to me. It’s like looking at a T-Rex head on Godzilla’s body. I’m aware that Godzilla’s facial appearance has changed many times over 60 years, but something just doesn’t look quite right here. Additionally, I feel that Godzilla’s face is actually too expressive in this new film. I wonder if this was done to cause viewers to feel more sympathetic to him, because in the film, Godzilla is actually depicted as something of a tragic hero, rather than a colossal beast. This is my biggest concern with the movie’s handling of his character. Godzilla’s destruction in the film is treated like it’s all unintentional, and just a result of his massive size. Even though humans attack him, he’s not angry about it or anything. Never mind the movie’s claim that all of America’s nuclear bomb tests after Hiroshima and Nagasaki were actually secretive but unsuccessful attempts to kill Godzilla. He doesn’t mind. He’s just a poor gentle giant that’s misunderstood. Really, Hollywood? Give me a break!

To say that Godzilla (2014) is almost as bad of a film as Godzilla (1998) is a statement that I don’t take lightly. It’s a bold and controversial thing to say, and it may seem a bit absurd considering that this film goes in the right direction, whereas the previous film was all wrong from the beginning. Yet while the new movie has all the right pieces for greatness, it extends its reach too far and attempts to do too much, while never managing to make any of it very good. In all seriousness, I was more entertained with the ’98 film than I was with this one. I can hardly comprehend how a movie with a giant 300-foot-tall monster destroying cities can be so boring. Godzilla (2014) focuses so much on trying to build up to an epic conclusion that it forgets to worry about making the audience care, or even about keeping them entertained, and it just gets worse as it goes on. It repeatedly tries to raise the stakes, as well as our expectations, while attempting to delay gratification until the end. It’s a risky move, and unsurprisingly, it certainly doesn’t pay off. On the bright side, Godzilla (2014) is probably a pretty sweet movie if you’re a 12-year-old. There’s plenty of action, some cool special effects, and he’s still a pretty awesome monster. However, for me, I was totally pumped up for this movie, but an hour and a half into it, I had endured enough and wanted to walk out. Godzilla (2014) disappointed me on so many levels. It’s a movie without a beating heart. It’s predictable, overly long, has uninspired characters and a weak story, and the action just never hits the right note. A little more emotion and a little less CGI could have a gone a long way in making this movie better. As a fan of Godzilla, I felt frustrated, detached, and perplexed with how they were able to do so much wrong when they had the groundwork for something great. You know, perhaps I’m wrong in claiming it’s comparably bad as Godzilla (1998). After all, the last time I saw that movie was in the theaters when I was 12.

(This review was originally posted at 5mmg.com on 5.17.14.)