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Mothergamer (1549 KP) rated The Last of Us in Video Games
Apr 3, 2019
I have been slowly but surely going through my backlog of games, so I chose The Last Of Us Remastered to play next because I have been curious about it and many of my friends have been telling me I needed to play this game. To them I say you were right. I did need to play this game because it wasn't just fun to play; it was phenomenal story telling. When a game's story has me getting choked up about something within the first few minutes, I know it's going to be a heck of a ride and be great.
I couldn't help, but like Joel. This is a character that has been through something that is so devastating to him and yet somehow he's kept going on and had to do things that are not necessarily good, but that he felt had to be done in order to keep surviving especially since the world as everyone knows it has ended and a post-apocalyptic world is the new normal.
Is Joel a good person? No, not really. He's not really a terrible person either. His partner Tess was interesting also and she's another character that's not really good or evil. The Last Of Us really showcases that this world isn't really that black and white; there are varying shades of grey and not everyone is completely good or bad and that many of the people are just trying to survive any way they can.
It wasn't long before the story progressed to meeting Ellie. I loved Ellie. She was this mouthy 14 year old kid, but you come to realize that a lot of why she's like that is because she's scared of losing those she cares about and having to parent herself. In spite of that, Ellie always managed to dig down deep and find the courage to do what needed to be done and I admired and respected that level of strength in her. The interaction between Ellie and Joel at first was rather terse, but I understood that was normal especially for Joel because he just wanted to finish the mission and not get attached.
I really got into it because the game was that good for me. The combat controls are great; not clunky at all. Sometimes I would get nailed by an infected and have to start over from that point (I really HATE the Clickers and Bloaters, they're terrifying), but I didn't really mind because I was enjoying the story and wanted to know what happened next. There are human factions as well such as military, the Fireflies, and Hunters. This is definitely a game for adults because of how dark the story can be at certain points and because of the harsh violence.
Infected are scary!
The environments in the game are beautifully done. I found myself stopping and just looking at everything often. From riding a horse in the woods to an abandoned college campus with a herd of giraffes, all of it looks great and really stands out. The music in the game is perfectly done as well with some hauntingly beautiful melodies that add to the emotions of moments in the story.
Horse riding in the woods
Even an abandoned campus can be pretty
There were points in the story where I got pretty emotional because I came to care about the characters. I had to remind myself it was just a game, but it was difficult especially when it came to the characters of Henry and Sam. I actually had to walk away for a few minutes because I was so saddened by what happened to them especially with Sam because he and Ellie were close to the same age and they had bonded and became friends.
The big thing that stood out for me is the relationship between Joel and Ellie. I loved how it slowly progressed from Joel being reluctant about getting to know Ellie to during some slower moments like navigating an area to look for supplies there would be a bit of talking between them back and forth about different things such as what a type of video game was like or that an ice cream truck was a real thing. I also found myself chuckling at some of the awful puns that Ellie would read from her book of puns.
As I got further in the game I recognized that Joel is a very angry and desperate man, but when it came to Ellie he could have these moments of kindness and really seemed to look out for her. The story isn't in your face about it and it becomes this gradual evolution of Joel treating her like a daughter and her coming to trust him while they both support each other in a situation that is pretty dangerous and exhausting on many levels. It's poignant and the emotions from both characters is so incredible that it draws you into the story fully which shows how fantastic the voice acting was in this.
Joel and Ellie watching some giraffes.
When I got to the ending of the game, it made me think about a lot. It made me ask questions like could I do what Joel had done? Was the leader of the Fireflies right about sacrificing a few for the many? It brought up a lot of ideas about the choices that people have to make in this world and not all of them are easy; much of it involves hard choices. I liked the ending, but it definitely wasn't a sunshine happy ending because that's not the kind of game The Last of Us is.
I played the Left Behind DLC also and I thought it was interesting to get a chance to see what Ellie was like before she met Joel. It also shows you some moments that are pivotal in the main story line that focus on Ellie which are also great. I liked the interaction between her and Riley because it brings some lightheartedness to the game with them just being kids and having fun, forgetting about the dark things going on in their world for a moment. It also shows some great emotional moments between Ellie and Riley that don't feel forced and seem to happen quite naturally. Of course the cheerful stuff only lasts for so long and then it's back to some very sad things happening. The final conversation between Ellie and Riley just before Left Behind ends had me choking back some tears because it was this heartfelt moment between two characters that truly cared for and loved each other.
Ellie and Riley having fun in a photo booth.
This is exactly why I loved The Last Of Us. It is hands down one of the best games I've ever played because of how intelligent the writing for this was creating a game that is perfectly story driven with some very memorable characters; characters that you find yourself caring about a great deal. The exploration of the various relationships are wonderfully executed making for a fantastic gaming and story experience. The game play is excellent and it shows that a lot of thought was put into getting things just right. The Last Of Us is a game title that I am thrilled to have in my gaming collection and it's absolutely worth playing.
I couldn't help, but like Joel. This is a character that has been through something that is so devastating to him and yet somehow he's kept going on and had to do things that are not necessarily good, but that he felt had to be done in order to keep surviving especially since the world as everyone knows it has ended and a post-apocalyptic world is the new normal.
Is Joel a good person? No, not really. He's not really a terrible person either. His partner Tess was interesting also and she's another character that's not really good or evil. The Last Of Us really showcases that this world isn't really that black and white; there are varying shades of grey and not everyone is completely good or bad and that many of the people are just trying to survive any way they can.
It wasn't long before the story progressed to meeting Ellie. I loved Ellie. She was this mouthy 14 year old kid, but you come to realize that a lot of why she's like that is because she's scared of losing those she cares about and having to parent herself. In spite of that, Ellie always managed to dig down deep and find the courage to do what needed to be done and I admired and respected that level of strength in her. The interaction between Ellie and Joel at first was rather terse, but I understood that was normal especially for Joel because he just wanted to finish the mission and not get attached.
I really got into it because the game was that good for me. The combat controls are great; not clunky at all. Sometimes I would get nailed by an infected and have to start over from that point (I really HATE the Clickers and Bloaters, they're terrifying), but I didn't really mind because I was enjoying the story and wanted to know what happened next. There are human factions as well such as military, the Fireflies, and Hunters. This is definitely a game for adults because of how dark the story can be at certain points and because of the harsh violence.
Infected are scary!
The environments in the game are beautifully done. I found myself stopping and just looking at everything often. From riding a horse in the woods to an abandoned college campus with a herd of giraffes, all of it looks great and really stands out. The music in the game is perfectly done as well with some hauntingly beautiful melodies that add to the emotions of moments in the story.
Horse riding in the woods
Even an abandoned campus can be pretty
There were points in the story where I got pretty emotional because I came to care about the characters. I had to remind myself it was just a game, but it was difficult especially when it came to the characters of Henry and Sam. I actually had to walk away for a few minutes because I was so saddened by what happened to them especially with Sam because he and Ellie were close to the same age and they had bonded and became friends.
The big thing that stood out for me is the relationship between Joel and Ellie. I loved how it slowly progressed from Joel being reluctant about getting to know Ellie to during some slower moments like navigating an area to look for supplies there would be a bit of talking between them back and forth about different things such as what a type of video game was like or that an ice cream truck was a real thing. I also found myself chuckling at some of the awful puns that Ellie would read from her book of puns.
As I got further in the game I recognized that Joel is a very angry and desperate man, but when it came to Ellie he could have these moments of kindness and really seemed to look out for her. The story isn't in your face about it and it becomes this gradual evolution of Joel treating her like a daughter and her coming to trust him while they both support each other in a situation that is pretty dangerous and exhausting on many levels. It's poignant and the emotions from both characters is so incredible that it draws you into the story fully which shows how fantastic the voice acting was in this.
Joel and Ellie watching some giraffes.
When I got to the ending of the game, it made me think about a lot. It made me ask questions like could I do what Joel had done? Was the leader of the Fireflies right about sacrificing a few for the many? It brought up a lot of ideas about the choices that people have to make in this world and not all of them are easy; much of it involves hard choices. I liked the ending, but it definitely wasn't a sunshine happy ending because that's not the kind of game The Last of Us is.
I played the Left Behind DLC also and I thought it was interesting to get a chance to see what Ellie was like before she met Joel. It also shows you some moments that are pivotal in the main story line that focus on Ellie which are also great. I liked the interaction between her and Riley because it brings some lightheartedness to the game with them just being kids and having fun, forgetting about the dark things going on in their world for a moment. It also shows some great emotional moments between Ellie and Riley that don't feel forced and seem to happen quite naturally. Of course the cheerful stuff only lasts for so long and then it's back to some very sad things happening. The final conversation between Ellie and Riley just before Left Behind ends had me choking back some tears because it was this heartfelt moment between two characters that truly cared for and loved each other.
Ellie and Riley having fun in a photo booth.
This is exactly why I loved The Last Of Us. It is hands down one of the best games I've ever played because of how intelligent the writing for this was creating a game that is perfectly story driven with some very memorable characters; characters that you find yourself caring about a great deal. The exploration of the various relationships are wonderfully executed making for a fantastic gaming and story experience. The game play is excellent and it shows that a lot of thought was put into getting things just right. The Last Of Us is a game title that I am thrilled to have in my gaming collection and it's absolutely worth playing.
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Purple Phoenix Games (2266 KP) rated Big Easy Busking in Tabletop Games
Sep 15, 2020
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.
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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.
After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.
The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.
Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).
I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.
In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
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Purple Phoenix Games (2266 KP) rated Cooking Customers in Tabletop Games
Feb 4, 2020
Raise your hand if you have ever worked in the food industry. Okay, I see a few hands. Now raise your hand if you have ever been so torqued by a customer that you wanted to cook them in a pie. Oh, thanks for your hand Mrs. Lovett. Good to know. Well this game is an experience of getting your money and getting out. Fastest one to do so will win, and if you have to stew a few eyeballs in the process, more power to you.
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
Cooking Customers is a card and dice game where the first player to amass $20 in “tips” will be crowned the winner. Players earn tips by serving enough meals to customers at each table. Players can receive meals by rolling them on dice, or by card manipulation. Let me explain.
To setup, place the meals (black discs) in the middle of the table for all to reach. Similarly, place all the dice nearby. These dice have three sides: FIRED, MEAL, and a blank side. Shuffle the mighty deck of cards and deal five to each player, placing the rest of the deck in the middle of the table. Finally, shuffle the Table cards and place somewhere near the other components. Players are now ready to begin!
On a player’s turn, they will first draw the topmost Table card to be placed in front of themselves. This card will show how many meals need to be served to it to be satisfied and earn tips. The Table cards will mostly just sit there in front of players collecting meal discs for the game’s duration. Once a Table card is drawn (and only one Table per player, please) the active player may then play cards from hand. A player may play one or two cards, but only one card may be played to the active player’s tableau, and only one card may be played on an opponent. Should a player not wish to play a card to anyone’s tableau, they must discard a card to the middle of the table. Then the active player will draw back to the hand size of five cards.
Cards played to other players are usually bad, Munchkin-esque cards that halt progression or just cause mayhem for their designs. I will not go into detail on these, as half the fun of this game is the Take-That of these cards. Cards played to a player’s own tableau can be a myriad choices: Cooks, Helpers, Kitchen Supplies, etc. The most important are the Cook cards. A player will need to have a Cook “hired” in front of them in order to participate in the next phase of the game: rolling dice. Players can have Helper cards (sous chefs) and Kitchen Supplies active without a Cook, but the player may not roll dice or serve meals without a Cook. Cooks and Helpers will dictate how many dice are rolled in the next phase of a turn, and rolling more dice is always better.
Once all cards have been played on a player’s turn, they may now roll the dice (though for a game with such a dark theme I say we use the “Roll Them Bones” colloquialism). When the dice are rolled, players are hoping for MEAL to show up on all dice. This is how a meal can be collected and served to the Table cards. However, if at any time all dice read FIRED then the player’s Cook is fired and they may not continue rolling dice. The Cook is discarded and play is forfeited to the next player. #cheflife amirite?
Once a Table card has all the meals it needs to be satisfied, the player may score it by flipping it over to reveal the amount in tips they have earned. Play continues in this fashion until one player has earned $20 in tips. They can then taunt the other players with their superiority.
Components. Cooking Customers is a BUNCH of cards, some painted wooden discs, and some embossed dice. The cards are good quality, the discs are good as well, and the dice are great. All the components are pretty darn good. The art, though gross at times, is really well-done (see what I did there) and kept us laughing throughout our plays.
I do have one qualm about this game: the rulebook. Though only six pages long and with lots of illustrations throughout, I found that reading it made me more confused than it should have. I did take the rulebook’s advice to go to the publisher’s website, goodenoughgames.com, and watch the rules explanation and playthrough. That helped immensely to clear up what the rulebook did to my brain.
All in all, we had a great time playing this one. We all like Munchkin, and though it is NOT Munchkin, Cooking Customers delivers a take-that dice and card game that really is worth checking out. If you are looking for something with a new theme that plays quickly and has some meat on its bones (and there), then we certainly recommend Cooking Customers. Purple Phoenix Games gives this one a hearty (food puns are too easy) 13 / 18. You can purchase a copy at goodenoughgames.com currently. While you’re there please watch the video.
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
Cooking Customers is a card and dice game where the first player to amass $20 in “tips” will be crowned the winner. Players earn tips by serving enough meals to customers at each table. Players can receive meals by rolling them on dice, or by card manipulation. Let me explain.
To setup, place the meals (black discs) in the middle of the table for all to reach. Similarly, place all the dice nearby. These dice have three sides: FIRED, MEAL, and a blank side. Shuffle the mighty deck of cards and deal five to each player, placing the rest of the deck in the middle of the table. Finally, shuffle the Table cards and place somewhere near the other components. Players are now ready to begin!
On a player’s turn, they will first draw the topmost Table card to be placed in front of themselves. This card will show how many meals need to be served to it to be satisfied and earn tips. The Table cards will mostly just sit there in front of players collecting meal discs for the game’s duration. Once a Table card is drawn (and only one Table per player, please) the active player may then play cards from hand. A player may play one or two cards, but only one card may be played to the active player’s tableau, and only one card may be played on an opponent. Should a player not wish to play a card to anyone’s tableau, they must discard a card to the middle of the table. Then the active player will draw back to the hand size of five cards.
Cards played to other players are usually bad, Munchkin-esque cards that halt progression or just cause mayhem for their designs. I will not go into detail on these, as half the fun of this game is the Take-That of these cards. Cards played to a player’s own tableau can be a myriad choices: Cooks, Helpers, Kitchen Supplies, etc. The most important are the Cook cards. A player will need to have a Cook “hired” in front of them in order to participate in the next phase of the game: rolling dice. Players can have Helper cards (sous chefs) and Kitchen Supplies active without a Cook, but the player may not roll dice or serve meals without a Cook. Cooks and Helpers will dictate how many dice are rolled in the next phase of a turn, and rolling more dice is always better.
Once all cards have been played on a player’s turn, they may now roll the dice (though for a game with such a dark theme I say we use the “Roll Them Bones” colloquialism). When the dice are rolled, players are hoping for MEAL to show up on all dice. This is how a meal can be collected and served to the Table cards. However, if at any time all dice read FIRED then the player’s Cook is fired and they may not continue rolling dice. The Cook is discarded and play is forfeited to the next player. #cheflife amirite?
Once a Table card has all the meals it needs to be satisfied, the player may score it by flipping it over to reveal the amount in tips they have earned. Play continues in this fashion until one player has earned $20 in tips. They can then taunt the other players with their superiority.
Components. Cooking Customers is a BUNCH of cards, some painted wooden discs, and some embossed dice. The cards are good quality, the discs are good as well, and the dice are great. All the components are pretty darn good. The art, though gross at times, is really well-done (see what I did there) and kept us laughing throughout our plays.
I do have one qualm about this game: the rulebook. Though only six pages long and with lots of illustrations throughout, I found that reading it made me more confused than it should have. I did take the rulebook’s advice to go to the publisher’s website, goodenoughgames.com, and watch the rules explanation and playthrough. That helped immensely to clear up what the rulebook did to my brain.
All in all, we had a great time playing this one. We all like Munchkin, and though it is NOT Munchkin, Cooking Customers delivers a take-that dice and card game that really is worth checking out. If you are looking for something with a new theme that plays quickly and has some meat on its bones (and there), then we certainly recommend Cooking Customers. Purple Phoenix Games gives this one a hearty (food puns are too easy) 13 / 18. You can purchase a copy at goodenoughgames.com currently. While you’re there please watch the video.
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Lee (2222 KP) rated Rampage (2018) in Movies
Apr 13, 2018
Dwayne Johnson (2 more)
The Action
The Humour
Surprisingly enjoyable video game movie!
I have fond memories of playing the Rampage video game in my early teens. Me and my two brothers, huddled around my feeble ZX Spectrum, each of us taking control of one of three monsters. George the giant King-Kong style gorilla, Lizzie a dinosaur/Godzilla creature and Ralph the big wolf. The idea of the game was simple, but hugely satisfying - smash up city buildings until they collapse, while avoiding damage from the military who are out to stop you. Hitting your fellow monsters also takes out their energy, making it a great game for competitive brothers to be playing! Eating food you find, and even the soldiers trying to kill you, restores your energy. Lots of fun.
Rampage the movie begins out in space, where genetic editing experiments too dangerous/illegal are taking place onboard a space station. Things have gone badly wrong though and canisters containing an experimental genetic pathogen begin hurtling towards North America in what looks like a meteor shower. Back down on Earth we're introduced to Davis Okoye (Dwayne Johnson) - San Diego zoologist, ex-military (so, comfortable with guns, flying helicopters etc, could come in handy later...) and general all-round cool guy. In his care is an albino gorilla called George, who was rescued from poachers as a baby by Davis. They've built up a special bond ever since, communicating in sign language to the level where they are able to joke and generally take the piss out of each other. Overnight, one of the space canisters lands in the zoo and is released into the face of an inquisitive (or Curious?) George. From there he begins to grow bigger, and become increasingly violent.
Elsewhere, two other canisters have landed out in the wild. One right by a pack of wolves and another hitting a lake. The brother and sister team heading up Energyne, the company responsible for the space station and the genetic work (Malin Åkerman and Jake Lacy), dispatch a bunch of clean up guys with big guns to try and apprehend the wolf, which ends up going badly. Meanwhile, an ex employee of Energyne, Dr Kate Caldwell (Naomie Harris), who is also responsible for creating the pathogen, heads to the zoo. She wants to make amends for everything and bring down the company that fired her. Government agent Harvey Russell (Jeffrey Dean Morgan) also shows up at the zoo with a bunch of men of his own, looking to take George away by plane - something else which you just know is going to end badly. Morgan plays Harvey Russell as basically just a slightly toned down version of his Walking Dead character, Negan. Grinning cockily throughout the whole movie and when he first squares up to Davis, you fully expect him to start swaggering around, monologuing about swinging dicks or something. He tells Davis that "when science shits the bed, I'm the guy they call to change the sheets"!
The three monsters begin making their way to Chicago to start smashing stuff up, attracted by a beacon emitting a sound only they can hear. Something "the tech guys rustled up overnight" at Energyne. Davis and Dr Caldwell also head to Chicago to try and help George and end the destruction, eventually aided by Harvey Russell.
Rampage has the potential to be a trainwreck, another casualty in the long line of awful video game movies, especially when there are so many CGI-heavy monster-city-smash movies out there these days. It all works surprisingly well though. When the monsters begin trashing things, it's not an over the top assault on the senses where you can't even make out any sign of human life and the affect that all of this is having on them. The action is well done and enjoyable, and peppered with plenty of trademark Dwayne Johnson humour too. Outside of the action, it's also Johnson that holds the rest of the movie together and prevents it from dipping below average. Dr Caldwell is a very underused and forgettable character, serving only as sidekick to The Rock. Everyone else, aside from Harvey Russell, is also pretty forgettable too. But then at the end of the day, this is all about George and his monster buddies, and overall I found this to be a very enjoyable movie.
Rampage the movie begins out in space, where genetic editing experiments too dangerous/illegal are taking place onboard a space station. Things have gone badly wrong though and canisters containing an experimental genetic pathogen begin hurtling towards North America in what looks like a meteor shower. Back down on Earth we're introduced to Davis Okoye (Dwayne Johnson) - San Diego zoologist, ex-military (so, comfortable with guns, flying helicopters etc, could come in handy later...) and general all-round cool guy. In his care is an albino gorilla called George, who was rescued from poachers as a baby by Davis. They've built up a special bond ever since, communicating in sign language to the level where they are able to joke and generally take the piss out of each other. Overnight, one of the space canisters lands in the zoo and is released into the face of an inquisitive (or Curious?) George. From there he begins to grow bigger, and become increasingly violent.
Elsewhere, two other canisters have landed out in the wild. One right by a pack of wolves and another hitting a lake. The brother and sister team heading up Energyne, the company responsible for the space station and the genetic work (Malin Åkerman and Jake Lacy), dispatch a bunch of clean up guys with big guns to try and apprehend the wolf, which ends up going badly. Meanwhile, an ex employee of Energyne, Dr Kate Caldwell (Naomie Harris), who is also responsible for creating the pathogen, heads to the zoo. She wants to make amends for everything and bring down the company that fired her. Government agent Harvey Russell (Jeffrey Dean Morgan) also shows up at the zoo with a bunch of men of his own, looking to take George away by plane - something else which you just know is going to end badly. Morgan plays Harvey Russell as basically just a slightly toned down version of his Walking Dead character, Negan. Grinning cockily throughout the whole movie and when he first squares up to Davis, you fully expect him to start swaggering around, monologuing about swinging dicks or something. He tells Davis that "when science shits the bed, I'm the guy they call to change the sheets"!
The three monsters begin making their way to Chicago to start smashing stuff up, attracted by a beacon emitting a sound only they can hear. Something "the tech guys rustled up overnight" at Energyne. Davis and Dr Caldwell also head to Chicago to try and help George and end the destruction, eventually aided by Harvey Russell.
Rampage has the potential to be a trainwreck, another casualty in the long line of awful video game movies, especially when there are so many CGI-heavy monster-city-smash movies out there these days. It all works surprisingly well though. When the monsters begin trashing things, it's not an over the top assault on the senses where you can't even make out any sign of human life and the affect that all of this is having on them. The action is well done and enjoyable, and peppered with plenty of trademark Dwayne Johnson humour too. Outside of the action, it's also Johnson that holds the rest of the movie together and prevents it from dipping below average. Dr Caldwell is a very underused and forgettable character, serving only as sidekick to The Rock. Everyone else, aside from Harvey Russell, is also pretty forgettable too. But then at the end of the day, this is all about George and his monster buddies, and overall I found this to be a very enjoyable movie.
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Gareth von Kallenbach (980 KP) rated BloodRayne (2006) in Movies
Aug 14, 2019
Turning a video game into a feature film is often a daunting task. With a large built in audience, gamers tend to be very picky over film adaptations and agitate very easily over even the slightest deviation from the source material.
Often in games, storylines are kept to the basic elements in order to keep the action flowing, unhindered by dialogue, character development, and plot twists as the notion is that gamers want action and will become bored if they have to wait through the elements listed above.
It is ironic that in films bases on games, the paring down of plot and characters in favor of a more linear setup and action often draws the wrath of critics and gamers for doing what game makers have been doing for years, letting gamers get to the goods.
In the new film Bloodrayne based on the hit game series of the same name by Majesco, Director Uwe Boll has crafted a film that explores the how and whys of the game series, focusing on the origins of the title character Rayne (Kristanna Loken), who toils as the half-human, half-vampire Dhampir in remote 18th century Romania as a freak in a traveling circus. Here ability to be burned by water yet healed by the blood of animals is a big drawing card to the circus, who has no problem exploiting her only to lock her in an animal cage when the show is over.
Unknown to Rayne, her fate is about to become entwined with a man named Vladamir (Michael Madsen), a vampire hunter and member of a secret society dedicated to eliminating the threat they pose. It is learned that the land is under the control of a powerful vampire named Kagan (Ben Kinglsey), who is seeking to locate and reunite three vampire relics in an effort to gain absolute power.
In time Rayne is brought into the order that sees her as a tool for fighting back the ever increasing army of Kagan. This movie is not met well by certain members of the group, especially Katarin (Michelle Rodriquez), who is not certain that bringing a person who is part vampire into their midst is a good idea.
Despite rising tensions and a steamy attraction to a hunter named Sebastian (Matt Davis), Rayne soon finds herself part of the group and firmly matched up against Kagan and his minions with the fate of the world in the balance.
While the film has some issues such as a thin plot and at times stiff acting and basic dialogue it is a marked improvement for Boll who has received harsh criticisms of his past works. Bloodrayne blends exotic visuals with classic gothic touches in a manner that compliments the material and is never heavy handed. The action scenes while gory are engaging and abundant, especially the inclusion of so called Boss battles that are common in video games.
While Bloodrayne has its blemishes, the film has its moments and is not nearly as bad as several mean spirited campaigns against it and Boll have suggested.
I have seen far worse films in the last 6 months such as The Cave, Into the Blue and Bewitched to name a few. As vampire films go, Bloodrayne is better than most of the horror offerings we have been inundated with in recent years less we forget “Wrong Turn” and “House of Wax”
Often in games, storylines are kept to the basic elements in order to keep the action flowing, unhindered by dialogue, character development, and plot twists as the notion is that gamers want action and will become bored if they have to wait through the elements listed above.
It is ironic that in films bases on games, the paring down of plot and characters in favor of a more linear setup and action often draws the wrath of critics and gamers for doing what game makers have been doing for years, letting gamers get to the goods.
In the new film Bloodrayne based on the hit game series of the same name by Majesco, Director Uwe Boll has crafted a film that explores the how and whys of the game series, focusing on the origins of the title character Rayne (Kristanna Loken), who toils as the half-human, half-vampire Dhampir in remote 18th century Romania as a freak in a traveling circus. Here ability to be burned by water yet healed by the blood of animals is a big drawing card to the circus, who has no problem exploiting her only to lock her in an animal cage when the show is over.
Unknown to Rayne, her fate is about to become entwined with a man named Vladamir (Michael Madsen), a vampire hunter and member of a secret society dedicated to eliminating the threat they pose. It is learned that the land is under the control of a powerful vampire named Kagan (Ben Kinglsey), who is seeking to locate and reunite three vampire relics in an effort to gain absolute power.
In time Rayne is brought into the order that sees her as a tool for fighting back the ever increasing army of Kagan. This movie is not met well by certain members of the group, especially Katarin (Michelle Rodriquez), who is not certain that bringing a person who is part vampire into their midst is a good idea.
Despite rising tensions and a steamy attraction to a hunter named Sebastian (Matt Davis), Rayne soon finds herself part of the group and firmly matched up against Kagan and his minions with the fate of the world in the balance.
While the film has some issues such as a thin plot and at times stiff acting and basic dialogue it is a marked improvement for Boll who has received harsh criticisms of his past works. Bloodrayne blends exotic visuals with classic gothic touches in a manner that compliments the material and is never heavy handed. The action scenes while gory are engaging and abundant, especially the inclusion of so called Boss battles that are common in video games.
While Bloodrayne has its blemishes, the film has its moments and is not nearly as bad as several mean spirited campaigns against it and Boll have suggested.
I have seen far worse films in the last 6 months such as The Cave, Into the Blue and Bewitched to name a few. As vampire films go, Bloodrayne is better than most of the horror offerings we have been inundated with in recent years less we forget “Wrong Turn” and “House of Wax”
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#8 <a href="https://www.goodreads.com/review/show/3099365981">The Shattering: Prelude to Cataclysm</a> - ★★★★★
<img src="https://diaryofdifference.com/wp-content/uploads/2020/05/Book-Review-Banner-51.png"/>
The The Shattering: Prelude to Cataclysm by Christie Golden is the eighth book in the World of Warcraft series. The series covers the lore of the characters that are featured in the popular video game World of Warcraft. This is the first book of the series I have read, as they can be read as standalones too. After reading it, I definitely want to read the rest of the series as well!
I received this book as a Christmas gift from my boyfriend, as we both enjoy the World of Warcraft video game. We played together for a while, but then stopped playing retail and started to play again when the Classic WoW came out. I am familiar with most of the lore in the game, but reading a full book about something that happens during this game (in this case - Cataclysm) is a whole new level of epic!
The Shattering has a focus on the events that happen before the Cataclysm, and the events that actually lead to it, from various character's perspectives, from both the Horde and the Alliance. We get to see the character's perspectives, choices and how even small things have a big impact on what's about to happen.
Get ready to meet some legendary characters:
<b>Thrall, the Shaman</b>
When Thrall discovers the elements no longer heed the Shaman's call, he has to travel back to his birth place to seek answers, while leaving the leadership of the Horde with the orcs.
<b><i>"Nature has its own rhythms and reasons. It does not adapt to suit us - we must change to accommodate it."</i></b>
<b>Garrosh, the Orc</b>
Great warrior with a fiery attitude, Garrosh is now in charge of the Horde while Thrall is away. Then the hostility with the Alliance starts to grow. Garrosh's approach is different that what Thrall would have done, and things are about to get more heated.
<b><i>"But it is a work of a leader to hold all possibilities, even the unpleasant - even the unthinkable."</i></b>
<b>Prince Anduin</b>
Anduin finds himself conflicted about who he is and what his purpose is, when a new adventure starts for him. With the help of Jaina and other amazing characters, he slowly begins to realise where he truly belongs.
The story was amazingly written and very powerful! From the very first chapter, I was invested in the characters and the plot. I kept turning page after page until I finished the book. The characters are very much alive and real. They were all different in their own way which is quite hard to accomplish with so many characters involved. I think what I loved the most was how each character had their own purpose, choices to make and a lesson to learn. Even when wrong choices were made, the characters had their own valid reasoning behind their choices.
<b>I highly recommend The Shattering if you are a fan of World of Warcraft, but also if you love adventure books and stories that tackle the battle between good and evil.</b>
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#8 <a href="https://www.goodreads.com/review/show/3099365981">The Shattering: Prelude to Cataclysm</a> - ★★★★★
<img src="https://diaryofdifference.com/wp-content/uploads/2020/05/Book-Review-Banner-51.png"/>
The The Shattering: Prelude to Cataclysm by Christie Golden is the eighth book in the World of Warcraft series. The series covers the lore of the characters that are featured in the popular video game World of Warcraft. This is the first book of the series I have read, as they can be read as standalones too. After reading it, I definitely want to read the rest of the series as well!
I received this book as a Christmas gift from my boyfriend, as we both enjoy the World of Warcraft video game. We played together for a while, but then stopped playing retail and started to play again when the Classic WoW came out. I am familiar with most of the lore in the game, but reading a full book about something that happens during this game (in this case - Cataclysm) is a whole new level of epic!
The Shattering has a focus on the events that happen before the Cataclysm, and the events that actually lead to it, from various character's perspectives, from both the Horde and the Alliance. We get to see the character's perspectives, choices and how even small things have a big impact on what's about to happen.
Get ready to meet some legendary characters:
<b>Thrall, the Shaman</b>
When Thrall discovers the elements no longer heed the Shaman's call, he has to travel back to his birth place to seek answers, while leaving the leadership of the Horde with the orcs.
<b><i>"Nature has its own rhythms and reasons. It does not adapt to suit us - we must change to accommodate it."</i></b>
<b>Garrosh, the Orc</b>
Great warrior with a fiery attitude, Garrosh is now in charge of the Horde while Thrall is away. Then the hostility with the Alliance starts to grow. Garrosh's approach is different that what Thrall would have done, and things are about to get more heated.
<b><i>"But it is a work of a leader to hold all possibilities, even the unpleasant - even the unthinkable."</i></b>
<b>Prince Anduin</b>
Anduin finds himself conflicted about who he is and what his purpose is, when a new adventure starts for him. With the help of Jaina and other amazing characters, he slowly begins to realise where he truly belongs.
The story was amazingly written and very powerful! From the very first chapter, I was invested in the characters and the plot. I kept turning page after page until I finished the book. The characters are very much alive and real. They were all different in their own way which is quite hard to accomplish with so many characters involved. I think what I loved the most was how each character had their own purpose, choices to make and a lesson to learn. Even when wrong choices were made, the characters had their own valid reasoning behind their choices.
<b>I highly recommend The Shattering if you are a fan of World of Warcraft, but also if you love adventure books and stories that tackle the battle between good and evil.</b>