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Gareth von Kallenbach (980 KP) rated Star Wars: The Clone Wars (2008) in Movies
Aug 14, 2019
For fans of the “Star Wars” saga, the notion of the Clone Wars has intrigued fans ever since it was first mentioned in 1977. Unfortunately fans had to wait until the Prequel Trilogy almost two decades later to lift the lid on the events of the war that changed the mythical galaxy far, far away.
There have been video games, books, and comics that dealt with some of the events, but since the film series focused on the start and end of the war, many believed that much of what transpired would remain a mystery.
Thankfully, creator George Lucas and a talented team of digital artists has set to the task of filling in the missing pieces in the form of a animated series which is scheduled to debut in the Fall.
The new series gets a cinematic boost with the theatrical release of “Star Wars: The Clone Wars”, which is a welcome treat to fans of the series. The film opens with the news that the son of gangster Jabba the Hutt has been kidnapped, and Obi Wan Kenobi, and Anakin Skywalker are tasked with rescuing the captured infant.
The Separatist forces under the leadership of Count Dooku, have restricted many of the main Hyperspace routes in the galaxy, and the Hutts control key routes that the Republic will need for troop deployments. The Jedi hope by rescuing Jabba’s son, they can secure a treaty with the Jabba which will allow them greater access to Hutt space and will keep the Hutts from supporting Dooku and his minions.
Unfortunately, Anakin and Obi Wan have their hands full leading a squad of Clone Troopers against a massive droid army as they attempt to hold out until reinforcements can arrive. After an impressive battle sequence, help finally arrives as does an unexpected surprise in the form of a young Jedi Padawan named Ahsoka.
Ahsoka informs Anakin that she has been assigned by Yoda to be his Padawan learner, and despite his misgivings, Anakin takes the talented yet young and naïve learner under his care.
Unknown to the Jedi, a larger and more sinister plot is underway and Dooku and his assassin Asaj Ventress are orchestrating a very deadly plan that will leave the fate of the galaxy hanging in the balance.
The film is a grand adventure and contains much of the ingredients that made the live action series a true juggernaut in cinema history. The film deftly mixes action, adventure, and humor with a story that is entertaining with solid pacing.
Matt Lanter does a satisfactory job of voicing Anakin and the cast does a great job of voicing the CGI recreations of the beloved characters.
The CGI effects are top rate and unlike the last films in the series never overshadow the characters and the story. The sound effects were equally impressive from the distinctive sound of the lightsabers and blasters, to the sound of the war machines, I soon found myself forgetting it was a cartoon, and instead saw only the Star Wars that I have loved since I first saw the original as a small boy.
While some may say that the film is little more than a glorified television Pilot, I prefer to look at it as a very welcome return to the big screen of the greatest Sci Fi series ever made.
There have been video games, books, and comics that dealt with some of the events, but since the film series focused on the start and end of the war, many believed that much of what transpired would remain a mystery.
Thankfully, creator George Lucas and a talented team of digital artists has set to the task of filling in the missing pieces in the form of a animated series which is scheduled to debut in the Fall.
The new series gets a cinematic boost with the theatrical release of “Star Wars: The Clone Wars”, which is a welcome treat to fans of the series. The film opens with the news that the son of gangster Jabba the Hutt has been kidnapped, and Obi Wan Kenobi, and Anakin Skywalker are tasked with rescuing the captured infant.
The Separatist forces under the leadership of Count Dooku, have restricted many of the main Hyperspace routes in the galaxy, and the Hutts control key routes that the Republic will need for troop deployments. The Jedi hope by rescuing Jabba’s son, they can secure a treaty with the Jabba which will allow them greater access to Hutt space and will keep the Hutts from supporting Dooku and his minions.
Unfortunately, Anakin and Obi Wan have their hands full leading a squad of Clone Troopers against a massive droid army as they attempt to hold out until reinforcements can arrive. After an impressive battle sequence, help finally arrives as does an unexpected surprise in the form of a young Jedi Padawan named Ahsoka.
Ahsoka informs Anakin that she has been assigned by Yoda to be his Padawan learner, and despite his misgivings, Anakin takes the talented yet young and naïve learner under his care.
Unknown to the Jedi, a larger and more sinister plot is underway and Dooku and his assassin Asaj Ventress are orchestrating a very deadly plan that will leave the fate of the galaxy hanging in the balance.
The film is a grand adventure and contains much of the ingredients that made the live action series a true juggernaut in cinema history. The film deftly mixes action, adventure, and humor with a story that is entertaining with solid pacing.
Matt Lanter does a satisfactory job of voicing Anakin and the cast does a great job of voicing the CGI recreations of the beloved characters.
The CGI effects are top rate and unlike the last films in the series never overshadow the characters and the story. The sound effects were equally impressive from the distinctive sound of the lightsabers and blasters, to the sound of the war machines, I soon found myself forgetting it was a cartoon, and instead saw only the Star Wars that I have loved since I first saw the original as a small boy.
While some may say that the film is little more than a glorified television Pilot, I prefer to look at it as a very welcome return to the big screen of the greatest Sci Fi series ever made.

Emma @ The Movies (1786 KP) rated Jumanji: The Next Level (2019) in Movies
Jan 9, 2020
Time for more fun in Jumanji? You didn't even need to show me a trailer, I was in.
Life has moved on for everyone since they escaped Jumanji, but Spencer isn't having the same great life that the others are. When he doesn't turn up to their mini-reunion, Martha, Bethany and Fridge head over to his house to check on him. It doesn't seem like he's in but Grandpa Eddie invites them in, nothing seems untoward, that is until they hear the drums that lead them to the basement and the reconstructed remains of the destroyed games console.
I enjoyed the twist of these tales. We went from board game to video game and successfully gave the whole thing a modern update and as the title suggests we go to the next level of the game to freshen up the similar storyline to the last instalment. It felt like a really good way to progress the series but going forward it may cause some issues which I'll mention more later.
This is firmly in the "if it ain't broke don't fix it" camp, Welcome To The Jungle was great fun and so hopes were high for this, it didn't disappoint. Our in-game character actors get to flex their muscles in new ways and it managed to keet the body-swapping element entertaining without feeling like we'd already "been there, done that".
The new characters had me a little worried, DeVito and Glover are great but I wasn't sure how they would translate into Johnson and Hart, and I find Awkwakina to be very Marmite, so when I saw her in a clip I was on the fence. All was well though. Johnson and Hart interacted just right as Eddie and Milo and Awkwafina made a great job of her switched up role. Jack Black brought me the most joy though as he got to take on Fridge's persona.
Jumanji: The Next Level has some fun little touches here and there but my favourite has to be the Bond girl exit, you'll know it when you see it but I don't want to spoil it for you if you haven't seen the film. So much of this film was entertaining and even when I wasn't laughing I was smiling.
The only real drawback was that I worked out fairly early on what was going to happen, it didn't take away from the film though and I thought it ended up giving us an excellent storyline to play out. And damn it if I didn't cry.
Everything comes together really well, the effects were never overly obvious, the sets and costumes were great, and it all gives you a solid, fun film. It's here for entertainment and it delivers.
Where does it go from here? We're left with a solid lay up for a third (fourth depending on how you look at it) film. On the one hand I like what that set up is doing, but on the other, it could be leading us to a dead end. I don't know what the plans were for these films as a series but I don't think that the quality could persist for much longer. Hopefully we won't have to see it overplayed.
I'm hoping to get a rewatch of this in at the weekend, having not already done so, I would say I didn't like it as much as the first outing... but it was still a great adventure.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/jumanji-next-level-movie-review.html
Life has moved on for everyone since they escaped Jumanji, but Spencer isn't having the same great life that the others are. When he doesn't turn up to their mini-reunion, Martha, Bethany and Fridge head over to his house to check on him. It doesn't seem like he's in but Grandpa Eddie invites them in, nothing seems untoward, that is until they hear the drums that lead them to the basement and the reconstructed remains of the destroyed games console.
I enjoyed the twist of these tales. We went from board game to video game and successfully gave the whole thing a modern update and as the title suggests we go to the next level of the game to freshen up the similar storyline to the last instalment. It felt like a really good way to progress the series but going forward it may cause some issues which I'll mention more later.
This is firmly in the "if it ain't broke don't fix it" camp, Welcome To The Jungle was great fun and so hopes were high for this, it didn't disappoint. Our in-game character actors get to flex their muscles in new ways and it managed to keet the body-swapping element entertaining without feeling like we'd already "been there, done that".
The new characters had me a little worried, DeVito and Glover are great but I wasn't sure how they would translate into Johnson and Hart, and I find Awkwakina to be very Marmite, so when I saw her in a clip I was on the fence. All was well though. Johnson and Hart interacted just right as Eddie and Milo and Awkwafina made a great job of her switched up role. Jack Black brought me the most joy though as he got to take on Fridge's persona.
Jumanji: The Next Level has some fun little touches here and there but my favourite has to be the Bond girl exit, you'll know it when you see it but I don't want to spoil it for you if you haven't seen the film. So much of this film was entertaining and even when I wasn't laughing I was smiling.
The only real drawback was that I worked out fairly early on what was going to happen, it didn't take away from the film though and I thought it ended up giving us an excellent storyline to play out. And damn it if I didn't cry.
Everything comes together really well, the effects were never overly obvious, the sets and costumes were great, and it all gives you a solid, fun film. It's here for entertainment and it delivers.
Where does it go from here? We're left with a solid lay up for a third (fourth depending on how you look at it) film. On the one hand I like what that set up is doing, but on the other, it could be leading us to a dead end. I don't know what the plans were for these films as a series but I don't think that the quality could persist for much longer. Hopefully we won't have to see it overplayed.
I'm hoping to get a rewatch of this in at the weekend, having not already done so, I would say I didn't like it as much as the first outing... but it was still a great adventure.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/01/jumanji-next-level-movie-review.html

KalJ95 (25 KP) rated the PlayStation 4 version of Resident Evil 2 (Remake) in Video Games
Apr 2, 2020
Pulsating and terrifying narrative. (2 more)
Unbelievable graphics.
A modern classic horror.
Survival horror remaking at it's greatest.
I've always been aware of the impact Resident Evil has had on media, ever since I played the first, without my parents knowledge, back in 2001. I was shook to my core, terrified to the point of never wanting to return to horror video games ever again.
I did however play RE5 and RE6, both focusing more on Co-op play and venturing towards a more action oriented narrative. They were fun, if not slightly convoluted with characters and past stories which I had no knowledge about. So when a remake of RE2 was announced with a gruesome trailer, I was sold. I had no nostalgia towards the game, but this looked incredible.
RE2 Remake is astonishingly good. It's a non stop, adrenaline infusing trip through Racoon City, with pocket moments that range from terrifying, to explosive action, to the absolutely bonkers. It's a campy affair, and it benefits from often corny dialogue, to its characters dress sense during a pandemic.
RE2 shines by having the best visuals I've seen on a console game. The characters, locations and gore pop with flare, especially when you hit a zombie with a bullet to the head. Its gorgeous, and equally terrifying in measured balance. It dawned on me so heavily Capcom focused on the environments when Leon/Claire walked out into the rain. You can visibly see each rain drop hit their clothing, and the wetness begin to soak parts of them skin and hair. Its commendable to Capcom for making this remake look so perfect.
The over the shoulder perspective of the protagonists was the best choice for this remake, as it firmly puts the survival horror up another level. This game, most of the time, its bone chillingly unnerving. I constantly kept my wits about me, expecting numerous jumpscares, but the game worms into your head, laying a constant false sense of security at precise moments. That's where Mr X, AKA, the Tyrant comes in. The constant menace is the key to so much tention and heart pounding chases throughout the eight hour experience. Combine that tension with the fact he's practically indestructible, and you've got cocktail of a near perfect horror experience. My favourite aspect was of the overall experience was how the whole game mixes all elements of its gameplay so well. The combat require pinpoint accuracy, the puzzles require you to use your noggin often enough it doesn't become stale, and the looming threats don't ever become a frustrating summit, rather a learning curve I began to anticipate.
The narrative is excellent, albeit sometimes a little ridiculous. Its provides enough scares and gore to satisfy loving RE fans, and more than enough story for new fans to bite into. In my first playthrough, I knew nothing of Leon's decent into Racoon City's nightmare, and I'm all the more thankful for it. He's just a normal guy, having the worst day of his life, and that, in the strangest way I can possibly think of, make him so likeable and relatable. After just over eight hours, I completed my Leon playthrough, and wanted to see where his story goes next. It made me completely sure RE would be a franchise I will surely check out in the future. Queue my next choice in RE4.
RE2 Remake is now the standard that all remakes will have to contend with. Capcom has truly outdone themselves by creating a classic from the ground up.
I did however play RE5 and RE6, both focusing more on Co-op play and venturing towards a more action oriented narrative. They were fun, if not slightly convoluted with characters and past stories which I had no knowledge about. So when a remake of RE2 was announced with a gruesome trailer, I was sold. I had no nostalgia towards the game, but this looked incredible.
RE2 Remake is astonishingly good. It's a non stop, adrenaline infusing trip through Racoon City, with pocket moments that range from terrifying, to explosive action, to the absolutely bonkers. It's a campy affair, and it benefits from often corny dialogue, to its characters dress sense during a pandemic.
RE2 shines by having the best visuals I've seen on a console game. The characters, locations and gore pop with flare, especially when you hit a zombie with a bullet to the head. Its gorgeous, and equally terrifying in measured balance. It dawned on me so heavily Capcom focused on the environments when Leon/Claire walked out into the rain. You can visibly see each rain drop hit their clothing, and the wetness begin to soak parts of them skin and hair. Its commendable to Capcom for making this remake look so perfect.
The over the shoulder perspective of the protagonists was the best choice for this remake, as it firmly puts the survival horror up another level. This game, most of the time, its bone chillingly unnerving. I constantly kept my wits about me, expecting numerous jumpscares, but the game worms into your head, laying a constant false sense of security at precise moments. That's where Mr X, AKA, the Tyrant comes in. The constant menace is the key to so much tention and heart pounding chases throughout the eight hour experience. Combine that tension with the fact he's practically indestructible, and you've got cocktail of a near perfect horror experience. My favourite aspect was of the overall experience was how the whole game mixes all elements of its gameplay so well. The combat require pinpoint accuracy, the puzzles require you to use your noggin often enough it doesn't become stale, and the looming threats don't ever become a frustrating summit, rather a learning curve I began to anticipate.
The narrative is excellent, albeit sometimes a little ridiculous. Its provides enough scares and gore to satisfy loving RE fans, and more than enough story for new fans to bite into. In my first playthrough, I knew nothing of Leon's decent into Racoon City's nightmare, and I'm all the more thankful for it. He's just a normal guy, having the worst day of his life, and that, in the strangest way I can possibly think of, make him so likeable and relatable. After just over eight hours, I completed my Leon playthrough, and wanted to see where his story goes next. It made me completely sure RE would be a franchise I will surely check out in the future. Queue my next choice in RE4.
RE2 Remake is now the standard that all remakes will have to contend with. Capcom has truly outdone themselves by creating a classic from the ground up.

KalJ95 (25 KP) rated the PlayStation 4 version of Doom Eternal in Video Games
May 6, 2020
Fast, free flowing combat is adrenaline pumping. (2 more)
One of the best FPS' of all time.
The sheer variety of Demons, Guns and Arenas is staggering.
Multiplayer is a bit...meh. (1 more)
Frequent crashes.
First person shooters have lost their touch. For a long time, the market has been utterly saturated with same annual game, like Call of Duty and Battlefield, and they play the same every time. Go back to the rise in the FPS genre, you'll see the likes of Wolfenstein 3D and DOOM revolutionise the genre forever. At the time, they were fast, weighty and satisfying to control. Fast forward to 2016, DOOM returns and ignites a brutal and bloody comeback for the FPS genre. A combination of fast paced gunplay, a killer soundtrack and over the top gore made this the best FPS to date.
Until now.
DOOM Eternal is the best FPS ever made. There, I said it. Eternal is blistering, adrenaline fuelled slingshot into your bloodstream, cranking the notches consistently to eleven, and it never let's up.
The core of Eternal is in its gameplay. The best way to describe the gunplay is a juggling of instruments that make up an orchestra, whilst you're conductor...and you're running mercilessly for your life and ammo. Its massively overwhelming to begin with, and you'll die often, but once you gather the rhythm of the dance of the Doom Slayer, it's a sight of awe, followed by psychotic grin on your face. Following in the footsteps and benchmarks that DOOM 2016 cemented, Eternal improves upon everything. The gunplay is meaty and brass, the platforming is fluid and easy to pick up, the demons and monsters all provide a challenge from the explosive beginning, to the equally as explosive finale, and when all of this is accompanied by the killer soundtrack cheering you on, Eternal is bulletproof.
Whilst DOOM 2016 feels dark in colour and tone, Eternal embraces the ridiculous and runs with it. Levels burst with bright and bonkers imagination, the effect of that first chainsaw kill where ammo flies out like confetti, and the endless ways to glory kill never gets tiresome. Add in the arsenal the Doom Slayer carries with him, it becomes a game of what gun is best for each demon. Although, the Double Barrel Shotgun is just magnificent to shoot with.
When it comes to DOOM, the narrative takes the backseat over its core idea of free movement to kill, and that's the only criticism I can give this franchise. Eternal does provide a planet hopping path of destruction through the Slayer's history, but you never feel invested in the narrative as much as you want to kill everything you see. I didn't need to know anything at all from the Slayers past, the mystery serves the narrative more not knowing. Also, I must note the amount of times my Playstation 4 has crashed due to DOOM Eternal. It really brings you out of the experience when you're almost finished on level, only to start again level all over again. I think this is however a minor fault in an otherwise superb game, and problems like this will hopefully be fixed in further patches.
I can't recommend DOOM Eternal enough. If video games were made singularly for fun, you have found the answer. I can't wait to see what id Software and Bethesda do next with this franchise.
Until now.
DOOM Eternal is the best FPS ever made. There, I said it. Eternal is blistering, adrenaline fuelled slingshot into your bloodstream, cranking the notches consistently to eleven, and it never let's up.
The core of Eternal is in its gameplay. The best way to describe the gunplay is a juggling of instruments that make up an orchestra, whilst you're conductor...and you're running mercilessly for your life and ammo. Its massively overwhelming to begin with, and you'll die often, but once you gather the rhythm of the dance of the Doom Slayer, it's a sight of awe, followed by psychotic grin on your face. Following in the footsteps and benchmarks that DOOM 2016 cemented, Eternal improves upon everything. The gunplay is meaty and brass, the platforming is fluid and easy to pick up, the demons and monsters all provide a challenge from the explosive beginning, to the equally as explosive finale, and when all of this is accompanied by the killer soundtrack cheering you on, Eternal is bulletproof.
Whilst DOOM 2016 feels dark in colour and tone, Eternal embraces the ridiculous and runs with it. Levels burst with bright and bonkers imagination, the effect of that first chainsaw kill where ammo flies out like confetti, and the endless ways to glory kill never gets tiresome. Add in the arsenal the Doom Slayer carries with him, it becomes a game of what gun is best for each demon. Although, the Double Barrel Shotgun is just magnificent to shoot with.
When it comes to DOOM, the narrative takes the backseat over its core idea of free movement to kill, and that's the only criticism I can give this franchise. Eternal does provide a planet hopping path of destruction through the Slayer's history, but you never feel invested in the narrative as much as you want to kill everything you see. I didn't need to know anything at all from the Slayers past, the mystery serves the narrative more not knowing. Also, I must note the amount of times my Playstation 4 has crashed due to DOOM Eternal. It really brings you out of the experience when you're almost finished on level, only to start again level all over again. I think this is however a minor fault in an otherwise superb game, and problems like this will hopefully be fixed in further patches.
I can't recommend DOOM Eternal enough. If video games were made singularly for fun, you have found the answer. I can't wait to see what id Software and Bethesda do next with this franchise.

Purple Phoenix Games (2266 KP) rated Horrified: Universal Monsters Strategy Board Game in Tabletop Games
Aug 6, 2021
I was a child a long time ago. Okay, not THAT long ago, but I remember being frightened of a great many thing on TV: Michael Jackson’s “Thriller” music video, the TV show “V,” and so many others. I still to this day have not watched an entire old school Universal Studios Monster movie. However, I used to live in California for part of my childhood and my family had season passes to Universal Studios and we would go quite a lot, so I have always been familiar with the monsters. So when I saw a game was being crafted featuring these lovable, but in a nostalgic way, creatures I knew I just had to have it.
Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!
Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.
Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.
The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.
Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.
The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!
Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.
Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.
The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.
Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.
The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.

Purple Phoenix Games (2266 KP) rated Boba Boss in Tabletop Games
Nov 21, 2019 (Updated Nov 21, 2019)
If you are a fan of Purple Phoenix Games then you probably know of our love affair with Happy Salmon. It’s an excellent dexterity card game and it just works in so many different situations. So when I saw the promo video for Boba Boss (linked below) I thought that we might have a contender on our hands. Was I right?
Boba Boss is a quick-playing modular action/dexterity card game of filling your orders for demanding customers of your delicious boba tea. You appease them by filling their order cups with brew, but your opponents are also trying to fill their cups as quickly as possible. Are you able to complete your orders before your competitors?
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 if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
To setup, you will need to decide which modules of the game you wish to incorporate. The game comes ready to play out of the box for an easier first game. I suggest you play this way to get familiar with how the game plays before you start adding in different modules. Or don’t. I’m not your mother.
Once the game is setup your objective is this: fill all your cups. You do this by frantically flipping cards from your deck hoping to get Straw cards. One straw will fill one cup. Two straws will fill two cups. Play needs to be brisk because the other players are flipping over cards as well and some of them will instruct the player to unflip (re-flip? Probably the same thing…) your readied tea card. This means that you must hope to flip over more straw cards to fill your cups.
There are three ways to play Boba Boss and they all have to do with the spill cards. These are cards that will have text on them in different colors. The three modes of play are identified by using three aspects of the spill cards: splatter color, text color, text text. So a spill card could have a red background (splatter color). If the round is played using splatter color and you flip over one with a red splatter color, you may unflip a readied red cup. The next round you may choose to play these cards with the text color. Each card will also have bubble text in different colors. So maybe that same red splatter card will have green text, so you would unflip a readied green tea card. And the final mode is text text. This means that same card may have the text in green but the word actually spells out “purple,” in which case you will unflip a purple player’s readied tea card. Play continues in this fashion until someone yells, “BOBA!” indicating they have two or less cups to fill. Once a player has filled all their cups they must yell, “BOBA BOSS!” And then they are crowned the victor.
This is just the base base game. Like I said, this game is modular in that you can add different dimensions of difficulty to it to have just a ridiculously confusing and frenzied play experience. One such module will add “optional flavors” to your game to increase the chaos and replayability. One example is shown below – “Karatea” (karate). When you draw and play Karatea you are to kick (flick) another player’s tea cup card where they will need to reset it to continue play. This just increases the time needed for the kicked player to win and just causes mayhem in the process. These extra flavor cards were provided to us but we just could not get all of them into play. The “Royaltea” and “Tea Rex” cards are favorites of ours.
Components. Again, we were provided with a prototype version of this game, so components may end up being very different from what we played with. This game is a box of a ton of cards. Thankfully the cards provided were glossy because they are handled A LOT. The glossy protection will help with survival of the game while being obsessively played. We appreciate that. The art is great on the cards, and the colors are fabulous. No issues with components from us, even in this prototype version.
As if we didn’t already have enough stress in our lives, along comes Boba Boss and makes us sweat in the first 60 seconds. This game is such an adrenaline rush as you are trying to fill customer orders for boba tea. Playing with three different game modes and tons of different cards to be added in modular fashion makes for an excellent balance of chaos and brain adaptation that you just don’t get anywhere else. Honestly, as you can see from our preview, we had so much fun playing that we didn’t have time to take photos of much of the game, but we hope in adding our photo along with a graphic and video from the publisher that you will forgive us. We are very excited to watch this Kickstarter campaign and hopefully our readers will give it a chance. It fills a unique niche and earns a place next to our beloved Happy Salmon. High praise for a great game.
Boba Boss is a quick-playing modular action/dexterity card game of filling your orders for demanding customers of your delicious boba tea. You appease them by filling their order cups with brew, but your opponents are also trying to fill their cups as quickly as possible. Are you able to complete your orders before your competitors?
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 if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
To setup, you will need to decide which modules of the game you wish to incorporate. The game comes ready to play out of the box for an easier first game. I suggest you play this way to get familiar with how the game plays before you start adding in different modules. Or don’t. I’m not your mother.
Once the game is setup your objective is this: fill all your cups. You do this by frantically flipping cards from your deck hoping to get Straw cards. One straw will fill one cup. Two straws will fill two cups. Play needs to be brisk because the other players are flipping over cards as well and some of them will instruct the player to unflip (re-flip? Probably the same thing…) your readied tea card. This means that you must hope to flip over more straw cards to fill your cups.
There are three ways to play Boba Boss and they all have to do with the spill cards. These are cards that will have text on them in different colors. The three modes of play are identified by using three aspects of the spill cards: splatter color, text color, text text. So a spill card could have a red background (splatter color). If the round is played using splatter color and you flip over one with a red splatter color, you may unflip a readied red cup. The next round you may choose to play these cards with the text color. Each card will also have bubble text in different colors. So maybe that same red splatter card will have green text, so you would unflip a readied green tea card. And the final mode is text text. This means that same card may have the text in green but the word actually spells out “purple,” in which case you will unflip a purple player’s readied tea card. Play continues in this fashion until someone yells, “BOBA!” indicating they have two or less cups to fill. Once a player has filled all their cups they must yell, “BOBA BOSS!” And then they are crowned the victor.
This is just the base base game. Like I said, this game is modular in that you can add different dimensions of difficulty to it to have just a ridiculously confusing and frenzied play experience. One such module will add “optional flavors” to your game to increase the chaos and replayability. One example is shown below – “Karatea” (karate). When you draw and play Karatea you are to kick (flick) another player’s tea cup card where they will need to reset it to continue play. This just increases the time needed for the kicked player to win and just causes mayhem in the process. These extra flavor cards were provided to us but we just could not get all of them into play. The “Royaltea” and “Tea Rex” cards are favorites of ours.
Components. Again, we were provided with a prototype version of this game, so components may end up being very different from what we played with. This game is a box of a ton of cards. Thankfully the cards provided were glossy because they are handled A LOT. The glossy protection will help with survival of the game while being obsessively played. We appreciate that. The art is great on the cards, and the colors are fabulous. No issues with components from us, even in this prototype version.
As if we didn’t already have enough stress in our lives, along comes Boba Boss and makes us sweat in the first 60 seconds. This game is such an adrenaline rush as you are trying to fill customer orders for boba tea. Playing with three different game modes and tons of different cards to be added in modular fashion makes for an excellent balance of chaos and brain adaptation that you just don’t get anywhere else. Honestly, as you can see from our preview, we had so much fun playing that we didn’t have time to take photos of much of the game, but we hope in adding our photo along with a graphic and video from the publisher that you will forgive us. We are very excited to watch this Kickstarter campaign and hopefully our readers will give it a chance. It fills a unique niche and earns a place next to our beloved Happy Salmon. High praise for a great game.

Purple Phoenix Games (2266 KP) rated Faza in Tabletop Games
Oct 28, 2020
You know those fantasy dreams you have where an alien race comes to Earth and tries to take over the world and terraform it to match their homeland? Just me? Well, this is awkward. Okay, how about the ones where you are a freedom fighter trying to save the world from those aliens and you only have three friends to help you in your impossible mission? That one is better? Okay! Then you are in for a treat with Faza, no matter which dream is yours.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.
Faza is a sci-fi, grid movement, modular board, purely cooperative board game for one to four players. In this review I will be addressing it from a solo player’s viewpoint. In my plays I have used the full complement of four characters and controlled them all simultaneously.
In Faza, players take on the roles of four Faction Zeta members tasked with saving Earth from the Faza alien race. They will accomplish this by using each character’s skills effectively and efficiently, killing alien drones invading the town tiles, and attacking motherships using the help of turncoat rebel Faza. Only one path to victory lies ahead with several ways to lose. Do you got the GUTS? DO YA??
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 a game of Faza, each player will choose a character to control throughout the game. These characters are medical, political, tactical, or technological in nature, and there are two of each from which players may choose. The map of the town is comprised of 16 tiles, and once randomly setup in a 4×4 grid players will place their color-matched meeples on the appropriate Outpost tiles along with two rebels (purple fazeeples). Each of the three mothership standees will be placed on tiles corresponding to rulebook placement along with three drones and two drones per orthogonally adjacent tiles. The Faza deck is to be shuffled and placed aside, along with the remaining drones and rebels. Each player places out their character action cards in numerical order and the game may now begin in earnest!
On a player’s turn… well, there aren’t any turns in this game. In fact, the game is played over several phases: the Team Phase and the Faza Phase. During the Team Phase players may use several free actions and one action pertaining to each of their four player action cards. Each of these cards offer the player a choice of two actions. Perhaps one side is movement and the other a bazooka. Or one is an airplane while the other is a raygun, for example. As actions are spent cards are twisted 90 degrees to keep track.
During the Team Phase players may play their actions in any order that would benefit the team best. This also includes fighting drones and sending rebels to damage the motherships. However, with every damage to the mothership taken a Faza card is drawn and put into play. These could be real bad news for the heroes, or even reward cards. They can be devastating or not so bad at all. Once players have finished the Team Phase, the action now turns to the Faza.
During the Faza Phase the Mothership Activation Tracker will move to the next mothership in sequence and activate their abilities. The motherships will typically move, do something bad to the terrain or drop more drones or destroy something, and then pass play onto the players again.
Each mothership starts the game with 4 HP and once players send enough rebels and encounter the same number of Faza cards the mothership is downed and less powerful when their ability card is activated. However, players will win once all three motherships have been defeated! On the other hand, players will lose when any one player dies of injuries from unsuccessful battles, the players run out of drones to be placed on the board when needed, all of the Outpost tiles have been terraformed by the Faza motherships, or all rebels have been removed from the board in Hard Mode.
Components. When contacted about reviewing the game I first turned to the website and watched a how to play video by Jon Gets Games. He did a great job explaining the rules clearly and succinctly. Then I happened to get a notification on BGG that Marco Arnaudo posted a video on Faza, so I watched it as well. In his video he complains that though the components are all very nice (which they are for sure) the color palette is not great. I can certainly see why he would say such a thing, but orange is my favorite color, so to see so much of it on a game is a big plus for me. Yes, having the orange drones sitting atop an orange town tile can maybe make for unpleasant color contrast, I happen to find it tolerable and enjoyable. The quality of the components is wonderful and the box has a nice heft to it. No complaints from ME about the components. Did I mention the rebels are an amazing purple color as well? No secret here that we love the color purple! Maybe even more than Oprah!
The gameplay is where it’s at for me. Marco too. We both love this little gem! The ability to sandbox your entire turn and just have one character do one action, then switch over to another character to do one or more actions, then back to the original is just so much fun. Each character has a special ability and four action cards. Even when an injury must be sustained, actions are still available, but at a much lesser potency. That’s a great way to negatively affect the players without having to completely debilitate them. To sustain an injury the player will flip their lowest-numbered action card to the back side, and once all four of their action cards are injured they are dead. D-E-D dead.
As a solo game Faza really delivers the goods. Being able to control two to four characters by oneself and determine the best order to activate abilities and move meeples around is delicious. Having certain tiles offer combat bonuses to matching characters is excellent and a great way to thin the herd of pesky drones. I really cannot say enough great things about the game. If you have never heard of this one, please don’t worry. I really hadn’t either until the designer contacted me about reviewing it. And I am certainly glad he did because this is a marvel of a game. I am looking forward to my next play against the Faza and increasing the difficulty to really bash my confidence on this one.
If you are looking for a game that is relatively quick to play and offers so many great choices, while using a wonderful art style and color palette, I urge you to check out Faza by visiting the website and ordering your copy right away. The Earth needs you to ward off the invaders and you need to play this game of mostly orange with a dash of purple.

Phillip McSween (751 KP) rated Top Five (2014) in Movies
Mar 23, 2018
Great Comedy
Journalist Chelsea Brown (Rosario Dawson) is shadowing actor/comedian Andre Allen (Chris Rock) for a day as he promotes his new film. Still recovering from being an alcoholic, Allen is trying to juggle all the different moving parts of his life while planning for a wedding at the same time.
Acting: 10
Stellar performances all around from an amazing cast. While Rock was excellent, I have to show the most love to Dawson who checks all the boxes in her role. She's witty, funny, challenging, vulnerable. Just an all-around success.
And every single time I think about Cedric the Entertainer's role as Jazzy Dee, I can't help but crack a smile. Cedric typically excels in character roles and Top Five is no exception as he hosts Rock's character in Houston. I can't remember one scene he was in where I wasn't openly laughing.
Beginning: 10
The film gets off to an excellent start setting the tone for things to come. Andre and Chelsea are walking the streets of New York having multiple debates at once. Seeing their clashing point of views is perfect.
Characters: 10
You want an array of different personalities, you absolutely have it with Top Five. Chelsea's character is phenomenal with her brutal honesty and reluctant vulnerability. She is just what Andre needs in his life. Meanwhile, Jazzy Dee is the definition of hood swag. He wants everyone to know that he's the man in Houston and you almost start to believe him. Among others, I also enjoyed the role of Benny played by Romany Malco. He plays a publicist trying to keep everything together as things fall apart all around him.
Cinematography/Visuals: 7
Solid shots that will always stick out in my head are any involving Hammy the Bear and the scenes where Andre is surrounded by the people he loves. There are definitely others I can't mention for the sake of spoiling the film, but I will remember them for a very long time.
Conflict: 10
As the story progressed, there was always something going on to pay attention to. Andre's struggles and all the things he was having to deal with kept me motivated to watch to see how things were going to play out. Definitely more moving parts than I would have expected.
Genre: 10
Memorability: 9
When I think of how memorable this film will be for me, both scenes where Andre and his family are debating their top five rappers of all time will always stand out for me. Whether it was rappers, NBA players, video games, these were common amongst my family and friends. Watching his family go at it, agreeing and disagreeing with each other, was a taste of home for me.
The cameos are bananas, making you wonder who's going show up next. Again, there are a couple of scenes that make the film extremely memorable, but even me describing them here wouldn't do them justice. Trust me when I say it's something you have to see, believe, then laugh uncontrollably at.
Pace: 10
Solid progression from one scene to the next. There was never a point where I was checking Google or thinking of what movie I was going to watch next. This film kept me engrossed.
Plot: 7
Resolution: 8
The ending was darn-near perfect. Sure, they could have given you just a taste more (hence the 8), but I thought it wrapped at a nice stopping point if you ask me. It did what it needed to do and it was gone.
Overall: 91
I was pleasantly surprised with how much I liked this film for a number of reasons. It's a sleeper that I highly recommend.
Acting: 10
Stellar performances all around from an amazing cast. While Rock was excellent, I have to show the most love to Dawson who checks all the boxes in her role. She's witty, funny, challenging, vulnerable. Just an all-around success.
And every single time I think about Cedric the Entertainer's role as Jazzy Dee, I can't help but crack a smile. Cedric typically excels in character roles and Top Five is no exception as he hosts Rock's character in Houston. I can't remember one scene he was in where I wasn't openly laughing.
Beginning: 10
The film gets off to an excellent start setting the tone for things to come. Andre and Chelsea are walking the streets of New York having multiple debates at once. Seeing their clashing point of views is perfect.
Characters: 10
You want an array of different personalities, you absolutely have it with Top Five. Chelsea's character is phenomenal with her brutal honesty and reluctant vulnerability. She is just what Andre needs in his life. Meanwhile, Jazzy Dee is the definition of hood swag. He wants everyone to know that he's the man in Houston and you almost start to believe him. Among others, I also enjoyed the role of Benny played by Romany Malco. He plays a publicist trying to keep everything together as things fall apart all around him.
Cinematography/Visuals: 7
Solid shots that will always stick out in my head are any involving Hammy the Bear and the scenes where Andre is surrounded by the people he loves. There are definitely others I can't mention for the sake of spoiling the film, but I will remember them for a very long time.
Conflict: 10
As the story progressed, there was always something going on to pay attention to. Andre's struggles and all the things he was having to deal with kept me motivated to watch to see how things were going to play out. Definitely more moving parts than I would have expected.
Genre: 10
Memorability: 9
When I think of how memorable this film will be for me, both scenes where Andre and his family are debating their top five rappers of all time will always stand out for me. Whether it was rappers, NBA players, video games, these were common amongst my family and friends. Watching his family go at it, agreeing and disagreeing with each other, was a taste of home for me.
The cameos are bananas, making you wonder who's going show up next. Again, there are a couple of scenes that make the film extremely memorable, but even me describing them here wouldn't do them justice. Trust me when I say it's something you have to see, believe, then laugh uncontrollably at.
Pace: 10
Solid progression from one scene to the next. There was never a point where I was checking Google or thinking of what movie I was going to watch next. This film kept me engrossed.
Plot: 7
Resolution: 8
The ending was darn-near perfect. Sure, they could have given you just a taste more (hence the 8), but I thought it wrapped at a nice stopping point if you ask me. It did what it needed to do and it was gone.
Overall: 91
I was pleasantly surprised with how much I liked this film for a number of reasons. It's a sleeper that I highly recommend.

Larry Eisner (2082 KP) rated Tomb Raider (2018) in Movies
Jul 18, 2018
Vikander. She is excellent and plays this two-dimensional character far beyond the script. (3 more)
The supernatural elements
Did I mention Vikander’s superb performance?
Damn, Vikander was spectacular!
The script (3 more)
The tropes
The characters’ lack of dimension
Low hope for a sequel
It’s action. It’s rife with plot holes. It’s got an AMAZING lead.
Note: I was given a copy by SmashBomb to review.
Note 2: I hate spoilers so you can count on this to have none as with all my reviews.
Tomb Raider, like all video game adaptations for the screen, tend to suck horribly (I’m looking directly at you, Street Fighter, and Mortal Kombat 2).
That said, the Angelina Jolie versions had huge budgets, large CGI setpieces to amaze and star power at the fairly flat lead role of Lara Croft. They were throwaway summer action fodder. They were fun and worth a watch, but never a second viewing.
Sadly, the new Tomb Raider won’t change anyone’s mind about the genre. It’s still mindless action throwaway, but this had a lot of potential for much much more.
Why? Because Alicia Vikander is SPECTACULAR and brings dimension, fragility, and a brutal ness to the action that you’d never see in the original sexually charged games, or the blockbuster megamillions Jolie versions.
The story itself is flat, full of holes (except the one that’s missing? I won’t say, but damn...) and contains the typical tropes of the lone hero in a jungle against baddies and nature. There’s booby traps, there’s danger at every corner, natural and man-made, and there’s intrigue behind the scenes. Nothing new there and sadly this script adds nothing at all (even an iota) to the genre. However, amazingly, Vikander’s subtle and fragile performance escalates the dull action into something believable. It takes the very false “high stakes” danger and makes it dangerous and raises the stakes because of the vulnerability and believability of this Lara Croft.
This is why I enjoyed the film. In the film world, everything is on Lara’s shoulders. And in reality, the film is carried SOLELY on Alicia Vikander’s shoulders. And she carries it well.
Lu Ren (Daniel Wu) is another great character played by a great actor, though he has far too little quality screen time. The relationship between them isn’t believable because of this lack of time spent in development, and therefore the stakes between them seem more false than they should. It is a lot of wasted potential.
Here’s my hope (though my expectations are low unless DVD/Blu-Ray sales/rentals skyrocket): this film demands a sequel. This flimsy summer fodder has what it takes to make a franchise and a lead that can become a true action icon, but it demands a better and more character-driven script.
The potential here is insane, but only time will tell if this mediocre (but fun) B-movie will get a serious sequel. It wouldn’t require so much money, as the strength of this Lara Croft is not in special effects and masculine explosions. This Croft is crafty, exudes strength in endurance rather than power, and has a realism to her that makes me believe she actually isn’t just a rich person with a privileged upbringing. She’s real, three-dimensional and you want her to succeed. Because of her, not because of the plot.
But put an actual plot and characters with depth and dialogue behind her? Wow. That would be amazing.
So, perhaps this review doesn’t seem like a 7/10. But here’s why: Wu brings the film to a 4-5, and Vikander makes this film every point above to the 7. In fact she had a 10 performance, but the script and direction just bring it down.
It’s a fun B-film. It’s summer action fodder. It’s worth a view, if not a purchase. And it is worth a sequel. Let’s hope and pray that Vikander’s Lara Croft returns to tell more tales.
Note 2: I hate spoilers so you can count on this to have none as with all my reviews.
Tomb Raider, like all video game adaptations for the screen, tend to suck horribly (I’m looking directly at you, Street Fighter, and Mortal Kombat 2).
That said, the Angelina Jolie versions had huge budgets, large CGI setpieces to amaze and star power at the fairly flat lead role of Lara Croft. They were throwaway summer action fodder. They were fun and worth a watch, but never a second viewing.
Sadly, the new Tomb Raider won’t change anyone’s mind about the genre. It’s still mindless action throwaway, but this had a lot of potential for much much more.
Why? Because Alicia Vikander is SPECTACULAR and brings dimension, fragility, and a brutal ness to the action that you’d never see in the original sexually charged games, or the blockbuster megamillions Jolie versions.
The story itself is flat, full of holes (except the one that’s missing? I won’t say, but damn...) and contains the typical tropes of the lone hero in a jungle against baddies and nature. There’s booby traps, there’s danger at every corner, natural and man-made, and there’s intrigue behind the scenes. Nothing new there and sadly this script adds nothing at all (even an iota) to the genre. However, amazingly, Vikander’s subtle and fragile performance escalates the dull action into something believable. It takes the very false “high stakes” danger and makes it dangerous and raises the stakes because of the vulnerability and believability of this Lara Croft.
This is why I enjoyed the film. In the film world, everything is on Lara’s shoulders. And in reality, the film is carried SOLELY on Alicia Vikander’s shoulders. And she carries it well.
Lu Ren (Daniel Wu) is another great character played by a great actor, though he has far too little quality screen time. The relationship between them isn’t believable because of this lack of time spent in development, and therefore the stakes between them seem more false than they should. It is a lot of wasted potential.
Here’s my hope (though my expectations are low unless DVD/Blu-Ray sales/rentals skyrocket): this film demands a sequel. This flimsy summer fodder has what it takes to make a franchise and a lead that can become a true action icon, but it demands a better and more character-driven script.
The potential here is insane, but only time will tell if this mediocre (but fun) B-movie will get a serious sequel. It wouldn’t require so much money, as the strength of this Lara Croft is not in special effects and masculine explosions. This Croft is crafty, exudes strength in endurance rather than power, and has a realism to her that makes me believe she actually isn’t just a rich person with a privileged upbringing. She’s real, three-dimensional and you want her to succeed. Because of her, not because of the plot.
But put an actual plot and characters with depth and dialogue behind her? Wow. That would be amazing.
So, perhaps this review doesn’t seem like a 7/10. But here’s why: Wu brings the film to a 4-5, and Vikander makes this film every point above to the 7. In fact she had a 10 performance, but the script and direction just bring it down.
It’s a fun B-film. It’s summer action fodder. It’s worth a view, if not a purchase. And it is worth a sequel. Let’s hope and pray that Vikander’s Lara Croft returns to tell more tales.

Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty: Advanced Warfare in Video Games
Jun 19, 2019
Sledgehammer Games have crafted a gem in the latest chapter in the mega-selling Cal of Duty series. Call of Duty: Advanced Warfare blends old and new to create the most enjoyable and versatile entry into the series in recent years.
The game is set in the near future where Exo Skeletons, drones, and target seeking grenades have become commonplace on the battlefield.
Players are cast as a young Marine who after a successful but costly battle finds himself at a crossroads. He is given a new chance when the head of a large and powerful private defense contractor offers to make him part of the team.
At this point players will take on a deadly terror threat all over the globe and will have an arsenal of weapons at their disposal including hover bikes for a thrilling chase through Detroit.
Of course there is a darker side to the story and a bigger plot is discovered where the player must stand up for what he knows is right even if it means turning his back on others.
The graphics of the game are first rate and the facial animations have to be seen to be believed. I enjoyed the new weapons and storylines, but much of the gameplay while exciting does follow the series staples of run and gun, stealth missions, and vehicle chases.
The addition of the Exo Suit is a huge plus as it allows for jet powered jumps and moves as well as the ability to cling to metallic surfaces.
This feature enhances the storylines greatly as I enjoyed jumping to and from moving vehicles, climbing up vast buildings, and making tall jumps in combat.
What really makes this game shine is the amazing multiplay which not only combines multiple modes such as Kill Confirmed, Deathmatch, Team Deathmatch, and countless other modes, it also has co-op missions as well.
The ease of customization in the multiplay modes is great as everything from energy weapons to machine guns is available to players as is the ability to customize your perks, kill streak rewards, and accessories.
The game offers bonus items that can be accessed in menu and in game which really enhances the appeal of the game. I remember turning a solar lense on some enemies and frying them down as well as getting a giant combat suit and cutting players down to size.
I had issues with the multiplayer in Ghosts and had to force myself to play to make max level, but thankfully Advanced has not had those issues as I happily play the online modes as often as I can. I have enjoyed the maps and the variety of weapons and combat styles immensely.
The inclusion of Kevin Spacey was a nice addition as far as I was concerned as it brought a new level of menace and complexity to what could have otherwise been a stock video bad guy. You can almost understand his motivations.
I was able to complete the single player campaign in a bit over 6 hours but I enjoyed the thrill ride it contained and being able to use the abilities of the suit as well as the grapple were well featured throughout the highly detailed levels of the game.
In the end if you like Call of Duty then you will likely love this game and if you are not a fan, then no matter what the publisher and designers do will likely not appease you. For me, this was a nice mix of the old and familiar with some new directions that shows there is still plenty of life in the franchise.
http://sknr.net/2015/01/08/call-dutyadvanced-warfare/
The game is set in the near future where Exo Skeletons, drones, and target seeking grenades have become commonplace on the battlefield.
Players are cast as a young Marine who after a successful but costly battle finds himself at a crossroads. He is given a new chance when the head of a large and powerful private defense contractor offers to make him part of the team.
At this point players will take on a deadly terror threat all over the globe and will have an arsenal of weapons at their disposal including hover bikes for a thrilling chase through Detroit.
Of course there is a darker side to the story and a bigger plot is discovered where the player must stand up for what he knows is right even if it means turning his back on others.
The graphics of the game are first rate and the facial animations have to be seen to be believed. I enjoyed the new weapons and storylines, but much of the gameplay while exciting does follow the series staples of run and gun, stealth missions, and vehicle chases.
The addition of the Exo Suit is a huge plus as it allows for jet powered jumps and moves as well as the ability to cling to metallic surfaces.
This feature enhances the storylines greatly as I enjoyed jumping to and from moving vehicles, climbing up vast buildings, and making tall jumps in combat.
What really makes this game shine is the amazing multiplay which not only combines multiple modes such as Kill Confirmed, Deathmatch, Team Deathmatch, and countless other modes, it also has co-op missions as well.
The ease of customization in the multiplay modes is great as everything from energy weapons to machine guns is available to players as is the ability to customize your perks, kill streak rewards, and accessories.
The game offers bonus items that can be accessed in menu and in game which really enhances the appeal of the game. I remember turning a solar lense on some enemies and frying them down as well as getting a giant combat suit and cutting players down to size.
I had issues with the multiplayer in Ghosts and had to force myself to play to make max level, but thankfully Advanced has not had those issues as I happily play the online modes as often as I can. I have enjoyed the maps and the variety of weapons and combat styles immensely.
The inclusion of Kevin Spacey was a nice addition as far as I was concerned as it brought a new level of menace and complexity to what could have otherwise been a stock video bad guy. You can almost understand his motivations.
I was able to complete the single player campaign in a bit over 6 hours but I enjoyed the thrill ride it contained and being able to use the abilities of the suit as well as the grapple were well featured throughout the highly detailed levels of the game.
In the end if you like Call of Duty then you will likely love this game and if you are not a fan, then no matter what the publisher and designers do will likely not appease you. For me, this was a nice mix of the old and familiar with some new directions that shows there is still plenty of life in the franchise.
http://sknr.net/2015/01/08/call-dutyadvanced-warfare/