Search

Search only in certain items:

Century Golem: Eastern Mountains
Century Golem: Eastern Mountains
2019 | Fantasy
Before I buy any new games, I like to do my research. I watch play-through videos, read reviews, check out ratings, etc. Hopefully I’ll even get a chance to play the game before I decide whether or not I want it in my collection. But when Century: Golem Edition – Eastern Mountains came out, I did none of that. I just immediately pre-ordered it blindly, no research done at all. I love Century: Golem Edition, and had faith in the quality of the Eastern Mountains version. Was my faith misplaced? Or does this second game in the Century: Golem trilogy live up to its predecessor and keep me hooked?

The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.

Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L

Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!

Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.

To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.


Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.

The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.


Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
  
Raccoon Tycoon
Raccoon Tycoon
2018 | Animals, Economic
ALERT! This game has railroads! ALERT #2! This is NOT a train game! That makes ME feel lots better. Right now in my life train games and war games scare me. I don’t have the time, and frankly I do not think I am quite smart enough for either. But then this game comes along and it looks intimidating at first. Like games I am not smart enough to play, and that’s a huge compliment. Not because I think I am smart, but because this game seems like it would be way more complex than it actually is.

Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.

What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.

I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.

Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).

I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.

https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
  
Pan (2015)
Pan (2015)
2015 | Action, Sci-Fi
I had mixed emotions when I first saw the trailer for Pan. The story of Peter Pan was one of my all time favorites growing up. Then Steven Spielberg had to go and get Robin Williams and Dustin Hoffman together to bring us Hook, and it solidified the stories of Pan as the best thing since sliced bread for me. So here we have Joe Wright bringing the word put on paper by Jason Fuchs to real life. The story of how Peter came to Neverland; and just how did Captain James T. Hook become so fearful of crocodiles. I was worried, and so I shut it all out. I did not watch any more trailers, clips, or synopsis on the film. But, my curiosity got the best of me, and when we offered the press screening, I jumped at the opportunity to see it. And boy, I am glad I did.

 

Pan, in case you haven’t figured it out, tells the story of 12-year old orphan Peter (Levi Miller), who is abducted from his orphanage, along with many other little boy orphans, by pirates from Neverland. When they bring Peter to Neverland, he is forced to work in the mines, serving the evil pirate overlord, Black Beard (Hugh Jackman, no seriously. It totally doesn’t even look like him.). It’s not long before some very unusual things start happening to him, and he, along with James T. Hook (Garrett Hedlund), escape the mines to find the natives and Princess Tiger Lily (Rooney Mara), who helps Peter discover his destiny.

 

Loaded with stunning visuals and a great soundtrack (including some very recognizable songs in the form of pirate chants), Pan nails it in all the right ways. The visionaries who brought this world to life are amazing, and the creativity in every scene is astounding. It was especially charming that the people behind the film kept in mind that it is a family film. While there is some violence, it is an action movie after all, they applied some very interesting effects and theories to use in place of the gore and blood. I also enjoyed, as weird as this sounds, the brightness of the whole movie. They didn’t try to make the film a dark tale of gritty origins. The feel of the story has the same notes of brightness that I remember from the Disney film as a kid, to even Hook in my later years.

 

And the likenesses do not stop there. It was very fun, and a bit nostalgic, to catch the references and clues of what’s to come. You see things that influence the characters to become who we know and love. And true to the rumors/stories I heard of the background of the beloved Peter Pan tale, Captain Hook and Peter began their time together as friends. The film sets out to do what it was meant to do… tell the story of how Peter and Captain Hook became who they were. But, not all is revealed in this film. When the film is over, and you’ll wish it weren’t, our beloved hero and villain have a long way to go still. So look forward to more films to come.

 

The only gripe I had with this movie was the acting. And just one part in general. I felt most of the cast was excellent. Jackman portrayed a great, and zany by the standards of the Paniverse (hoping to coin a new term here people, #paniverse), pirate… czar?! I know I used overlord, but it’s hard to say what he is other than he is the captain of captains. Mara played Tiger Lily oh so very well, and Miller held his own right up there with the bigger names. But it was Hedlund I had issue with. His portrayal of James Hook was more reminiscent of Jack Nicholson with elongated words, and an almost creepy like vibe. It’s just not how I imagined him to act, and maybe that is just throwing my perception off. Though, my feeling and view of the portrayal was echoed by my guest at the screening, so there may be something to it. Luckily, my negative view of the acting was not enough to pull me out of the experience, and I was still able to enjoy the movie.

 

Bottom line. Go see this movie. Take your kids, your partners, your parents, your grandparents, your cousin’s, aunt’s son/daughter… oh wait. That’s you. The point is. It’s definitely worth seeing. The 3D effects were nothing ground breaking, but it would still be worth it to see it in 3D. And this will definitely be in my collection on day 1 of home release.
  
40x40

Hazel (1853 KP) rated Glass Sword in Books

May 25, 2017  
Glass Sword
Glass Sword
Victoria Aveyard | 2016 | Young Adult (YA)
8
7.7 (31 Ratings)
Book Rating
Good Sequel
This ARC was provided by the publisher via NetGalley in exchange for an honest review

It is finally here; the second book in the riveting Red Queen series by Victoria Aveyard – perfect for fans of The Hunger Games, The Selection series and Divergent. Continuing from the exact point the previous book closed on, Glass Sword is packed with action, suspense and emotional entertainment.

To recap, the world is divided by blood colour: Red (inferior) and Silver (superior); but it is the reason why Silvers consider themselves better that is important. Silver-blooded people are born with a superpower; Reds are not. Until Mare Barrow, that is. By pure accident, Mare discovers she can wield electricity with her bare hands, is forced to pretend she is a Silver living with the royal family, and is finally betrayed by someone she thought was on her side.

Now, in Glass Sword, teenage Mare is in hiding with the Scarlet Guard – Red-blooded rebels – with the knowledge that there are other people out there just like her: “Newbloods,” Red blood with Silver abilities. Mare and her companions are determined to find all of these people and train them to use their powers, however the Silver king is doing the same, with the intention of destroying them all. What makes it worse is Mare no longer knows whom she can trust; anyone could betray her.

Unlike the previous book, Glass Sword is one battle after another. There are no more pretty dresses, royal parties or grand castles. From beginning to end there is not a moment when Mare is not in danger; it is easy to lose count the number of times she narrowly escapes death. But as with any form of violence, someone always ends up injured or killed, resulting in some very upsetting outcomes.

Fans of the first book will already be aware of the love triangle that developed – one that made the conclusion so shocking. Whilst Glass Sword continues with the romantic theme, it is barely perceptible underneath all the bloodshed, arguments and warfare. So, do not expect a romance novel within these pages.

The constant action prevents the story from becoming slow or boring. There is a surprise around every corner; every page, to keep the reader engaged. This however has a downside. With conflict running into conflict it is easy to get confused and struggle to follow the course of the action. This is particularly the case in one of the final, most significant, attacks against the Silvers. The quick pace of the narrative results in the violent scene only taking up the space of a few pages, thus not giving the reader time to develop a clear picture in their head or fully understand what they are reading.

Naturally Mare’s story ends on yet another cliffhanger, so now we await the third installment. It must be difficult to provide a sequel as equally entertaining as the first, but Aveyard has gone above and beyond to create something far better than could be imagined. We can only hope this brilliance continues into the following books.
  
40x40

Hazel (1853 KP) rated Glass Sword in Books

Dec 7, 2018  
Glass Sword
Glass Sword
Victoria Aveyard | 2016 | Young Adult (YA)
8
7.7 (31 Ratings)
Book Rating
<i>This ARC was provided by the publisher via NetGalley in exchange for an honest review </i>

It is finally here; the second book in the riveting<i> Red Queen</i> series by Victoria Aveyard – perfect for fans of <i>The Hunger Games, The Selection</i> series and <i>Divergent</i>. Continuing from the exact point the previous book closed on, <i>Glass Sword</i> is packed with action, suspense and emotional entertainment.

To recap, the world is divided by blood colour: Red (inferior) and Silver (superior); but it is the reason why Silvers consider themselves better that is important. Silver-blooded people are born with a superpower; Reds are not. Until Mare Barrow, that is. By pure accident, Mare discovers she can wield electricity with her bare hands, is forced to pretend she is a Silver living with the royal family, and is finally betrayed by someone she thought was on her side.

Now, in <i>Glass Sword</i>, teenage Mare is in hiding with the Scarlet Guard – Red-blooded rebels – with the knowledge that there are other people out there just like her: “Newbloods,” Red blood with Silver abilities. Mare and her companions are determined to find all of these people and train them to use their powers, however the Silver king is doing the same, with the intention of destroying them all. What makes it worse is Mare no longer knows whom she can trust; anyone could betray her.

Unlike the previous book, <i>Glass Sword</i> is one battle after another. There are no more pretty dresses, royal parties or grand castles. From beginning to end there is not a moment when Mare is not in danger; it is easy to lose count the number of times she narrowly escapes death. But as with any form of violence, someone always ends up injured or killed, resulting in some very upsetting outcomes.

Fans of the first book will already be aware of the love triangle that developed – one that made the conclusion so shocking. Whilst <i>Glass Sword</i> continues with the romantic theme, it is barely perceptible underneath all the bloodshed, arguments and warfare. So, do not expect a romance novel within these pages.

The constant action prevents the story from becoming slow or boring. There is a surprise around every corner; every page, to keep the reader engaged. This however has a downside. With conflict running into conflict it is easy to get confused and struggle to follow the course of the action. This is particularly the case in one of the final, most significant, attacks against the Silvers. The quick pace of the narrative results in the violent scene only taking up the space of a few pages, thus not giving the reader time to develop a clear picture in their head or fully understand what they are reading.

Naturally Mare’s story ends on yet another cliffhanger, so now we await the third installment. It must be difficult to provide a sequel as equally entertaining as the first, but Aveyard has gone above and beyond to create something far better than could be imagined. We can only hope this brilliance continues into the following books.
  
DiTiC
DiTiC
2019 | Abstract Strategy
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.

So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.

In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!

DISCLAIMER: We were provided a review 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 a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!

On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.

When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.

To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.

To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.

So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.

Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.

So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?

If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
  
Cloud Atlas (2012)
Cloud Atlas (2012)
2012 | Drama, Sci-Fi
While I am not familiar with the novel, I was not excited to review the film adaptation of David Mitchell’s Cloud Atlas. Though the Screenplay was written and directed by the Wachowskis (The Matrix) and Tom Tykwer (Run Lola Run) I did not know exactly what I was getting into. The trailer shows it as an epic sci-fi film crossing the time and lives of several stories and how everything and everyone is connected. Needless to say my curiosity was piqued. But I was nervous because I knew it would take a grand effort to keep this epic and ambitious project from falling flat. And well, I can honestly say that I am not quite sure if the combined effort succeeded.

Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.

The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.

The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.

Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.

Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.

The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.

When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.

However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.

Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.
  
40x40

Alan Tudyk recommended Grown Man by Loudon Wainwright, III in Music (curated)

 
Grown Man by Loudon Wainwright, III
Grown Man by Loudon Wainwright, III
(0 Ratings)
Album Favorite

"Loudon Wainwright III's Grown Man—it's hard to narrow down to any one album, but that album is important as far as when it came along in my life. And it's a classic Loudon album. I was shooting a movie in North Carolina. It was the first movie I did where I had a larger role, a movie with Sandra Bullock called 28 Days. It was about rehab. Viggo Mortensen was also in it and Margo Martindale and Steve Buscemi, and Loudon Wainwright, who's role was "Guitar Guy." I wind up going to set every day in a van sitting next to him. He didn't say anything, and I didn't have anything to say to him. We were just quietly going to work. So there was another actress named Susan Krebs, who's also a jazz singer, who was in the movie, and her and I got along. And Susan and I were talking about music all the time, because she's a singer and I love music. And one day she's like, "Do you know who Loudon Wainwright is?" And I don't. I have no idea. And she's like, "Come by my room. I have his new album. I'll play it for you." And she played Grown Man. And I was blown away. It was the perfect kind of music for me. He's a troubadour. He's a poet. The way that he uses language. He just does that thing with my brain where it just gives me glee and joy. I become that annoying guy going, "Back up, back up. Listen to the words. Listen to what he just said. You gotta hear how he says it. He coulda-said-this-but-he-didn't-he-said-that." So I after that first listen I went out to a music store, which used to exist before the Internet, and bought six other albums. And of course the next day when I sat in the van next to Loudon I'm like, "So, ha ha, Loudon. Alan Tudyk. Good to meet you. Uh, can we talk a little bit about Grown Man real quick?" He was very patient with me and talked through everything. I had a relationship that was kind of starting to fray at the edges. And most of Grown Man is about relationships under duress. On the album there's this song "Dreaming," which is one of his best songs I think ever. He actually played it in the movie as "Guitar Guy." It starts out "I'd rather be dreaming than living..." And it just resonated with me. When Loudon was on set playing this song live he sat in a hallway. I was not in the scene, so I didn't get to be on set, but he was right by a door that had a grate. Because we were filming in a rehab facility the door had this vent, like a fence on the bottom half of it. So I'm lying on the floor on the other side of that door just listening to him sing this song over and over and over again. I mean, come on. That's fucking special."

Source
  
DO
8
8.0 (1 Ratings)
Book Rating
<b><i>I received this book for free from Author in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
The first book in Kelsey Ketch's <em>Descendants of Isis</em> series is a book with very heavy romance.

Of course, I was highly aware of that upon reading the synopsis.

But I'm an absolute sucker for mythology of all kinds (This is why I am highly interested in debut author Heidi Helig's <em>The Girl From Everywhere</em>. I mean, <em>Hawaiian</em>. Saucer eyes RIGHT here! I intend on waiting until the book is published, though.) and I simply couldn't resist myself. So instead of moping about the possibility of a heavy romance, I replaced my "NUUU ROMANCE" hat with my "TOLERABLE ROMANTIC" hat (the caps are intentional), sat back with my tablet (after transferring the review copy from the computer), and just hoped Ketch would take me on an unforgettable journey.

Natti has just moved from London to a small town in California after her Grandmother's death, with her only clue in a necklace she inherited. Since the first day Natti starts at her new school, Seth O'Keefe starts pursuing her in the hopes of seducing her.

Plus, Tolerable Romantic (I'll stop capping my hats now) hat says it's not exactly love at first sight – Natti is completely resistant to Seth's attempts at charming her from the beginning, even though she sort of succumbs to his charms eventually. At that point in time, however, I know each of the characters well enough and have a particular fondness for each of them (for the first in a series) that it isn't awkward at all.

Ketch writes the book in two views: Natti's and Seth's. Natti's comparison of British life to American life and big city to a small town is mildly hilarious (we totally do everything backward). Even though she would rather remain in England, she smoothly transitions into her new life after meeting Wanda, Kevin, and Jen and being tucked under their wings.

Also, she has a fire in her I kind of like.

I honestly feel having Seth's view works out in the book's favor; hearing from his point of view makes him a lot more human than he comes out as with the other Sons of Set: someone who worships the Egyptian god Set and spreads chaos in the world on his behalf, hoping to eventually come across a secret from the past. They also sound insane and just want to take over the world one woman at a time.

It basically puts him in an entirely different perspective for readers than simply reading what Natti thinks of him.
<div class="separator" style="clear: both; text-align: center;"><a style="margin-left: 1em; margin-right: 1em;" href="http://3.bp.blogspot.com/-kFwoMM-NvD4/VodHIVFyhoI/AAAAAAAAFqQ/y-lTjSgr4j0/s1600/perspective.gif"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2016/01/perspective.gif"; width="320" height="240" border="0" /></a></div>
<em>Daughter of Isis</em> is one of those books where I'll probably keep my Tolerable Romantic hat on for the entire series because the romance between Seth and Natti fits the story really well. The world Kelsey builds in a small town California where nearly everyone is under the thumb of the Sons of Set captivated me by the end of the book – I can't wait to see what trials the couple will face in the future of the series.

<a href="https://bookwyrmingthoughts.com/review-daughter-of-isis-by-kelsey-ketc/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
Metal Gear Solid V: The Phantom Pain
Metal Gear Solid V: The Phantom Pain
Action/Adventure
Gameplay (1 more)
Graphics
Characters (1 more)
Twist ending
A Review By A Disappointed Long Time Fan
Before this game was released, I was certain that it was going to be my Game Of The Year for 2015, and in a lot of ways it is a worthy contender. As an open world stealth game, it is groundbreaking. The gameplay is some of the best I’ve ever seen, the controls feel tight, the underlying systems and features, (such as reflex mode and the buddy system,) are solid and the AI is responsive and fair. This is KojiPro’s first attempt at an open world game, and as far as first attempts go, this is ‘pretty good.’ The world is breathtaking as well, the graphics that the Fox engine can produce are stunning in every way, the world feels alive, with both enemies and wildlife, the textures, the particle systems, the gun models, every visual in this game has been created with an insane amount of attention to detail and all of it really pays off. I experienced little to no glitches while making my way through the single player campaign and the presentation overall is great. Motherbase is also awesome, you genuinely feel as if you are assembling an army and even though the Fulton is daft, it is a nice touch. And the amount of variety this game provides is vast, you can take 4 different buddies with you, each with unique skills, you can infiltrate in the morning or at night, you can choose your guns and customise them to suit, you can also customise your buddy’s gear, your helicopter and to a small extent Motherbase too, although that could have went deeper. Now, if that is all that you are looking for, then seriously, stop reading this review right now and go buy the game, you will love it and there is so much to do, I sank a good 75+ hours into this game and my overall completion rate is still only at 75%. If however, like me, you are looking for something more than just great gameplay, you will be left feeling as empty as I do. Like I keep reiterating, the gameplay is phenomenal, but that’s the problem, I have never played MGS for the gameplay. It wasn’t the gameplay that made me fall in love with the series growing up and if anything you would always suffer through the stiff gameplay in order to experience the deep and complex story and that was okay, because it would always be so worth it. This game throws all of that out of the window.

The way that this game is structured is awful. You play a few main missions in a row, the story is beginning to hook you, but then OCD kicks in and you realise that you have 4 or 5 side missions building up to be completed, so you go and do them, but then you come back to the main story and forget what was going on in the last mission, but who cares when you can Fulton a goat, right?

The writing in this game is possibly the laziest it’s ever been, one example of this is the ‘controversial’ character known as Quiet. This character has been masterly debated over a lot (see what I did there?) and thrown more gasoline on the fire that is the over-sexualisation of women in video games. My stance on it is somewhere in between, the reason for her lack of clothes and speech is silly, however she is running around Afghanistan and Africa, which are very hot countries, so really they could have put her in a bikini top and a pair of cargo pants and I doubt anyone would have batted an eyelid. Now, the Metal Gear series has always been known for its odd Japanese perviness, but when it is a main character that has been sexualised, it’s always been for a justified narrative reason, such as EVA in MGS3 walking about with the front of her jacket unzipped showing off her bikini clad chest, but the whole point of her mission in that game, was to seduce Snake, so it made sense within the context of the story, in this game the reason for Quiet’s over exposure is much lazier and feels tacked on as a cheap excuse.

The worst part about all of this is the fact that, this is it, Kojima’s definite last Metal Gear game, there is no going back to redeem anything, like in MGS2 when everyone hated it, but because 4 solved some of the problems that were created in 2 people are now okay with 2, that can’t happen with this game because Kojima and Konami are no more. Now I could write a whole other paper on Konami vs Kojima and my stance on it but this is the jist, Kojima was spending too much money and taking too much time with this game, Konami demanded he finish it so they can make their money and add their microtransaction’s etc Kojima told them where they can stick it and the partnership was dead. This has had an effect on the game, there is clearly content missing, Konami has confirmed that at least one mission was cut, where Snake would have went to Africa to have another battle with Eli and Sahalanthropus, which is the Metal Gear in this game, which is unacceptable really. Also, I assume there was a lot of other content that was cut that we weren’t told about. Sahalanthropus is another problem I have, how is it that this Metal Gear created in the 80’s is more advanced than REX, which was created in the early 2000’s. Also, when you fight Sahalanthropus, there is no one in the thing, it is an empty robot being controlled by Mantis, who floats beside the giant mech. That is actually a decent metaphor for the lack of villains in this game. Skull Face is hardly in the game and his eventual death, like every other significant event in this game, just kind of happens with no build up and packing little punch. The team of bosses in the original Metal Gear, headed up by Liquid and Ocelot, were probably the best team of villains in any game ever, since then the bosses have gone slowly downhill. The Sons of Big Boss were great, Dead Cell were pretty cool, The Cobras were okay, The Beauty & The Beast Corps were pretty lame and The Skulls in this game are emotionless zombies who don’t even have individual names and Skull Face is such a disappointing antagonist, he is hardly in the main game and then he shows up at the end, gives some silly speech that we have heard before in the trailers and then just dies, no boss fight or anything. Also, no customisable Metal Gear, which I feel like is a huge missed opportunity and no Sims like Motherbase customisation, interior or exterior.

David Hayter was missed in this game, Keifer was fine on the rare occasion he did speak, but the phantom Snake twist was the perfect opportunity to reintroduce Hayter’s voice and they didn’t take it. Also no Campbell or EVA, not even a reference. And it is never explained why the last time we see the real Big Boss, he is rescuing a child and a young girl and the next time we see him he has become modern day Hitler. Ultimately, this game just makes me sad, it is hard not to focus on the fallout from the Konima debacle, P.T/Silent Hills is no more, that promisingly terrifying demo we were teased with will amount to nothing and this game is all we will ever get again in terms of the Metal Gear saga. This is the end of an era, and it’s an end that doesn’t sit perfectly with me.