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Team America: World Police (2004)
Team America: World Police (2004)
2004 | Comedy, Drama
With world tensions at an all time high with the very real threat of terrorism, the creators of South Park, Trey Parker and Matt Stone, have rushed to the rescue with a biting political and social satire named “Team America: World Police”.

The film is a puppet movie based upon the old Thunderbirds television show about a team of specialists who fight to save the world from all manner of threats both real and imagined. The story is told entirely by puppets and miniatures which allows Stone and Parker to push the boundaries much further than they would be allowed to with live actors and in doing so, give the audience some of the deepest albeit raunchiest laughs seen in a long time.
The story opens with Team America battling the terrorists in Paris. Ever quick on the trigger, the team is able to stop the deployment of a weapon of mass destruction but in the process much of the cities famed landmarks fall from collateral damage.

Forced to find a new team member, the leader of Team America, Spottswoode recruits a stage actor named Gary Johnston to join the team and infiltrate the terrorist organization to learn what new attacks are being planned.
While this is seen as a good move by the team, there are parts of the team that are unsure of this as one in particular does not trust actors and thinks that he will escalate an already volatile situation. Undaunted, the team sets off for Cairo Egypt and eventually leaves a trail of mayhem and destruction in their path.

It is at this point that the real story of the films kicks into gear. It is learned that North Korean leader Kim Jong Il is working with the terrorists to plot the ultimate attack and have convinced a cadre of Hollywood actors to attend a peace conference with other world leaders in an attempt to undermine Team America.

In between battles, Team America has plenty of time to take on other concerns such as love, self-doubt, personal issues, and suspicions, some of which result in a side-splitting sex scene that will soon become legend, as even though it involved puppets, it has to be severely edited in order to avoid an NC-17 rating. As it stands, it is one of the funniest moments in cinematic history and worth the price of admission alone.

The film does a good job of mixing comedy and commentary without ever drawing a line and saying this is how it is. We see Team America as a gun happy bunch, but we are also shown that they are true patriots who are willing to do what it takes to keep the country safe. Such is the genius of Parker and Stone as they are able to create a biting social commentary that makes you aware of issues without pounding the audience over their heads with the creator’s viewpoints. Instead the audience is given a situation and watch things taken to highly comical levels in an effort to entertain. People are free to draw their own conclusions and interpretations of the messages in the film as despite your beliefs or political leanings, we all laugh. There will be those that take umbrage to the crude humor and language, and others will not like what they may call a right-wing message. Instead I looked at the film as a very funny comedy with solid social commentary.

The only fault I had with the film is that it does drag a bit about ¾ in before getting to the final confrontations but those are well worth the wait. The film also parodies many action films and it is fun to try to try to uncover which film is being parodied. The puppets themselves are very impressive as their movements and facial expressions are easily the best ever captured on film.
  
Magical Friends and How to Summon Them
Magical Friends and How to Summon Them
2022 | Fantasy, Racing
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L

Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!

To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.

Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.


Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.

The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.


Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
  
Stars Above (The Lunar Chronicles, #4.5)
Stars Above (The Lunar Chronicles, #4.5)
Marissa Meyer | 2016 | Fiction & Poetry
8
8.7 (13 Ratings)
Book Rating
This book is actually receiving a 4.5 star review, but as you all know, we can't do that on here, so I just gave it a four star.

There will be spoliers, so ye be warned.

I'm going to go at this story by story, so bear with me.

The Keeper

I very much enjoyed getting to know Michelle Benoit because we do not get much of her in the base series. I love getting to know her and Scarlet's relationship on a first hand basis, but also getting to see the strain on their relationship because of the secrecy of Cinder. There are quite a few special moments between Michelle and Scarlet, namely, the one where she gives Scarlet her flight pin for her birthday present. Not going to lie, I choked up a bit on that one.

Another level of this story is the interactions between Michelle and Cinder. I loved seeing Michelle doting on Cinder, even though Cinder is in a suspended animation tank where she can't actually interact with Michelle. But being able to see the fear and the care Michelle feels toward Cinder was something very special and it warmed my heart to read it. I loved that Michelle gave Cinder her name to remind her that she is rising from the cinders and ashes of her past. So symbolic!

Glitches

Okay, now moving on to Cinder's early childhood. Garan was not really the best dad, from what I read. He is quite aloof and absent, not only in Cinder's early life, but in his own daughters'. It hurt to see how Cinder was mistreated by Adri from the beginning, even though I kind of undertand where Adri is coming from. I am by no means saying what she did was right. Let me just put that out there. She was a horrible mother to Cinder and I am not forgiving her, but her husband threw this child on her when they were already having a hard enough time supporting their two daughters. It must have been really difficult.

I loved how we got Cinder finding out that she was good at mechanics and fixed Iko! I was so happy when those two got together because I knew it was the beginning of a glorious friendship!

The Queen's Army

Ze'ev! Ugh, his childhood was almost no better. Yes, he had parents that loved him, but he had no choice in being conscripted into the army, then having to take care of his little brother who kinda hated him, then having to prove himself (and in turn save every person in his pack) by killing another person. He didn't even really have a choice in that either because Levana shoved the idea in his head. I'm just glad he gets to be happy with Scarlet.

Carswell's Guide to Being Lucky

Carswell, aka Mr. Smooth, having a crush on the sweet and smart kind. Hm. Where have we seen that before? Oh yeah, with my girl Cress! He has a thing for nerds and I am okay with that. I loved getting to see baby Thorne learning all of his tricks and tricking people out of their money. Goals.

After Sunshine Passes By

Baby Cress! This story made me so emotional because she had so much hope that she was going to go to earth, but beotch Sybil had other plans because she is horrible. Her reaction to learning that she was going to be isolated was heartbreaking as hell. But I did really enjoy getting to see how she was trying to help the other Shells learn how to read. I'm glad she got to learn at least.

The Princess and the Guard

Baby Winter and Jacin playing Princess and the Guard was so freaking cute, but then it got real dark, real quick. We start with the moment she thought she was helping that poor maid who was being manipulated by Thaumaturge Park (asshole #1 right there, by the way), then we have to see her learn that she didn't acutally save the girl, but subjected her to more torment. And then her promise to not use her glamour and her eventually going mad. That first hallucination and her reaction to it made me almost start sobbing, to be completely honest. It hurt so freaking much.

And then we get the big moment: Levana making her cut herself. She was so strong throughout the whole thing. She didn't let it get to her one bit, until she was back with Jacin, the only one who could protect her. She was so strong throughout the whole ordeal, and even afterwards. It breaks my heart to see that she was almost completely broken by not using her gift. I'm just glad everything is okay with her now.

The Little Android

Talk about crying, this story brought out all the tears. The original Little Mermaid is sad enough, but this one got to me so much. I know a lot of people don't really like this story because it didn't add anything to the rest of the series, but it added depth to the world. I loved being able to see another android other that Nasani and Iko. And on top of that, she was another one with a "faulty" programming chip. Is it mandatory that all androids fall in love with Kai or people who look like Kai? No? Okay, it just seems that way from this series.

But in all seriousness, this story was heartbreaking. Especially the ending when she allows herself to die for the one she loved to be happy. Come on! I didn't need this sadness in my life! (But I actually did, because it was beautiful and I loved it. I just wish I didn't cry at it as much.)

The Mechanic:

I was glad to see that this was the next story, because at least it would be happy. Kai's perspective of meeting Cinder was the cutest thing ever. He was so shy and dumbfounded and had no idea how to flirt. It was so endearing. They both also seemed so young becasue, well, it was the beginning. I adored how he was obsessed with the foot from the moment he first saw it. Not because of a foot fetish, but because he was acknowledging cyborgs (that acknowledgement eventually growing into action, but hey, it was a start!)

Something Old, Something New

Talk about super cute, this story stole my heart on the cute scale. A wedding! Woo!! Wolflet's wedding: double WOO!!! I love these two and their interactions, but I loved even more that it was told from Cinder's perspective.

Them setting up an early surprise wedding was so adorable, I almost exploded from happiness. I loved how they all teamed up together to get Scarlet to get ready early and trying to not get her suspicious was adorable. The boys all setting up the wedding and making it beautiful, if not a little dangerous at times, also adorable. Thorne being the number one decorator was hilariously cute! I honestly loved every bit of this story. I called Kai proposing to Cinder from the start of the story, though. I am super happy that it happened though! So cute! And they were looking at the stars because they were star crossed lovers for a while. Ugh. I just can't with these feelings.

Overall, I loved this book. I am giving it a 4.5 because there were a few moments in the stories that were a little slow, but it was still really freaking good!!
  
Fantastiqa
Fantastiqa
2012 | Adventure, Fantasy
Ahh yes, Fantastiqa. Another to add to the list of, “I once owned, then I got rid of it, then missed it so much I had to reacquire it.” My wife loves when I do that… In any case, Fantastiqa gives players a very strange slant on deck building adventure games. Some would say the theme and its implementation will make or break it for players. Upon which side of the line do we fall?


Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.

A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).


Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.

I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.

But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.
  
13 Monsters
13 Monsters
2020 | Dice Game, Fantasy, Fighting, Memory, Party Game
Guys and gals, I have a confession. I am not good at memory games. I already surmised it is due to my increasing age, as my 3-year-old son tore through our plays of Farm Rescue, so I am not above resigning myself to the fact that it may be age. In any case, 13 Monsters starts out as a memory game then quickly transforms into a punish-thy-neighbor-into-oblivion monster battle game. Intrigued? We were too…

As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T

To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!

Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.

Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.

Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.

There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.

Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!

Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.

Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!
  
Annabelle Comes Home (2019)
Annabelle Comes Home (2019)
2019 | Horror, Mystery, Thriller
God help me I don't know why I went to see this.

The Warrens have contained Annabelle, her influence is safely blocked by a box crafted from sacred glass and they've locked her up in their artefact room. A year goes by without incident, but when their babysitter's friend visits unannounced, curious and looking for answers, the relative peace of the house is shattered.

Daniela unwittingly unleashes Annabelle's power onto the house and the three of them inside. The spirits in the Warren's basement are gradually escaping and coming out to play.

While me and horror don't mix, I do occasionally like the idea behind some of them. A story about objects with power like Annabelle Comes Home really appealed to me as I'm a fan of this sort of supernatural malarkey. As such, I decided to suck it up and be brave. I'm mainly glad I gave it a go... mainly.

This is the first horror film I have ever seen that has had any effect on me after seeing it. Most I just forget about and move on to the next, Annabelle Comes Home really messed with me though. I got up in the night and when I got back to bed I thought about it for the briefest moment and spent the next hour with the light on scrolling through Pinterest. Even when watching it at the cinema there were genuine moments where I was scared, not just the jumping out of my seat kind. Actually, I was impressed that it didn't just rely on the jump scare as a way of getting to its audience. More movies are doing that these days and it just feels like a very cheap way of trying for horror.

The scares here were much more... subtle... but subtle is absolutely not the right words. What I mean is that they were crafted in a much better and natural way than something popping out and screaming in your face. There is a moment with the bride where the shot genuinely moves so swiftly that it's almost inducing panic in you because you can't quite work out what's happening.

All of the spirits in the house are incredibly well done visually. The Ferryman in particular is very effective, it's amazing how something as simple as the sound of coins can add to the tension. When I said "all" at the beginning of this paragraph I did overstate slightly, there's one exception. Sadly Bob (our bit part love interest) is stuck outside trying to fend off a werewolf. I feel like the chances are high that he was designed for a Scooby Doo movie that was never produced. It's got a slightly cartoonish quality to it and when you add in the excess of rolling fog it becomes the least believable of all the unbelievable things.

Speaking of Bob, as a character, while adorable, does feel out of place as well. But the addition of this lighter storyline probably saved me from having a complete breakdown right in the cinema.

Daniela, the girl who can't read warning labels, left me annoyed. She's curious and looking for answers but it also feels like she's not convinced that the Warrens are for real. Either way, why would you play with the thing that is not only inside a locked room, but inside a locked box inside the locked room and has a very clear sign saying not to open it? Surely the only thing that's inside the box apart from a creepy doll and a chair is eternal damnation.

I thought that Madison Iseman as the babysitter Mary Ellen was a really good call in this. She's incredibly believable throughout and managed not to overact. Let's face it, there's always a strong chance of that in horror.

Finding out that Vera Farmiga and Patrick Wilson were barely in it was extremely disappointing. They're both good actors with a host of top roles under their belts and I'd been looking forward to seeing them on screen together. Once the set up is done though it's over to the younger cast members as Ed and Lorraine Warren go off on a trip. They do appear later in the film, but only after the action's conclusion to participate in the bizarrely conceived ending.

Mckenna Grace managed to deal with some of the creepy moments really well but I didn't feel like there was really much for her to do. Everything was very much guided by Mary Ellen and Daniela, and when she did get a moment on the screen it was swiftly snatched away by something else. Potentially by design I guess, but there wasn't much chance to make the role come alive.

I've not seen any of the other films in this franchise, and honestly, probably won't now. If someone who has could tell me if the others are as formulaic as this one I would appreciate it. I'm not saying formulaic is bad, sometimes knowing what's coming is easier to deal with, I'm sure it really helped me with this film. Near the beginning we have a sequence that gives you a checklist of things to wait for. Would I have stuck it out if I hadn't known what to look out for? Would some of those things scared me enough to leave? We'll never know.

I'm glad I managed to stick with it, the idea had been what really intrigued me and I feel like that came through well. Despite other issues with predictability and characters I actually enjoyed this film.

Originally posted on: https://emmaatthemovies.blogspot.com/2019/07/annabelle-comes-home-movie-review.html
  
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Emma @ The Movies (1786 KP) rated The Aftermath (2019) in Movies

Jun 22, 2019 (Updated Sep 25, 2019)  
The Aftermath (2019)
The Aftermath (2019)
2019 | Drama, Romance, War
Is there a period piece that Keira Knightley has ever turned down? After seeing her in Colette I retrieved her from the Nutcracker trash can I'd thrown her into and actually looked forward to whatever I was going to see her in next. I sort of wish it hadn't been this film though.

I'm conflicted. The Aftermath has some great pieces, but at the same time it's rather forgettable. Talking to a friend about films I'd seen this month I already forgot I'd seen it, and that doesn't normally happen this quickly.

Having seen the trailers I had come away with a rather definite idea of what the film was going to be like... I was actually surprised, the wool was properly pulled over my eyes. I had a completely different idea of the outcome. I really don't want to spoil it, if you've seen it message me and we'll waffle about it.

Alexander Skarsgård was incredibly good in this, I think I might be in love. I haven't seen him in anything recently but I might have to finally watch Tarzan. For the most part Stephen is a restrained and sensible character, so when he has an outburst of emotions it's all the more powerful. When he shows the Morgans round his house like a sad estate agent I felt that awkwardness.

Keira Knightley/Rachel isn't the leading lady I was looking for, as a character she is dislikeable. She's quick to judgment and takes for granted and abuses all the privileges that she has. I think this is partly what surprised me about the film, I hadn't expected her to be this way. In a film involving war I wouldn't have expected the female character to be the antagonist.

I'm pleased to see Jason Clarke again, he's going from strength to strength. Lewis Morgan is warm and accepting in contrast to the coldness of his wife. More strong emotions coming from our other male lead. Most feel like they're done perfectly, one outburst stuck out but I'm not sure that "out of character" is quite the right way to describe it.

The movie's handling of the Morgan's son was done nicely with a great link used to tie it together. Getting such a powerful moment out of such a small detail was amazing. The use of prop and flashback scenes came together very well.

The ending though... like the trailer I like that we're given something that doesn't necessarily hold with the expected. (Again, if you've seen it then message me so I can tell you how I wanted it to end.) I can't say I was happy with the end, it flies in the face of the traditional take on these sorts of films. There's an ending I would have preferred Rachel to have over the actual one just so that I could go "Ha! Serves you right!" but it wouldn't have been satisfactory for the other two points of the triangle. I'm not sure that any outcome could have left me content though.

There are some very striking visuals mixed through the film, most take part in the ruins of the city where we see the community living through the devastation of the city. I was intrigued to see that it was a BBC film, they usually have a certain feel to them but it wasn't really present in this.

As much as I enjoyed elements of this I can't say I would be fussed about seeing it again, if anything I think a second watch would remind me how annoying I found the ending.

What you should do

If you want to see Keira Knightley's character disrespecting her marriage then I would suggest watching Colette instead. However, if you want to have some strong feelings about Alexander Skarsgård then definitely see this one.

Movie thing you wish you could take home

It goes without saying that I would like Alexander Skarsgård, but failing that then the ability to play the piano beautifully will have to do.
  
Cloud City
Cloud City
2020 | City Building
Uh oh, another city-building game. I am notoriously horrible with the theme and mechanics, but I do love playing them anyway. But maybe it’s just because most games involve sprawling out, and maybe my specialty is sprawling up. Maybe, just maybe, I can be a vertical architect and leave the land-grubbing to those “other” architects.

Cloud City is a tile and building placing game for two to four players that is super light and super quick to play. In it players are building architects attempting to plan the greatest use of resources to create the most breathtaking buildings and connections of walkways all above the clouds. The winner is the player who amasses the most City Council votes by creating walkways that span daring lengths and connect same-sized buildings in the sky.

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 set aside the starter Cloud tiles for use as player tiles (they have bird icons on them). Shuffle the remaining Cloud tiles and make a giant draw stack. Reveal three tiles for an offer row. Each player draws three Cloud tiles into their hand to be kept secret from the other players. They also will take the appropriate building pieces to place on their starting tiles. Keep the building pieces nearby as they will be used during the game. Players may now begin their bids for architect supreme!
On their turn each player will place a tile from their hand to add to their city, place the corresponding building pieces on the two areas of the tile, optionally build walkways to connect buildings, and then refill their hand of tiles.

When placing a tile, a few rules must be observed: tiles must be placed orthogonally adjacent to an existing tile in the city, may be rotated any direction, and must never be placed outside of a 3×3 tile grid (like the placement rules in Kingdomino).

Once tiles are placed, grab the matching-colored building pieces for the newly placed tile and plop them down on the icons. As the building in the city begin the spring up above the clouds they will need to be connected to buildings of the same height.

To connect these buildings players will take from the supply walkway tokens of different lengths and place them between building of matching height, as shown below. It is these walkways that score the players points as votes from the City Council.


As the player now has only two tiles in hand, a third tile will need to be drawn from either the offer row or blindly from the top of the draw pile. It is now the next player’s turn and the game ends once all players have built their 3×3 city!
Components. This game consists of a bunch of thick cardboard Cloud tiles (48), a bunch more walkway tokens (93), and even more building pieces (96). The tiles are all thick cardboard with minimal but effective art, and are great quality. The walkways are similar thickness and quality and fit into the depressions on the building tops quite nicely. And finally, those building pieces. Oh man, these are great! Super durable plastic (or resin if there’s a difference? I was never very good at chemistry) in three colors and heights. Not needed but certainly appreciated is the detail on each piece with sculpted windows and doors. These are fun pieces to handle during game play and see being built in front of you. Excellent components in this box!

Gameplay is super simple and quick! There are only four real rules to remember (with some restrictions per rule, but they make sense) and as there are only three tiles in hand to build on a turn, AP-prone gamers will still be able to take acceptable-length turns. It’s quick, light, and boasts some great components.

Cloud City is a sure-fire hit and big time winner for me. In fact, I am planning on having my 4-year-old play it with me to truly test the box stating ages 10+. If I can get him to sit still for 30 minutes and concentrate on something other than the tablet or TV I think he will really enjoy it. If you are looking for a great gateway game that even could act as a filler with great components and gameplay that makes you consider the old, “Just one more” attitude, then give Cloud City a look. Blue Orange Games has really increased their production values and choices of games to release. They are remarkable! Just like Cloud City: remarkable!
  
    Wedding Planner by The Knot

    Wedding Planner by The Knot

    Lifestyle and Social Networking

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    Download The Knot Wedding Planner app, your guide to staying organized and on budget, finding the...

Bel Canto (2018)
Bel Canto (2018)
2018 | Drama, Music, Romance
The novel of Bel Canto is one of my favourites, and though I haven't read it for years I still recommend it to people. When I saw that they'd made a film of it I was ecstatic. But of course my luck wasn't working well! No mainstream release in the UK and seemingly not available in any way to see, then on a whim I searched Amazon and there it was, available as a digital release... GIMME!!

Roxanne has been hired to play at a private function in South America. It should be a simple performance, but when the residence is taken hostage the evening goes on a little longer than expected. The demands are seemingly simple, but no one wants to succumb to the, so the hostages must settle in for an extended stay with their captors.

The basis for the novel and film is the 1996 Japanese embassy hostage crisis where 14 members of the MRIA took hundreds of high level diplomats and officials hostage. With just a cursory look at the details of that incident it appears that several key points have been kept in some way but artistic licence has been used to give us a snapshot inside during the event.

I love Julianne Moore, so having her name attached was a definite bonus, especially alongside Ken Watanabe. The pair have a good dynamic and the language barrier imposed by the script (for all the characters) adds a different dynamic to the film. Watching them trying to communicate with each other and seeing the little touches it brought was very interesting.

When it came to the acting I thought the cast was incredibly well balanced, the standard was good and having such a variety of people meant that there was a lot to pick up on.

This does however come with a slight drawback, there are a lot of characters and they all have something about them to make them interesting... there's have been no point in having them if that wasn't the case. At no time do you have a chance to learn about any of them properly though, as soon as there's an opportunity we have to cut to a different scene and we're left with snippets. While that wasn't a negative for me overall it could have been an interesting addition, and at an hour and forty in length I think there was room for some more character pieces without making it too long.

Here's my one major negative about Bel Canto. Roxanne is a world-renowned opera singer, Julianne Moore is not... so they taught her to lipsync to the pieces that Renee Fleming would be voicing. Quite simply put, on screen it looks terrible. In some films you see people singing and don't realise it isn't them, there might be tricksy camera angles or decent lipsyncing, in those instances you don't notice and it all flows well. Without knowing this going into Bel Canto it was still very obvious. I'd be tempted to say close your eyes when she starts singing, you will miss some reaction shots of other characters but Fleming's vocals are wonderful but Moore's rendition is lacking the gravitas to go with it.

The bond that is created between the hostages and with their captors is shown extremely well and that makes the way the film plays out even more affecting. There's certainly room for improvement, but what comes to the screen is a very interesting twist on the original event and the novel.

Originally posted on: https://emmaatthemovies.blogspot.com/2020/06/bel-canto-movie-review.html