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Samsung Galaxy S8
Samsung Galaxy S8
Phones & Accessories > Phones
Another Great Samsung Phone
I switched from an iPhone to a Samsung Galaxy several years back, having had a series of iPhones and not believing anything could live up to the high expectations I had. Within days, I was an absolute convert and now couldn't imagine going back to an iPhone, having had a string of Galaxy handsets.

Going from my previous handset (the S6) to the S8, I was disappointed at first with the lack of a physical home button - as it turns out, I don't actually miss it at all. Force of habit means that now and again I will try to press a home button or stare blankly at the screen for a moment to try and figure out what I'm meant to do, but that's more me being a bit dizzy than anything!

As with previous models, apps can be downloaded from the Google Play Store as well as third-party apps without having to "jailbreak" or otherwise void the warranty of the phone, you simply allow third party apps in the settings.

Having had the phone for around six months, there are times when it lags, odd occasions when it freezes or restarts itself, but honestly these are issues that every phone can throw up from time to time and not something that would make me decide there was a problem - usually, anything can be resolved with a restart or running some sort of clean up/diagnostic and deleting junk. One criticism, the actual body of the phone seems a little easier to damage than the S6. I'm notorious for dropping, bashing and knocking my phone and, eventually, ending up with a crack somewhere on the screen. This time, I managed to crack the *back* of the phone when taking it out of a holder. My husband's screen seemingly cracked in the heat of July 2018 in the UK! He's put a super-duper hide-the-cracks screen protector on, which makes it look as good as new, and I've got mine in a case now because i'm clumsy, but neither of these were things I would have expected from the treatment the phone had received!

Compared with previous models, it is a definite upgrade in the real sense of the word - the camera is better, it runs more smoothly (obviously, having been designed to cope better with the demands of the ever-improving operating systems that are rolled out on a fairly regular basis), and is a sleeker, better looking version of its predecessors. But, put it in a case!
  
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Sarah (7800 KP) Jul 30, 2018

To me the S8 seems more durable than the S6, rather than less. I don’t even have a screen protector on mine anymore and it’s survived over a year! Famous last words... ?

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Sarah (126 KP) Jul 30, 2018

I have to say, I've found the screen has lasted better on my S8 than my S6, which was rather battered by the time I upgraded. But, I never expected I'd manage to crack the back of it!

Tolerance by The Blue Aeroplane
Tolerance by The Blue Aeroplane
(0 Ratings)
Album Favorite

"It's not quite finished, and that's why it's a classic example of what they were becoming, and that's why I love it. I love coming across a record when you can hear what the band could become. Unfortunately with them, I don't think they really ever got there. For me, they could have been the British R.E.M.. I remember myself and Nick saw the band at WOMAD fest in 1986. We decided we had to go to one festival to see what everything was about - it was either '85 or '86 - and we saw James, when they'd just come out with 'Hymn From A Village', when they were a completely different band, and they were brilliant to be honest. We saw Siouxsie And The Banshees and Arrow, and I think The Housemartins were there, and we also saw The Blue Aeroplanes. They were fucking amazing; one of the best live bands I've ever seen. It was pre-Bez and they had a dancer with them onstage; he was called Wojtek [Dmochowski] and the singer was just scatting poetry over the music. For a band that made quite delicate music they were full-on, they were moving lots, it was just pure fully formed erudite freneticism. It was just lovely. We came away thinking, "Wow, we'd love to be in a fucking band who connect onstage like that, with what's in their music and really physically trying to impose yourself on an audience." I love this record because it's got a song on it called 'Arriving', which has the line: "I saw the sun shimmering on a broken breeze." Nick was obsessed with that line when he was young. There's another song called 'When The Wave Comes' which is beautiful, the actual song 'Tolerance' is just brilliant. It's not a perfect album but you can hear this promise of what this band could have been. Me and Nick went to this festival and we fucking hated the experience of going to this festival, we hated people were trying to sell us drugs, but we loved seeing The Blue Aeroplanes. It was a little Damascene moment which made us really, truly believe about how physical a gig could be. We were determined to not be a band that stood still and just looked at our feet or guitar fretboards after that; we were determined that we would move round shitloads. We walked away quite loftily saying, "We're never coming back to a festival unless we play one," which just shows how snotty and fucking deluded we were."

Source
  
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LoganCrews (2861 KP) rated The Hunger Games (2012) in Movies

Sep 20, 2020 (Updated Nov 26, 2020)  
The Hunger Games (2012)
The Hunger Games (2012)
2012 | Drama, Mystery, Sci-Fi
One of the most clueless things I've ever seen, as painstakingly unintelligent as it is one-dimensional and blunt. My problem isn't so much that every YA movie from then until at least 2018 cribbed from it (and for the most part, did it better lol) mercilessly until they left nothing left to this one but its picked-clean carcass - but moreso with the fact that it does only a couple steps above the bare minimum. How awesome would this have been as a Battle Royale-style, anti-fascist bloodbath where a bunch of kids are picked at random and exposed to both the elements and a shit-ton of weapons in a 𝘛𝘳𝘶𝘮𝘢𝘯 𝘚𝘩𝘰𝘸-esque battlefield commentated by a flamboyant Stanley Tucci and Toby Jones? But no, fuck that right? Instead we get a garbage-looking, shakycam exercise in going through the motions with bad characters and toothless action (wasps? most of the characters dying offscreen? are you kidding me?). Plus we're treated to another awful forced romance, dull-arrowed swipes at classism which amount to nothing more than overtly-obvious visual signifiers with nothing to actually chew on (I assume out of cowardice - which makes it worse), and one of the most infamous cases of vaguely misogynistic attempts at a 'strong female lead' by making her mean and stripped of any actual personality. Somehow it doesn't really drag, but it's pretty viciously unexciting. There's some real bite to the scenes where Katniss's every expression let alone word is picked apart by a capricious crowd and disingenuous MC, and Haymitch painfully watching the rich children play with the toy sword - though not only does it refuse to dive into the treasure trove of possible commentary it sets up, but I actually have to apologize to the (worlds better) 𝘋𝘪𝘷𝘦𝘳𝘨𝘦𝘯𝘵 for goofing on its idiotic politics because this is somehow even dumber. "We want to make sure there's never another uprising again, show we're a gracious + caring government, and entertain the public all at once. How do we do that? Well we'll just start abducting and killing children at random on national television of course!" Lmfao. Doesn't lean into anything that could have made this enjoyable, and there's a lot - so they had to have *tried* to make it this flat. Also one of those movies that only knows how to express its limited emotion through unbearable "everything sucks" world-building. Great... that would be another thing entirely if it even earned the right to do that, which naturally this doesn't. Cheesy and unintentionally funny.
  
    Bkool Simulator

    Bkool Simulator

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    OddTunes:Hang

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Castles of Mad King Ludwig: Secrets
Castles of Mad King Ludwig: Secrets
2018 | Economic, Medieval
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the excellent bidding and castle building game Castles of Mad King Ludwig, and the expansion is named Secrets, from Bezier Games.


This expansion includes new starting Barbicans, Moats, Reference tiles, Swan tokens, Secret Passages, and a bunch of new Room tiles, all shown below.
Secrets adds several new large border tiles (Barbicans and Moats) that are somewhat the main features of this expansion along with the actual Secret Passages and Swans. The Barbicans replace the starting tiles, so each player begins the game with a fancy new drawbridge and foyer. The Moats, however, will be purchased during game play for 5000 marks and joined to the Barbican to begin creating a border within which the normal castle Room tiles may be placed. The Moats award three VP once built, and bonus VP for the number of rooms already built within the player’s castle.

The Secret Passages allow two rooms to be connected that otherwise may not have been. They are able to connect these ONLY at entrances to the rooms, and each player is given a set of them at setup.

Swans are present on the expansion Room tiles, and when they are added to the main contract bidding board a Swan token is placed upon it. The winner of the Room tile containing Swans collects the tokens and they can be used as money or as VP at the end of the game.

Is it necessary to own? Absolutely not. Castles of Mad King Ludwig is an amazing game without its expansion. However, if your games are getting a little samey or old (I don’t see how) then throwing in this expansion will certainly liven it up for you. Adding the components (which can fit in a medium sized baggie) is a breeze and they are mostly intuitive with their accompanying rules.

Official Recommendation: I love Castles of Mad King Ludwig. I also love the Secrets expansion. I think the expansion adds a few new and exciting layers to an already-kinda-crazy game that throws in much more strategy. As if connecting all those oddly-shaped Room tiles wasn’t strategic enough! I recommend you pick this up if you are a completionist, a true fan of the game, or are no longer finding the base game exciting.
  
Dungeon Drop
Dungeon Drop
2020 | Adventure, Fantasy
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.

Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.

The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.


When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.

Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.


When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
  
TEN
TEN
2021 | Card Game
When it comes to game mechanics, set collection is my JAM. Auction/bidding and push your luck, not so much….. So when Alderac Entertainment Group brought TEN into my life, I was a bit wary at first. A game of collecting sequences/sets of numbers? Awesome!! Add in bidding for Wildcards or pushing your luck to not Bust each turn? A bit too risky, at least for my gaming tastes. After having had the opportunity to play TEN, were my initial feelings misplaced? Spoiler: Yes. For me, TEN was a prime example of “Don’t judge a game by its mechanics.” Keep reading to find out why.

Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L

TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.

On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).

So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.


If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.

When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!


To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.
  
Stephen King's A Good Marriage (2014)
Stephen King's A Good Marriage (2014)
2014 | Mystery
2
4.3 (3 Ratings)
Movie Rating
Story: A Good Marriage starts with the anniversary party of Darcy (Allen) and Bob Anderson (LaPaglia) with their grown up children Petra (Connolly) and Donnie (Stockman). Everything on the outside looks like it is going great for the couple and what could possibly be shocking about them? The couple seem to have a follower in Holt Ramsey (Lang) but why?

Darcy’s life takes a sudden change when searching for batteries she finds a hidden box with the drivers licences of woman who are found dead. As Darcy struggles to deal with the realisation that she is married to a serial killer we watch how Bob is tracking down him latest victim while away on business. We have to watch how Bob and Darcy try to work through the problems because spilling the secret could ruin the family.

A Good Marriage really does end up coming off very dull, the concept sounds very interesting. I feel this story should have been a hell of a lot tenser because of the action of the husband especially with the idea that the wife doesn’t want to destroy her children’s lives with the secret. I can honestly say I was expecting a look into the husband’s killing and an actual confrontation rather than just a calm talking about his actions. Overall the story doesn’t come off very well at all and I can honestly say this will disappoint any and all the Stephen King Fans out there. (2/10)

 

Actor Review

 

Joan Allen: Darcy Anderson is the loving mother and wife who discovers her husband’s secret. Darcy has to try and figure out what to do because talking will destroy the family but she also knows the next victim will now be here fault. Joan does a solid job but doesn’t reach the levels you would expect to make you feel like her character is scared or keeping a brave face. (5/10)

 

Anthony LaPaglia: Bob Anderson is the account husband of Darcy who has been living a different life behind his family’s back as a serial killer. When his wife discovers his secret he has to convince her not to go to the cops and ruin the life the children think they have had. Anthony is an actor I would expect to be able to play this role really well but he doesn’t seem to get into the role enough to make us believe he is a killer. (3/10)

 

Support Cast: A Good Marriage has a supporting cast that are mostly people Darcy is trying to protect from the truth, but it also has a man trying to find out the truth about the killer.

 

Director Review: Peter Askin – Peter doesn’t give us enough tension in a film that should be filled to the rim with tension because of the subject matter. (3/10)

 

Thriller: A Good Marriage is a film that should be filled with tension but this manages to let it all go without capitalising on the idea. (2/10)

Settings: A Good Marriage keeps the settings great because the idea would be that the killer is in plain sight living a normal life. (9/10)

Suggestion: A Good Marriage has to go down as one to avoid because it really does disappoint trying to tell an easy story. (Avoid)

 

Best Part: Hard to find anything.

Worst Part: No Tension.

Improve Ideas: High tension level.

 

Believability: The idea does come from a real serial killer but the outcome on film doesn’t really work. (3/10)

Chances of Tears: No (0/10)

Chances of Sequel: No

Post Credits Scene: No

 

Oscar Chances: No

Runtime: 1 Hour 42 Minutes

Trivia: This is Stephen King’s first self-adapted screenplay since “Pet Sematary,” which was released 25 years earlier. The last feature film script he wrote was “Sleepwalkers,” released in 1992. Since then he has written TV movies, mini-series and shows, such as “The Stand,” “The Shining” and “Kingdom Hospital.”

 

Overall: Very disappointing thriller with no actual tension.

https://moviesreview101.com/2015/06/04/a-good-marriage-2014/