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Black Adam (2022)
Black Adam (2022)
2022 | Action, Adventure
About As Middle-Of-The-Road As You Can Get
The DC Extended Universe (DCEU) has been criticized by many (including the BankofMarquis) for being too dark, dour and somber. The powers-that-be at DC clearly have heard that criticism and with their latest installment - BLACK ADAM - they ditched that grim tone.

If only they would have spent time on character and plot development instead of blowing things up and dispatching nameless/faceless henchmen.

Based on a DC Comics character the BankofMarquis knew nothing about - and featuring SOME characters from DC that the BankofMarquis had heard of (o’k, one character, Hawkman), BLACK ADAM stars Dwayne “The Rock” Johnson as the titular anti-hero who comes out of hibernation after about 5,000 years to exact vengeance on those who wronged him.

It’s a tricky line to walk when you are working with an anti-hero bent on death and destruction, but it can be done if you bring some humanity and humility to the character and have this anti-hero character go on some sort of journey of discovery along the way.

While this film succeeds for the most part in bringing a lighter tone and some fun to the proceedings, it seems that Director Jaume Collet-Serra (Orphan) and the trio of writers that penned this weak script opted to play it safe and didn’t go too dark (at the beginning) or too “Super-Heroey” (if that is a word) at the end, so what you get is a safe, middle-of-the-road entertainment that is “good enough” and (this is damning with faint praise), one of the better offerings in the DCEU.

Let’s start with the Johnson in the titular role. The film (and film-makers) play down Johnson’s inherent charm throughout the film - to the detriment of all. Johnson plays Black Adam with a focus of purpose and a lack of awareness and humor. While this could have been played with great effect neither Johnson nor Director Collet-Serra leans into this enough to make it a strong part of the offering. True, Johnson’s inherent charisma and screen presence shines through no matter how much it is attempted to be tamped down, but the character just comes off as plain vanilla.

Of course, Johnson’s physical form has never looked better and he excels in the action sequences - which are plentiful and full of explosions and destruction (destruction that is never commented on). These scenes overwhelm the story and the plot - and is one of the reasons that this film doesn’t rise above decent. It has lots of blowing things up and SuperHeroes going “smashy-smashy” with no real emotional resonance or consequence to them.

As for the other actors in this film, Aldis Hodge (ONE NIGHT IN MIAMI) is strong as the only DC Character previous known to the BankofMarquis - Hawkman. He is a welcome addition to this universe and it would be great if he showed up in more DCEU films - including adding him to any Justice League films.

Sarah Shahi (PERSON OF INTEREST on TV) is always a welcome sight in a film - and she more than capably fills in as the representative of the filmgoing audience as the human who is wrapped up the proceedings of these SuperHeroes while Mohammed Amer (the TV series RAMY) provides strong comic relief as Shahi’s brother.

Unfortunately, the film felt the need to put in 2 teenage Superheroes (I guess to appeal to their target audience) in the guise of Atom Smasher, Noah Centineo (THE PERFECT DATE) and Cyclone, Quintessa Swindell (the TV Series IN TREATMENT). These are both decent enough - and good looking enough - performers to put on screen, and they both would look good in a CW TV Series like THE FLASH, but their characters are pointless in this film. They are add-ons that don’t really add anything to the events.

And then there is good ol’ former James Bond Pierce Brosnan as Dr. Fate, a character the BankofMarquis knew nothing about before this film, but now am clamoring for a standalone movie for Brosnan and this character. He was the best thing in this move and this veteran actor understood the assignment, bringing humor and gravitas when needed while doling out sage advice - Obi-Wan style - to both Hawkman and Black Adam throughout the film.

All-in-all, a decent time at the theater (the DCEU has certainly done worse), but, in the end, BLACK ADAM is as disposable as Cotton Candy, fun while it lasts, but not anything that will stay with you for any length of time.

Letter Grade: B (the most solid “B” that a film can have).

7 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
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Mayhawke (97 KP) rated I am No One in Books

Feb 13, 2018  
I am No One
I am No One
Patrick Flanery | 2017 | Fiction & Poetry
4
4.0 (1 Ratings)
Book Rating
Intriguing but ultimately disappointing
Written in the first person I Am No One is the account of recent events in the life of the fictional NY academic, Jeremy O'Keefe. O'Keefe, ironically an expert in surveillance, finds himself the subject of apparent scrutiny by unknown observers, a discovery that propels him into paranoia and pushes him to the boundaries of sanity. As the story is unpacked, page by page, it becomes clear that O'Keefe's paranoia is not unfounded, and that his initial confusion as to why anyone would want to bother observing the behaviour of a mundane and only moderately successful Professor actually belies a deeper understanding of the cause and his actions that precipitated it.

O'Keefe is a difficult character to really sympathise with. Whilst his ideology is admirably egalitarian he falls into that bracket of slightly stuffy, middle-class liberals who take themselves too seriously and fail to practise what they preach. In fairness to O'Keefe he largely has the grace and self-awareness to question the rationality of his fears and accidental moments of prejudice (though he is of the very typical male Liberal variety that doesn't seem to recognise the contradiction of professing himself feminist whilst watching porn): slightly pompous, slightly too much self-regard slightly too much sense of victimhood, he is not unlikeable just a bit of a non-entity. Whilst this is clearly intentional it makes his narrative stodgy. Not unreadable, but at the same time easy to put down for a week whilst a more engaging book is read. This is either a spectacularly adept piece of characterisation or an unfortunate reflection of the author, Patrick Flanery. I do hope it is the writing because if not then all the peculiar, inaccurate and unlikely observations made by O'Keefe onbehalf of his character regarding differences between the British and Americans are likely also Flanery's:. For example the breath-taking assertion that socio-economic failure is treated more harshly in the UK than in the US, when any basic knowledge of sociology in the two countries shows that the criteria for failure is a) much broader in the US and b) responded to far more harshly, e.g.: "if you don't earn enough from your three jobs to afford medical insurance to pay for your cancer treatment, you clearly haven't worked hard enough. The fault is yours , you are a failure and the punishment is premature death.". It is also difficult to accept that Flanery is regularly treated with distrust and dislike by bank cashiers for his Irish name. Quite aside from anything else most bank cashiers in this country now aren't old enough to remember the Irish troubles, and the bigots-for-bigotry's-sake have long since transferred their angst from the Irish to the Poles and the Muslims.

Flanery is also an academic, something that is abundantly obvious from the highly structured writing method he employs in this book. The reader is left with the impression that where other novelists write books to be read as stories Flanery has written a text with an eye to future deconstruction by English Lit students. That is not necessarily a bad thing, of course, but occasionally one wishes he could have been a little less concerned with construction in the minutiae and more concerned with crafting a story with a complete beginning, middle and end. And therein lies one of the greatest failings of this book: it has no real conclusion. Questions are raised that go unanswered. In particular, there are issues with characters, whose true identity may never be elaborated upon or, in the case of his girlfriend who makes a sudden, poorly explained behavioural volte-face that is entirely out of character but provides Flanery with a device to enable his protagonist take the critical closing step to the tale.

It seems that Flanery has written this book as a parable on the dangers of unfettered digital surveillance: how easy it is for those who wish to to access all our personal data and how very quickly and efficiently lives can be subverted. Whilst this may be a revelation to a few it has to be said that there is nothing revealed in this book about the scope and methods of data collection that anyone who has even a small amount of technical savvy won't already know, which rather undermines it as an expose. The book also attempts to portray how easy it is to suddenly and unintentionally find oneself on the wrong side of the law. Unfortunately in this story the actions which purport to have landed O'Keefe in possible criminality are so ridiculous and far-fetched that only the most paranoid would ever see an offence in them. Contrary to highlighting the ease with which the well intentioned can unwittingly find themselves in need of lawyers it suggests that all the peripheral characters are actually far more paranoid and delusional than O'Keefe will ever be.

All that aside this was an intriguing and mildly engaging story. Largely well-written but let down by a an unsatisfactory conclusion and a failure to induce the kind of fear that was intended.
  
Virtual Reef Diver
Virtual Reef Diver
2020 | Animals, Card Game, Educational, Environmental
Ahh, ze Great Barrier Reef. How I would love to see you! To swim with ze fishies and see ze beautiful colors! But alas, I am no great diver, and have only snorkled once – in ze Caribbean. I am very interested in ze marine life on ze reefs surrounding Australia, and so when I heard of a game from one of our favorite publishers (who happen to be Australian) featuring photos of ze Great Barrier Reef I knew I had to take a look.

Virtual Reef Diver is an educational card game that helps to bring awareness to happenings of the Great Barrier Reef and even implements ways for players to participate in the studies of this natural wonder. The winner(s) of the game is (are) the team who scores the most points at the end of three rounds, and also hopefully learns several new things along the way.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. It is not my intention to detail every rule in the game, but to give a general idea of the feel of the game flow. You are invited to download the rulebook, purchase the game through the publisher directly, or through any retailers stocking it. -T


To setup, shuffle the Action card deck, the Reef Disturbance deck, and the Reef decks separately, placing them on the table. Each team, or player, may be given a Classification Card (reference card) as well. From the Reef deck deal 12 cards face-up on the table in a 3×4 (or 4×3 whatever) grid. Each round a new set of 12 cards will be dealt to the table. Determine the starting player/team and the game may begin!
Players will decide at the beginning of the game which mode they wish to play: Standard or Advanced. I will be previewing the Standard mode. On a turn a player will choose a card from the grid and attempt to identify its type: Hard Coral, Soft Coral, Algae, Invertebrates, Fish, Marine Mammals, or Technology. If correct, the player will collect the card as a trophy and it will be worth VPs at the end of the game. The next player may then take a turn identifying the type of card and collecting if correct, or leaving on the table if incorrect.

All cards are worth VPs except the Technology cards. These, once correctly identified, will allow the player to exchange it for an Action card to be used in the future. Action cards can be very powerful at different times during the game.


Once all 12 cards have been taken for the round the players will reveal a Reef Disturbance card. These typically will have players discarding cards of a certain type, or several cards at once. Some Action cards will negate these effects, so having them ready is great strategy. The grid may now be replenished and the second round started. The game ends at the end of the third round and players count up points to determine the winner!
Components. Again, while this game is in production, I treated it as a preview, and these are final components. That said, this game exists to benefit the Australian Government-funded citizen science website ACEMS. Further, this game is a bunch of cards in a box. The photos on the main Reef cards are mostly quite nice, with a couple looking perhaps a little outdated. The other graphics on the game are fine. They don’t get in the way, and are functional. The cards themselves are also fine quality. Nothing in the box is exquisite nor subpar at all.

The gameplay is something that I am struggling with as a reviewer. You see, this is a VERY different game depending on the mode you play. I will probably always play it on Standard mode because I can guess what type a card may be, but the Advanced mode also awards extra points for identifying the common name, taxonomic family (scientific name), and habitat of each card’s subject. That is for eggheads, man! I’m just a normal American-educated gamer. I don’t know that stuff! So the Standard mode is relatively easy to play and be good, where the Advanced mode is for those times when you have, let’s say, a Scrabble or Chess snob who revels in being the most intellectual person in the room. That’s not at all a bad thing, and I hope any real eggheads know I am kidding around. I am merely jealous at how smart many people are.

That being the case, this game would work well for a group of younger gamers eager to learn about the marine life on the Great Barrier Reef, or those looking for a relaxing quasi-trivia style card game. Need to amp it up and play on Advanced mode? Go for it. I’ll still be flailing about like a clownfish out of water trying to understand the difference between hard and soft coral and how to distinguish them. Seriously. Take a look for yourself and help out a VERY worthy cause in the process.
  
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Jayme (18 KP) rated Underwater in Books

Mar 28, 2018  
Underwater
Underwater
Marisa Reichardt | 2016 | Contemporary, Young Adult (YA)
10
10.0 (1 Ratings)
Book Rating
Plot (1 more)
Emotion
Character believability (0 more)
Contains spoilers, click to show
Marisa Reichardt’s debut novel Underwater is a compelling account of a teenage girl’s struggles with agoraphobia caused by a traumatic shooting taking place in her high school. The book intended for a young adult audience follows Morgan as as she tries to cope with several adversities in her life, primarily the fear of leaving her apartment. Morgan was content with wearing the same pajamas everyday while she did her schoolwork online and ate grilled cheese for lunch until a boy her age named Evan moved in next door. Evan showed up on Morgan’s door step smelling like the ocean, reminding her of summer and everything she missed outdoors. With help from Evan, her psychiatrist, her mom, and her little brother Ben, Morgan is able to finally confront her fears and take necessary steps toward recovery.

I found myself connecting to Morgan more than any other character within the book, and that connection began early on in her description of the day her younger brother was born.

"I think of Ben on the day he was born, all chubby and pink and bald. … I think of the newborn Ben next to my mom’s hospital bed and rocking him under dim lights while he slept in my arms. I fall asleep to the feeling of a love I never knew until my brother got here."

Being the youngest in my family and having no experience with anyone I knew having children, I was especially excited when my only sister got pregnant with her first child. I sat in an uncomfortable chair across the room from my sister’s hospital bed for thirteen hours while she was in labor. When she was finally ready to push, I stood at her side giving words of encouragement, and she even gave me the honor of cutting my nephew’s umbilical cord. I remember the warmth of my tears as I heard my nephew cry out, sucking in his first breaths of air. I left the hospital shortly after his delivery, allowing my sister to get some rest. I returned a few hours later and held my tiny nephew in my arms for the first time. I love plenty of people in my life, but it wasn’t until I watched my newborn nephew as he slept swaddled in the hospital-issued blanket that I fully understood the depths of the love I was capable of producing. The astonishment I felt holding my precious nephew can be compared to the feelings Morgan had toward her brother the day he was born.

What I found to be most fascinating about this book is the way the author tackles the problem of school shootings in a way that humanizes the shooter and his victims. Instead of making the shooter out to be a merciless attacker, he was demonstrated as a victim of neglect among his peers who deserves forgiveness for his mistakes. There have been one hundred and seventy-four school shootings in America since the year 2003. School shootings are a recurring issue in our society.

"Before Aaron’s Facebook was disabled, news outlets released photographs from his profile. They found the worst ones. The ones that painted the picture of a kid who was angry and alone. They interviewed neighbors who said Aaron spent weekends tinkering in the garage. His mom revealed Aaron had been in therapy since middle school. His dad revealed he kept guns in the house. For protection. From the world. Not from his son. Those were guns Aaron brought to school onOctober fifteenth. … And the only person who could give us answers, who could tell us why, was gone."

The media is quick to make the shooter out to be a monster instead of acknowledging the idea that people make drastic decisions, like one of shooting up a school, because they have no one to turn to.
Other personal accounts of shootings have been written, but there is nothing like this fictional demonstration of the aftereffects of such occurrences. Misty Bernell, the mother of a student killed in the Columbine High School shooting taking place in 1999, wrote the book She Said Yes: The Unlikely Martydom of Cassie Bernall as a way of commemorating her daughter and spreading awareness of the lives lost in the tragic massacre. Reichardt manages to establish a point of view that allows readers to show empathy toward a victim in the shooting the same way Bernell does without downplaying the internal struggles Aaron, the shooter in the novel, may have been experiencing.

The successful manner in which Reichardt explores a real-time societal issue from a unique perspective provides enough grounds for me to recommend the book. However, I was also able to find many characteristics that made me feel invested in the well-being of the each of the characters within the novel. Morgan works especially hard to go outside in order to see her brother perform in his kindergarten play, the psychiatrist meets with Morgan for free because the psychiatrist wanted Morgan to know she was being heard, Evan offering his old prepaid cell phone to Morgan so they could send text messages to communicate the problems Morgan was too afraid to talk about out loud, and the way Morgan’s mother compromises with Morgan and attempts to understand her feelings. Each character demonstrates selflessness and unconditional love while maneuvering through a situation where love and support are crucial to the mental health of everyone involved. Reading about people who truly care about each other and work to build each other up in a difficult time instead of worrying only of themselves is refreshing.
  
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Gareth von Kallenbach (971 KP) rated the PlayStation 3 version of Star Trek in Video Games

Jun 19, 2019  
Star Trek
Star Trek
Action/Adventure
Director JJ Abrams him breathes life into a stagnating Star Trek franchise with his daring reimagining of the franchise as currently gearing up to release the much anticipated “Star Trek: Into Darkness”, later this summer. With franchise awareness and popularity at a level not seen in over a decade, Digital Extremes has released Star Trek: The Video Game to the delight of Trek fans everywhere. Not only is the game the first one said JJ Abrams universe, but it is also the first game to allow players to play as either Kirk or Spock in both solo or co-op play. The game features Chris Pine and Zachary Quinto as Kirk and Spock and also features other voices from the film. During our preview for the game at the 2012 E3 convention in Los Angeles, it was revealed to me that the filmmakers were consulted during the development of the game as it was designed to be a bridge between the first and the second of the JJ Abrams films.

Answering a distress signal, the Enterprise crew finds himself set the center of a crisis with galactic repercussions. An evil reptilian race known as the Gorn have stolen the device of immense power and also have unleashed attacks on a Federation station as well as the new Vulcan colony. Not only is the attacking race deadly but they also are employing a technology that allows them to infect and control Federation citizens and officers which doubles the threat posed to the Federation. When the Gorn escape with an extremely powerful device and Vulcan scientists in tow, Kirk and Spock are tasked with saving the day.

The gameplay is similar to that of the Mass Effect series in that it is done from a third person perspective. Players have the ability to use a Tricorder to scan enemies and objects, pathways, and electronic devices such as doors and security systems which often have to be hacked or manipulated to allow gameplay to progress. Players are allowed to primary weapons into grenade types and have to recharge at various centers throughout the game or swap a spent weapon for weapons they find laying about. This is at a nice new wrinkle to the game is not only are Federation and Gorn weapons available players, but having things ranging from sniper rifles to arc guns makes a nice mix from the standard Phaser weapons. There are also various grenades it can be used by the players.

One of the more frustrating aspects of a game for me for the numerous puzzle sequences where systems had to be hacked or otherwise manipulated. While some could be done by ordering Spock or Kirk depending on which player you were controlling to handle it themselves, some had to be done in conjunction with another player. While this was a nice touch to the game, during the final parts they were too frequent and for me undercut the drama and the urgency of the story.

There were also numerous jumping puzzles where players had to hang from ledges and you carefully timed jumps from one obstacle to another. This became frustrating on the PC version as the control system often was very temperamental and allowed access only at certain points of the map. During one co-op session, both live-action players were unable to complete a puzzle, and it required one of us dropping out of the game so that they could rejoin once the remaining player completed the obstacle course.

I appreciate the deviation from standard run and gun and how the developers were attempting to incorporate a true sense of co-op play by requiring the other player to be little more than backup firepower. However, it does get a bit frustrating when somebody is unable to complete a jump and you are forced to repeat a segment over and over until it is done correctly thanks to the games checkpoint save system.

I really enjoyed the detail levels of the game especially being able to explore the Enterprise and other environments in great detail. One segment required us to use limited range portable transporters to tag and transport one another to various spots on a damage space station. This this was lots of fun and in my opinion really captured the essence of Star Trek as did the brash and bold gameplay style of Kirk compared to the methodical and efficient gameplay style of Spock.

While there were some frustrating moments the game was very enjoyable and with over 10 hours of gameplay did offer a very rewarding experience for Star Trek fans. I do think that gamers who are more casual fans of the series may not be as forgiving with some of the issues I noted in the game but as franchise games go this was a very enjoyable effort.

Graphically the facial animation and lip-synch of the characters was a bit off and dated but elements of the ship and locales were extremely detailed and very enjoyable to look at and interact with. There are some fantastic lines in the game especially some of the clips by Scotty and Dr. McCoy which really showed the effort the game designers talk to capture the essence of the game and its characters and to do their best to put players inside a true Star Trek adventure.

While it is not a perfect game and does have some flaws from the technical and gameplay side of things, it is one of the better Star Trek games ever released and does offer a very enjoyable experience for Star Trek fans as long as they are willing to temper their expectations going in.

http://sknr.net/2013/04/29/star-trek-the-video-game/
  
You Said You Could Draw
You Said You Could Draw
2021 | Humor, Party Game
Excuse me, title of game, but I NEVER said I could draw. Is it just me or does nearly everyone feel the need to preface every drawing game with a declaration that they are horrible artists and will probably perform disastrously? I have found this to be the case, as least for myself and about 90%+ of the people with whom I play, and it is especially rampant with the tongue-out drawers in the world. But we all still enjoy the old favorites like Pictionary and Win, Lose, or Draw! How about if we add another gimmick to these classics in order to turn the games on their ears? Enter You Said You Could Draw.

In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.

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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T


To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.

The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!


Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.

The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.

I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.

All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
  
Wonder Woman (2017)
Wonder Woman (2017)
2017 | Action, Fantasy, War
Gal Gadot as Wonder Woman Chris Pine as Steve Trevor No Man's land sequence The score Girl Power F YEAH Steve and Diana's relationship (0 more)
Third act is a little generic Villians aren't as memorable as other DCEU villians (0 more)
"I can save today, you can save the world"
Remember when some trickster claiming to be a former worker from Warner Bros. wrote an open letter saying that Wonder Woman was just another mess of a DC movie, et cetera? I remember how Patty Jenkins responded to that. She tweeted: "Just wait and you'll see".

Honestly, I don't know how anyone could even consider that there was the slightest chance of this movie not being good, and I'm gonna tell you why: this is the very first big female-led superhero movie, in which the title character also happens to be the greatest female superhero in history. If you really think that Patty Jenkins, also the first woman to ever direct a superhero movie of this caliber in a industry where women barely stand any chances to get to direct major blockbusters, would let this movie be anything less than great... You've got another thing coming, mate.

Wonder Woman is a traditional, oldschool superhero movie, but the first essentially feminist one at it, and they couldn't have chosen a better setting to tell this story, or a better character to star in it. The movie's social comments are strong and constantly present, but never forced, because it is only natural: by placing Diana, a princess raised in an island of warrior women, in the middle of the reality of World War I, the absurdities of the feminine role in the world - and so many other human corruptions - automatically come to light. The way Diana reacts to this world raises a great sense of awareness, with a touch of poignant humor to it. There is a very funny subtle arc of her wanting to take out her cloak, but not being able to because her armor is "barely any clothes", hinting not only at society's sexist feminine dressing code - which is still a thing today -, but also gradually adding power to the iconography of Wonder Woman in full costume; this is Wonder Woman's much awaited debut on the big screen in a solo movie, and like Superman and Batman before her, her first appearance needed to be something incredibly striking. Patty knew that, Gal knew that, and they made it happen. Even if we already saw her in BVS, the very first time Wonder Woman walks up in full costume here is undoubtedly one of the most iconic moments in superhero cinema.


Jenkins is extremely devoted to giving Wonder Woman the iconic debut film she deserves, and she nails it - there's quite a bit of remarkable shots and set pieces that let out the same imagetic power as in Donner's Superman, Burton's Batman or even Raimi's Spider-Man, and I must highlight the No Man's Land sequence. It's my favorite part of the movie; Jenkins and Heinberg carefully work on Diana's mindset as she first witness the horrors of human war, not being able to help everyone, horses being hurt so they can move faster, a mother and a child begging for help, and it all leads up to the powerful moment of a woman crossing the land no man could cross - and Heinberg's dialogue doesn't rely on obvious statements such as "fortunately I'm a woman" (I'm looking at you, Batwoman trailer), it simply lets the image strike us, because it is powerful enough by itself, and boy did that cause some serious goosebumps.

Speaking of dialogue... It's so terrific, so well written. The exchanges between Diana and Steve Trevor are very clever and funny, but most of all natural. All the characters are also extremely likable; Allan Heinberg's writing knows that not all of them can be given deep development, but nonetheless he gives them stories, personalities and purposes, and that - plus the charismatic performances - makes them very empathetic. The villains are not as remarkable as in some of the other DCEU films, but they didn't need to be; the movie doesn't require in-depth arcs from its villains. They have a strong presence when they're in scene and a well elaborated lore, and that's everything they need.

Contrary to the Nordic mythology depicted in the MCU, here we are talking about real gods, true deities, not superpowerful aliens that only strike a similar image - and that also brings a few narrative dangers along with it, after all, it was in greek mythological stories that the concept of Deus Ex Machina first appeared. Heinberg's screenplay, though, makes a few clever twists in that mythology to avoid easy solutions, which adds to the storytelling, the world building and the developing of the themes as well. The lore surrounding the God of War Ares, for example, is not a simple Diabolus Ex Machina as "he influences men to war and if you kill him every man goes back to being good and everything's alright", no, it's more narratively complicated and socially engaging than that.

And Gal Gadot... I'm at a loss for words. I'll confess right here that when she was first announced as Wonder Woman, I was one of the few who were very opposed to that casting. I've never been so wrong in my life, and I've never been so happy about it. She really is Wonder Woman. She's so graceful and adorable, but a major badass when she needs to be. The way she moves, the way she curiously looks at things, the way she speaks, and the way she incarnates Diana's evolving from her naive beginnings to the wise warrior... She's not only an icon, she's a true hero. Comparisons to Christopher Reeve's Superman were made for good reasons.

Chris Pine is also great, he walks perfectly in the line between funny and serious, Steve Trevor is a darling character and his chemistry with Gal is on point. Their relationship is very well constructed and becomes highly emotional by the end - there are scenes that filled my heart with joy, and others that made it ache.

The action is exciting and full of originality, and I like how Jenkins uses slow-motion differently than Zack Snyder. I know that Snyder helped her direct some of the action sequences, which is understandable since Jenkins had no experience with this type of movie, but you can tell it's not the same. In the fights themselves, there's this feel of sensibility to how these people react to Diana, and it's slightly different from the typical "regular people react to superhumans among them" trope. The cinematography is very keen on portraying the difference between Themyscira - an island of colors and natural beauty - and "jolly ol' London" - desaturated and smoggy, a scenario in which Diana's colorful armor shines in a most beautiful contrast.

And the soundtrack. Rupert Gregson-Williams made a beautiful score that brings out the best in every scene. It's heroic, very heartfelt, and loyal to the foundations of what makes superhero music so memorable. Gregson-Williams adds new themes to compose Wonder Woman's musical identity, but Hans Zimmer's main theme from BVS still lives, and it plays in some heart-pounding scenes. I love that they're dedicating that much attention to the musical continuity, because amongst Marvel's many qualities, they're doing a lousy job in that area. Wonder Woman's theme is the most catchy superhero theme in a long time, it quickly gained a lot of appreciation and by continuing on using it, Gregson-Williams collaborates to making Wonder Woman the strong cinematic icon she's setting out to be.

The irregular reception of previous DCEU movies also extols the impact of Wonder Woman, as do the distinct styles between the films. One of the DCEU's biggest virtues is that singularity of each film; be it a near disaster movie epic such as Man Of Steel, a complex deconstruction of heroic values such as Batman v Superman, an stylish chaos such as Suicide Squad or a traditional, graceful superhero film such as Wonder Woman, these movies are all in the same universe, and that very fact is an example of its richness. A lot of people will think Wonder Woman is the best DCEU movie of the lot, some will stick to BVS, others to MOS, maybe for some it's Shazam, but that's the fun of it: we can discuss this forever. Each of these movies mean different things to different people, we're way past simply labelling one as "better" and the other as "worse".

Wonder Woman, however, is not simply a movie about a very strong woman. It's an achievement for every woman. There were tons of girls dressed up as Wonder Woman in the theater, and just seeing how ecstatic they were after the movie brought me joy. There were tons of applause. It's a mark. Be that as it may, Wonder Woman will be remembered as the most impactful superhero film of its time. In 1978, Superman showed to the world how a man could fly; in 2017, Wonder Woman showed to the world how a woman can fight.