Search

Search only in certain items:

Black Widow (2021)
Black Widow (2021)
2021 | Action
Florence Pugh (2 more)
The free-fall sequence at the end.
Taskmaster before the mask comes off.
It's way too long. (3 more)
The Taskmaster changes are weak.
It's as if the characters are fighting over who gets to be the comedic relief.
Familiar storyline.
Espionage Exhaustion
Black Widow is a film explaining what Natasha Romanoff (Scarlett Johansson) was up to in-between Captain America: Civil War and Avengers: Infinity War. The film was originally set to be released in May of 2020, but was pushed back and had three different release dates thanks to COVID-19. Unfortunately, most completed films that sit on the shelf and are in limbo for over a year rarely live up to the anticipation. Black Widow is worthwhile for a few key action sequences and notable characters that steal the spotlight, but is otherwise a mostly forgettable superhero film.

Marketed as a superhero film, Black Widow is also a spy thriller. Johansson has stated that films such as Logan, Harrison Ford’s The Fugitive, and Terminator 2: Judgment Day were influences. After Civil War, Thaddeus Ross (William Hurt) is on the hunt for Natasha Romanoff. Women like Natasha who have had similar training in a torturous training facility known as The Red Room are victims to brainwashing by a man named Dreykov (Ray Winstone), but a serum ends up in Natasha’s hands that can break Dreykov’s brainwashing. Natasha begins searching for The Red Room and Dreykov, which also has her crossing paths with other spies that posed as her family members; her “sister” Yelena Belova (Florence Pugh), her “father” Alexai Shostakov (David Harbour), and her “mother” Melina Vostokoff (Rachel Weisz).

The biggest selling point for Black Widow is that it’s a mostly female cast in front of and behind the camera. The film is directed by Cate Shortland and Black Widow is her first big budget feature. It’s also co-written by female screenwriter Jac Schaeffer (uncredited co-screenwriter of Captain Marvel) and Ned Benson (director of The Disappearance of Eleanor Rigby).

Taskmaster is cool in the film until you realize the character has been altered from his comic book origins. This isn’t uncommon in the MCU or even other live-action superhero adaptations, but what the character has become in the film will be received with mixed results. In the comics, Taskmaster’s real identity is Anthony Masters and he’s a mercenary not unlike Deadpool (the two have fought together and against each other). Copying fighting styles and weapon techniques is similar to the film, but it’s all thanks to his incredible memory and photographic reflexes.

The character is altered to fit the story in the Black Widow film. It’s not necessarily a bad thing as it gives a bigger purpose for the character since it suddenly becomes a major part of Natasha’s storyline, but how the character evolves over the course of the film seems to almost relieve Natasha of her past sins rather than continue to serve as a catalyst. Taskmaster is generally involved in some of the best hand-to-hand combat sequences, but seems to be left hanging by the end of the film. We could see the character again, but whether or not the desire is there to see Taskmaster return is debatable.

The free-fall sequence that has been teased in the trailers is Black Widow’s most unique source of action. There’s exploding elements and falling debris, Natasha trying to save someone’s life, and Taskmaster thrown in attempting to mess up whatever she has planned; plus a bunch of goons bringing up the rear that will obviously be taken out in peak fashion. The sequence is like a duel to the death taking place on the edge of a volcano that’s about to erupt. It’s on the verge of being overkill, but is just awesome enough to trigger all of the adrenaline in your body.

Kevin Feige apparently wanted an equal amount of screen time for both Natasha and Yelena. With the after-credits sequence, Natasha being very dead after the events of Infinity War, and the reports that Yelena may be the new Black Widow, she’s essentially the star of the film and for good reason. The character begins as an individual with a chip on her shoulder from someone from her past, but Florence Pugh is able to add humor and empathy with her performance. Yelena has the best one-liners in the film (“That would be a cool way to die,”) and is essentially the best source of comedic relief (i.e. her hysterectomy rant), as well. She is the one character in the film you’d want to see more of after Black Widow ends.

The storyline of Black Widow doesn’t feel like anything you haven’t experienced cinematically before, especially within the confines of the MCU. An evil man is responsible for pulling the strings of a bunch of women that would kick his ass otherwise. Unfortunately, Ray Winstone doesn’t feel all that intimidating as Dreykov since he doesn’t do much besides talk in Black Widow. The point is made in the film that is all there’s really needed of the character, but Dreykov’s biggest weapon is his mouth. However, his verbal skills don’t seem advantageous enough to make him such a threat let alone keep him alive for over 20 years.

It also feels like every MCU film has its on-screen characters competing over who can get the most laughs; this is something that only got worse after Thor: Ragnarok proved to be a success. Marvel films are already so formulaic with most villains being introduced and killed within the confines of a single film. Natasha’s spy family all feel like minor extensions of herself. Rachel Weisz, despite not aging a day in nearly 30 years, is forgettable as Melina. David Harbour is essentially his character from Stranger things cosplaying as Mr. Incredible with a Russian accent. Even Florence Pugh’s Yelena Belova character is basically a blonde younger version of Natasha even though they’re not related by blood.

Black Widow clocks in at over two hours and it feels like a film that could have been edited down. Witnessing the events of a dysfunctional spy family who then spend good chunks of the film reminiscing about those moments the audience has already seen is redundant storytelling that feels like nothing more than filler.

Black Widow is worth seeing for Florence Pugh, the free-fall action sequence, and anything involving Taskmaster before it’s revealed who is under the mask. Everything else about Black Widow feels like it was done better by the films it was supposedly influenced by and mostly feels like a diluted imitation of Captain America: The Winter Soldier. It’s fantastic that women are getting more opportunities in big summer blockbusters like this one, but it’s also disheartening since their filmmaking skills are shackled to formulaic superfluity that obviously stands in the way of creating extraordinary cinema.
  
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.
  
Doctor Strange in the Multiverse of Madness (2022)
Doctor Strange in the Multiverse of Madness (2022)
2022 | Action, Adventure, Fantasy
The noticeable Sam Raimi elements. (2 more)
The film is great when it's able to showcase horror.
The second end credits sequence is amazing.
The film is incredibly formulaic outside of its horror elements. (2 more)
You don't really care about any of the new characters.
No one is going to get that first end credits sequence.
Sam Raimi Finally Brings Horror to the MCU
Even with all of the universe jumping and Sam Raimi being able to add his filmmaking trademarks, Doctor Strange in the Multiverse of Madness is a bit too formulaic for its own good. Doctor Strange (Benedict Cumberbatch) has been having dreams of a different version of himself dying while seeking a mythical book known as The Book of Ashanti. In his dream, Strange encounters America Chavez (Xochitl Gomez), a young girl with the uncontrollable power of universe jumping.

But then Strange meets America in his universe and learns that dreams are actually us seeing different versions of ourselves in different universes. Still blinded by the events in WandaVision, Scarlet Witch (Elizabeth Olsen) intends to capture America and utilize her universe jumping ability to reunite with the children she created with magic.

Doctor Strange in the Multiverse of Madness relies on what feels like a simplistic storyline to drive what is essentially the MCU’s first horror film. Strange really only seems driven to protect America because he dreamed about her and Wanda Maximoff has only turned evil because there’s suddenly this very thin line between being a mother and becoming a monster. Most of the film feels like a typical MCU film featuring the standard humor and wisecracking you’ve come to expect from superhero films along with the fate of the world (and possibly every other) probably being at stake.

The most refreshing moments of Doctor Strange in the Multiverse of Madness are the moments that you can tell Raimi had a hand in writing, directing, or having some sort of input in some capacity. This is Raimi’s first directorial gig since 2013’s Oz: The Great and Powerful and it becomes quite obvious that audiences have missed his work. The Shuma Gorath sequence (renamed Gargantos for trademark purposes) is outstanding. Doctor Strange, Wong, and America battling a giant one eyed octopus is something so awesome that it kind of writes itself. Not only is it the film’s first big action sequence, but you can see a lot of Doctor Octopus and Spider-Man 2 influences as Gargantos destroys skyscrapers and gets his tentacles chopped off. The slicing of the bus as it’s thrown at Doctor Strange and America is also legitimately one of the coolest moments of the film.

There is a ton of homage to Evil Dead and Drag Me to Hell buried within the film. The final 20 minutes are overflowing with concepts seemingly pulled from classic Sam Raimi films. Doctor Strange in the Multiverse of Madness revolves around a book of the damned not unlike the Necronomicon. There are at least two major eyeball gags and a ridiculous amount of burning candles in the film. Like most Sam Raimi films, there’s an emphasis on corniness. His sense of humor has always been on the corny side and the heartfelt moments always seem to be milked and over exaggerated ever so slightly. All of these elements are in Doctor Strange in the Multiverse of Madness and they are the moments that make the film feel more unique in comparison to the other 28 films in the MCU.

Strange saves America from Scarlet Witch by knocking her and himself into her own star shaped portal that sees them both falling through multiple universes. It’s a gloriously disorienting sequence, but it’s also incredibly similar to not only what we saw in the first Doctor Strange film but also a lot like the 700 space jumps in Guardians of the Galaxy Vol. 2. This film is meant to open the door even further when it comes to the cosmic side of the MCU and now the horror side of it as well. Doctor Strange in the Multiverse of Madness is not Spider-Man: No Way Home. There are not a ton of nostalgic cameos sprinkled throughout the film. There’s one sequence that combines fan speculation and other universes, but there aren’t a lot of hidden cameos like the internet speculated.

What is perhaps most interesting about this superhero sequel is that Stephen Strange is still learning to be more humble. His only play during Infinity War that ended up costing so many their lives for five long years is still weighing heavily on his mind. He also still loves Christine (Rachel McAdams) despite the fact that she’s moved on and struggles with whether he’s now happy or not. Throughout the film he’s constantly compared to the Doctor Strange of that universe and yet the film goes out of its way to show that this Doctor Strange is different. He will break the rules if he has to, but he will only do so when it’s the only option.

With so many universes and alternate versions of himself, it was naturally only a matter of time before Doctor Strange would have to fight himself. The musical note war Strange has with the Darkhold obsessed version of himself in the collapsed universe in the second half of the film does some really intriguing stuff with musical notes that essentially borrows visuals from the Chuck Jones directed animated short, “High Note,” from 1960 as well as the battle or reactionary element found in video games such as Dance Dance Revolution and Guitar Hero. It’s an unusual fight that seems to be inspired solely by Strange bumping into a piano during the magical brawl.

Doctor Strange in the Multiverse of Madness is dark, silly, and fan pleasing. The film is at is most bewitching when Sam Raimi can let his horror roots be showcased. It will satisfy horror and superhero film fans alike, but would have and could have been even better if Raimi was allowed to dive even further into the horror genre. Be sure to stay after the credits, as well. There are two after credits sequences with the final one being so absurdly on the nose for Sam Raimi that it may be the most entertaining part of the film.
  
40x40

Daniel Boyd (1066 KP) rated the PlayStation 4 version of Injustice 2 in Video Games

Oct 17, 2017 (Updated Oct 3, 2018)  
Injustice 2
Injustice 2
2017 | Fighting
Technically sound (1 more)
Good online functionality
Naff character redesigns (1 more)
Lack of character motivations
Gods & Monsters
Quick disclaimer before I start the review, I am not a huge online gamer. Whilst playing through Injustice 2, I dabbled in a few online fights and played a few co op games with my better half, but for the most part, this is a review of the single player story portion of the game.

I was so pleasantly surprised when I played the first Injustice game. I am a big DC fan, but fighting games aren’t one of my preferred genres in gaming, yet this fighting game set in the DC universe blew me away. The story was intriguing, the characters were diverse and it was a unique taste on a beloved universe. Therefore, the sequel had a fair amount to live up to and while it is still a fun fighting game with a multitude of colourful characters, it doesn’t feel anywhere near as special as Gods Among Us did.

The setup this time around revolves around Brainiac descending upon the earth in search of Kal-El and Kara, the last two remaining Kryptonians and eliminating them. Since the events of the last game, Batman has been keeping Superman in a special prison that suppresses his powers and the world has remained relatively free of crime, however Brainaic’s arrival changes all this. From here onwards we have our superhero story, which sees epic battles occur and mortal enemies being forced to work together against a common evil.

Most importantly, the game is fun. Gameplay feels pretty tight, which is both a positive and a negative when compared to Gods Among Us. The controls feel more solid and purposeful, but also feel more restrictive and less forgiving since the last time. This makes button bashing a void method and forces you to learn intricate button sequences if you want to pull off a decent combo. Thankfully, the super-moves are really fun to watch and make you feel awesome when you manage to successfully pull them off.

 I’m going to delve deeper into the game’s story mode, so if you want to avoid spoilers, I would skip this paragraph. I was so looking forward to the story mode in this game, I loved the story mode in the first game and was relying on this one to deliver also, unfortunately I found it jarring and hard to swallow, even as a lifelong comic book fan. The story in Gods Among Us was controversial amongst DC fans, as it turned a number of iconic characters on their head, causing them to fight on the opposing side from what we are used to seeing. In that game though, I thought it worked, character motivations were clear and there was context given for the heroes and villains who switched sides. This time around, characters switch sides faster than a tennis ball at Wimbledon and half the time, there is no apparent reason for it. The most jarring moment came when Wonder Woman turned on Kara. In the mission that preceded it, Wonder Woman inhales Scarecrow’s toxin and through a hallucination and it is revealed that her worst fear is turning on her friends, yet in the mission immediately after this sequence, she turns on her friends in reality! With no apparent motive to do so other than she is unconditionally on Superman’s side, making no moral decisions for herself. It came across so awkwardly and felt lazy, it’s as if the writers totally forgot about the last scene that illustrated that the last thing that Wonder Woman wants to do is turn on her friends.

I did appreciate the graphics in the game. Netherealm have really stepped up their game since the first Injustice and there are some truly stunning moments throughout Injustice 2 and I don’t just mean the cut-scenes. The area transitions are gorgeous to look at, the super-moves are very visually impressive and the detailed locations where the fights take place are also effective. The multiple unique environmental hazards present in each environment add an extra layer of unpredictability and opportunity to the fights and they do a good job of helping a player on the back foot start a comeback against their opponent. Facial animations and voice acting across the stable of characters are also solid.

Although the game is technically sound and the graphics are good looking, I wasn’t a fan of the character design overall this time around. The last game updated a few character designs, but for the most part followed the traditional style that the characters are portrayed in. This time, a lot of the character’s costumes look goofy and come off looking like toy armour rather than something a superhero would realistically wear. Also the redesign of the Joker makes no sense. Not only did it look like they were trying too hard to make him look edgy, but in this universe, Joker was killed at the beginning of the first Injustice game and he didn’t look like that when he died. In this game he appears to Harley through one of Scarecrow’s hallucinations and looks similar to the Jared Leto version of the character, but why? As far as we know, he has never looked like that in this universe during the time he was alive and if you are going to redesign him, don’t base it on Leto’s Joker, (AKA the worst version of the character.)

The co-op is as much fun as you would expect and certain matchups are more interesting than others. As with the first Injustice, pulling off combos and super-moves on someone that is physically sitting next to you is a lot more satisfying than doing it to some AI or an online player thousands of miles away. There is nothing quite like the couch co-op experience when it comes to a fighting game. Injustice 2 is a lot of fun to play in a group as well, setting up a tournament and throwing in real life forfeits also makes things more interesting.

As for the online play, the few matches I did play ran pretty well, there were no sudden glitches present throughout my time, the lag time between the player pressing a button and the character executing the corresponding move wasn’t that noticeable and matchmaking was fairly quick.

In summary, other than some jarring moments in the story, unclear character motivations and some naff character redesigns, there is a fun fighting game here buried underneath all of the nonsense, it’s just a pity that you have to put up with all of these hindrances to get to it. If you are a fan of the first game, then sure, I would recommend you picking this up and playing through it, but if you aren’t familiar with the series and are looking to jump into it and are considering grabbing the latest entry, I would highly encourage you to avoid it. You would be much better served picking up the first game. It will be a great deal cheaper than the latest version, the character designs are better and it’s a lot simpler and more fun overall.
  
UNCHARTED 4: A Thief's End
UNCHARTED 4: A Thief's End
2016 | Action/Adventure
Visuals (1 more)
Characters
Lack of set pieces (1 more)
Nadine
One Last Time...
This game was definitely my most anticipated of the year. Production was shaky, with the lead game designers being swapped over during the early stages of the game’s development, but the fact that Neil Druckman and Bruce Strailey had just finished developing the masterpiece that was The Last Of Us when they took this project on, I had every faith that this game was going to be great and it was, for the most part. The game opens with an aged Nathan who has left the treasure hunting life to settle down with his wife Elena. He now works as a diver for a salvaging company, but it is clear that he misses the more adventurous life. Then, long story short, Nate’s brother Sam is introduced into the fold and we get a fairly generic reason why Nate has never mentioned him in the past. Essentially Sam is in trouble and needs to pay off some dangerous people, which is why he needs Nate’s help in tracking down the pirate treasure that they began chasing a good number of years ago. Nate then lies to Elena about having to go to Malaysia for work reasons and their adventure begins.

The first thing that I want to praise this game for is its insanely impressive visuals. This is probably the best looking game that I have ever played through. Throughout the duration of the story, the player is granted with several outright beautiful landscapes and vistas. During the first half of Sam and Nate’s adventure, we see them go to Scotland, (which is actually where I’m from,) but that is probably the most boring location that they visit, everywhere else is warm and exotic and truly stunning. The incredible visuals caused me several times to get confused when I was given control of the player character, often times thinking that I was still watching a cutscene before realising, “wait, I can play this?!” The animations are also smooth for the majority of the game, for example early on in the game there is a mass brawl scene that takes place in a prison and although I was playing and controlling the punches that Nate was throwing, it looked like a choreographed fight from a movie like the Raid, which really did impress me in a big way. Although there are some animations that are a little more janky looking, especially when climbing and using the rope, but I’ll get back to that later.

As a character study, this is by far the best Uncharted game. The script is the best it’s been, the majority of the actors are brilliant in their roles and the relationships and emotions that are explored in this game are complex and compelling. However Uncharted is as much known for its characters and their relationships as it is for its epic, insane set pieces and that is sorely lacking here. There a few rinse and repeat building collapse and escape set pieces, which is nothing new to the Uncharted series and other than that, the big set piece of the game is the jeep chase that we saw at E3. Yeah, the biggest set piece in this game is a glorified car chase, as in pretty much the exact same jeep chase as we played though in Uncharted 2, but in Uncharted 2 it led to an epic train battle, which then led to the escape of the collapsed train. So basically, the biggest set piece in this game is only a portion of the awesome set piece that we already played through seven years ago. That is where this game sorely misses Amy Hennig’s influence, she really is a genius when it comes to epic action set pieces, whereas because Neil and Bruce are better are character, this is the main focus of Uncharted 4, but that’s never been the main selling point of the Uncharted series for me, but hey, it’s what we got, so let’s go through the characters that appear in Uncharted 4.

First of all, I do like this version of Nate, he is older more restrained and more reluctant to get himself into danger than he was before. His brother Sam is an okay character, if a bit of an arse at times, although he clearly knows his way around a treasure map and his relationship with Nate is quite an interesting one. It’s also nice to see Sully again even though his role in this game is fairly reserved, he is getting pretty old after all. The villains in this game aren’t great, which is pretty par for the course in the Uncharted series. The main antagonist is a wealthy man called Raef, he is about ages with Nate and he is a spoiled brat. He is a serviceable villain, but fairly generic and nothing to write home about. His sidekick, Nadine is the most unnecessary character I have seen in a game in a long time. There is literally no reason for her to be there other than for them to say, “look at us, we have a strong female character that can kick the male character’s ass, we aren’t sexist at all!” She brings absolutely nothing to the plot and if she didn’t exist the game would literally be no different to what it is now.

As I played through the game I marvelled at how well made everything was and up until about halfway through the game, my experience was totally smooth and seamless, but as I started making my way towards the end of the game, Nate started to randomly jut around as the animations felt more stiff and less free flowing. His hand was going through rocks, rather than leaning on them, his feet would either sink below the ground under him or hover above it slightly and then during one of the last chapters in the game, during yet another collapsing building escape sequence, while Nate was sliding, because I didn’t quite slide into the spot that I was supposed to, he got caught on a piece of debris and the game glitched out indefinitely. Eventually I had to restart the game from the last checkpoint to proceed. This was the only major glitch that I experienced during my playthrough, but when the rest of the game is so smooth, and that smooth standard is what you expect from all Naughty Dog games, this moment stands out like a sore thumb.

I feel like I have been quite critical of the game so far, but I really did enjoy my time with it. I was working full time while playing the game at nights, so it served as a nice respite from work and I savoured every moment of it, I had no intention to rush my way through to the end of the game, I think I beat it over 10 nights or so and that to me was a nice rate to play through the game at, because after you beat this one, that’s it, no more Uncharted, ever, so yeah, enjoy it. The game was a suitable send off for the epic series and as of now, it is my second favourite Uncharted game, behind Among Thieves. Unfortunately the glitches that I experienced towards the end of the game and the disturbing lack of set pieces throughout did detract from my experience, but if you are a long time Uncharted fan this is a must play and the standard of storytelling is truly astonishing.
  
Dracula
Dracula
Bram Stoker, Ang Lee | 2016 | Fiction & Poetry
9
8.1 (46 Ratings)
Book Rating
Dracula was written by author Bram Stoker during the late 1890's and is set around the character of Dracula and his attempt to move from Transylvania to England so he can spread the curse of the undead (I.e. the creation of more vampires). English solicitor Jonathan Harker who'd originally gone to Transylvania to be legal aide for Dracula stops him with the help of Van Helsing and others which ends the life of one of them – Quincey-, the book ends with a note from Jonathan Harker that several people lived happily married and Jonathan has a son nicknamed for Quincey.

Dracula was published in London in May 1897 by Archibald Constable & Company and was later copyrighted in the U.S in 1899 and published by Doubleday & McClure of New York. Despite having decent praise form reviewers it wasn't an immediate bestseller. Although the English newspaper the Daily Mail ranked Stoker's writing prowess in Dracula above that of Mary Shelly, Edgar Allen Poe and Emily Bronte's Wuthering heights. Unfortunately it didn't make Stoker that much money and he'd had to petition for a compassionate grant from the royal literary fund. When he died his widow was forced to sell his notes and outlines of the book at an auction in 1913. It was the unauthorised adaption of Nosferatu by F. W. Murnau in 1922 and the resulting legal battle made when Stokers widow took affront that the novels popularity began to grow.

Before writing Dracula Bram Stoker had been researching European folklore and stories of vampires having been most influenced by Emily Gerard's “Transylvania Superstitions” 1885 essay...which included content about the vampire myth. Some historians insist that Vlad iii Dracula (More commonly known as Vlad the impaler) was the model for Stokers count but there's been no supporting evidence to make that true. According to one expert Stoker only borrowed the barest minimum of information of the Wallachian tyrant and he's not even mentioned in Stokers notes. Stoker was a member of the London library during the 1890's where books by Sabine Baring-Gould, Thomas Browne, AF Crosse and Charles Boner are attributed to Stokers research. Stoker would later claim he'd had a nightmare caused by over-eating crab meat about a “Vampire king” rising from his grave. Whitby on the Yorkshire coast contributed its landscape since Bram Stoker often holidayed there during the summer.

Dracula wasn't Stokers first choice as title for the story since he cycled through The Dead Un-Dead then simply the Un-Dead the count wasn't even supposed to be Count Dracula having had the name Count Wampyr for several drafts before Stoker became intrigued by the name Dracula. After reading “An account of the principles of Wallachia and Moldavia with political observations relative to them” written by author William Wilkinson (Published in 1820). the descendants of Vlad ii of Wallachia took the name Dracula or Dracul after being invested in the Order of the Dragon in 1431. In the old Romanian language the word Dracul mean “the Dragon” and Dracula meant “Son of the Dragon”. Nowadays however Dracul means “the Devil”

Whilst Dracula is known as THE Vampire novel its not the first. Johan Wolfgang Von Goethe had his book the Bride of Corinth published in 1797, 1871's Carmilla (a story about a lesbian vampire) was written by Sheridan Le Frau and James Malcolm Rymer's penny dreadful series Venny the Vampire was a product from the mid Victorian period. Even John Polidori created an image of a vampyric aristocrat in his 1819 story The Vampyre when he spent a summer with Merry Shelly (creator of Frankenstein) and her poet husband Percy Bysshe Shelly and Lord Bryon in 1816.

I really love Dracula. It showed the madness, the ethereal quality and the ultimate danger of what a vampire could do. Like many other goth inclined teenagers trying to find their feet in the world Dracula definitely added its two cents to my self worth and love of all things macabre. The fact it was written by a Victorian writer has added a unusual depth to the story as only a Victorian writer could. The culture of the Vampire has become deep rooted and wide spread in its acceptance and Dracula has definitely spearheaded such a phenomenon.

Abraham “Bram” Stoker was Born in Dublin, Ireland on the 8th of November 1847, He was the third of seven children born to Abraham and Charlotte Stoker and was bedridden with an unknown illness until he recovered at seven. He started schooling at a private school run by the Reverend William Woods and grew up without serious illness. Stoker excelled at sports at Trinity College Dublin having graduated in 1870 with a BA (Bachelor of Arts). He was an Auditor of the College Historical Society and the president of the University Philosophical Society where his first paper was on Sensationalism in fiction and society.

Thanks to his friend Dr. Maunsell, Stoker became interested in the theatre as a student and whilst working for the Irish civil service he became a theatre critic for the Dublin evening mail where he attracted notice for the quality of his reviews. Stoker gave a favourable review of Henry Irving's adaption of Hamlet in December 1876, this prompted Irving to invite him to dinner where they ended up becoming friends. Stoker wrote The Crystal Cup which was published by the London society in 1872 and The chain of Destiny which was released in four parts in the Shamrock. Stoker also wrote the non-fiction book the duties of clerks of petty sessions in Ireland which was published in 1879.

Bram stoker married Florence Balcombe the daughter of a lieutenent-colonel in 1978 and they moved to London. Where Stoker ended up the Business manager of the Lyceum theatre as well as manager for Henry Irving- a position he held for 27 years. Despite being a very busy man Stoker ended up writing several novels (as well as Dracula) Including The Snakes pass in 1890, the lady of the shroud in 1909 and the lair of the white worm in 1911. when Henry Irving died in 1906 he published his personal reminiscences of Henry Irving. Stoker also managed productions at the Prince of Wales theatre.

Bram stoker died after a series of strokes in London on April 20th 1912, the cause of death is split between the possibility of Tertiary Syphilis or overwork. He was cremated and was placed in a display urn at Golders Green Crematorium in North London, he was later joined by the ashes of his Son Irving Noel Stoker in 1961, his wife Florence was meant to join them but her ashes were scattered at the Gardens of rest.

Stoker was honoured with a Google Doogle (the banner on goggles homepage) on November 8th 2012 commemorating the 165th anniversary of his birth. An annual festival in honour of Bram Stoker happens in Dublin, its supported by the Bram stoker estate and was/is usually funded by Dublin City Council and Failte Ireland.

My opinion of Bran stoker is that of a decent hard working man who loved life. Stoker epitomises the phrases of “a man on a mission” and “a man who hussles”. Having worked extremely hard both creatively as a novelist and business wise as a theatre manager Stoker pretty much showed that if you work hard you could pretty much do anything you set your mind to.

And there you have it a book for all the ages, definitely under the banner of AWESOME!!!.
  
Fire in the Library
Fire in the Library
2019 | Card Game
My main job currently is working in an academic library. I have lots of different responsibilities to handle. So when I heard about a game with a title, “Fire in the Library,” I knew we HAD to play it. What employee wouldn’t want to play a game where the game ends once your workplace inevitably burns down? Imagine my giddiness as I learned this game and set it up for the first time.

Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.

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, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!

Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.

Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!

When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.

Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.

Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.

Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.

As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
  
Snow White and the Huntsman (2012)
Snow White and the Huntsman (2012)
2012 | Action, Drama, Sci-Fi
It is easy to be cynical or dismissive regarding the trend in Hollywood to take up beloved gems of the past – namely our childhoods – and adapt them to the big screen with all of the flare and clichés of a summer blockbuster. Yet, what happens when it actually ends up winning you over? There’s a moment in movies like “Snow White and the Huntsman” in which you realize you have let go of those prejudices and notions of incorruptible nostalgia and you’ve actually started to enjoy a new rendition of something old. It’s the directorial debut for the film’s helmer, Rupert Sanders; and to be honest he’s the star of the show. As shallow as it is to say, the visual effects and action overshadow most flaws with characters, acting, or uneven pacing. Not only because his directing ability is well done, but because any flaws with the movie are relatively minor.

The movie retells the familiar story of Snow White (Kristen Stewart), likely popularized by Disney’s adaptation for most of us. Yet, the film takes more influence from the original fairy tale with the additional focus on the Huntsman (Chris Hemsworth). Snow White grows up in a kingdom under the rule of her wicked step-mother, Queen Ravenna (Charlize Theron). The Queen is a narcissistic tyrant obsessed with preserving her physical beauty – at the behest of the entire land and its people. One day, the Queen’s mirror warns that Snow White is fairer than her which leads her to order Snow White’s death. Snow White escapes, and goes on an adventure to save herself and her kingdom with the help of the Huntsman, seven dwarves, and other fantastical allies.

The movie’s framework holds up fairly well. To be honest it was my biggest worry going into the movie – that its plot would break under bloating or simply feeling uninspired. Neither was the case, yet if it were to tip in one side or the other it definitely tips in the direction of a bloated plot. Some characters simply do not get the screentime they require, and with so many characters already it feels like some of them could have been taken out entirely without much effect. Trimming down of characters and irrelevant plot threads could have benefitted the movie greatly. It does, however, do a serviceable job establishing its own identity among fantasy epics. It’s refreshing to see a movie fully embrace two extremes – full-on hard fantasy and the more gritty, realistic and perhaps minimalist fantasy. It strikes a balance with both, so you will see great effects for trolls and fairies while still maintaining a gothic medieval feel. The plot moves forward at a mostly well-paced format, but unfortunately wavers here and there. Sometimes I wished the movie would linger on certain scenes longer – as it can help to have us dwell on great character moments or moments of visual beauty – an unfortunate side effect of a bloated script. While not a problem for the overall plot, the uneven pacing in some scenes can feel a bit rushed. Some questions in the plot went unanswered, but fortunately they aren’t important to the overall understanding of the story.

The only other major issue with the movie is acting. Kristen Stewart as Snow White was an odd choice. Not to say her performance is bad in this film, but it is awkward at points. In some moments she does very well but in others she seems uninspired. It is hard to see her as the titular character instead of just Kristen Stewart in those instances; and in those scenes it feels like she’s as much part of the audience as we are – just with more of a one-note “concerned” facial expression for every instance. While not a breaking element, it leaves more to be desired from her, especially in interactions with others. Chris Hemsworth was much more enjoyable as the Huntsman, and honestly I think his performance along with Theron’s far outbalance any flaws in Kristen Stewart’s acting. The chemistry between the two protagonists seems one sided, as Chris Hemsworth acts well on his side of the equation, but Stewart unfortunately does not reciprocate. Essentially this makes a potential major relationship fall flat. However, Theron completely inhibits the role as the evil Queen. While she may overact in some scenes, she does an excellent job playing a sinister, abusive, powerful and surprisingly tragic villain.

The highlight of the movie is definitely its visual design, cinematography, and action. The only downside in this area is that this movie will definitely remind you of other great movies from long ago. Obvious inspiration from “The Lord of the Rings” echoes while watching, as it even features the same faraway montage shots of the group traversing grand vistas. If you can get passed these obvious influences, it does establish a vibrant and inspired design. That is one of the greatest aspects of the movie – the fact that the director can do so much in a single scene to really draw you in. He does an excellent job using color and pattern contrasts to a striking and awesome effect. There are some great moments that have no action yet are just as enthralling to watch, something difficult to do with just visual style. A great use of color really brings out the themes of the movie – the grey monotones and gothic style bring out a sense of dread and annihilation throughout the Queen’s empire. She truly is a force of parasitism – entirely vampiric in the way she sucks the life out of the entire land around her. She is the embodiment of self-obsession with physical beauty – a force so vain and narcissistic that she acts as a black hole absorbing all beauty around her. Sanders plays this against the vibrant designs of the forest in which Snow White spends most of her time. Alive, colorful, and natural – she embodies natural beauty – and in doing so she seemingly commands nature itself.

Sanders’ directing ability really shines in scenes of action. Instead of lazy overuse of “shaky-cam” to get the effect, he balances it with just enough on-screen choreography so you get intensity without confusion. The movie is truly action packed with familiar medieval-esque battles throughout, but highlighted by truly amazing shots of action and use of fantastical effects. There were a couple instances of eye-rolling wonder at battlefield tactics, but that gets into too much of an area of nitpicking. The action really is one of the best aspects of the movie, and these scenes by themselves outweigh many already mentioned issues.

Overall, “Snow White and the Huntsman” has proven to be a great initial outing for director Rupert Sanders. There are some issues in the flick – namely some instances of uneven pacing and acting issues which leaves some potential to be desired. But even these seemingly huge issues are overshadowed by an excellent use of visual design, cinematography, and action. The plot may be merely serviceable overall, and the movie will remind you of great films long past; yet it still happens to triumph in its main goal – to retell the classic fairly tale of Snow White in the modern Blockbuster sense. In a summer packed with science fiction and superheroes, an entertaining fantasy movie fits in quite nicely.
  
Stellar Leap
Stellar Leap
2018 | Exploration, Science Fiction, Space
You are the member of an alien species, and your mission is to explore the galaxy! Discover new solar systems, build colonies on new planets, and gather resources along the way to sustain your species. Some neighboring alien species have also decided to foray into exploration, and will likely cross your path at some point or another. Are you a friendly race, willing to cooperate and maybe even cohabit a new planet? Or are you more aggressive and less willing to share? Only time, the cards, and the dice, will tell. Put your strategy to the test as you race to become the most prestigious alien species in the galaxy. So suit up and get ready for blast off!

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. We 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

Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.

To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!

The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.

At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!

So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.

The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.

Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.

Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
  
40x40

blueirisfox (125 KP) rated the PC version of Final Fantasy XIV Online Complete Edition in Video Games

Feb 16, 2020 (Updated Feb 16, 2020)  
Final Fantasy XIV Online Complete Edition
Final Fantasy XIV Online Complete Edition
Massively Multiplayer
So many cool clothes!! (3 more)
Crafting and Gathering classes add so much to this game
For the most part, the community is so friendly and awesome (in 8 months I have only come across one toxic/mean player)
The world feels alive. The stories of npcs can be some of the highlights of gameplay.
Can be quite expensive to pay for online membership (3 more)
The pacing of A Realm Reborn (ARR) can feel really slow.
Buying the game can be really confusing, as you don't know what versions you should be buying.
Two of the playable races have restricted customisation.
This review is long... not all of it fit so the rest is in the comments
The way how I like to think of this game is like when I discovered anime. It felt like this whole new world that was hidden under a small rock that someone could easily walk past. Like one small step could have meant never finding it at all. (this was a couple of years before Attack on Titan exploded, by the way)

But still, against all odds, I found this amazing world and community and I am just so in love with it.

I've been playing this game since around June/July of 2019, and only actually bought the full version the following Christmas, so I still consider myself to be a newbie. I'll try my best to review the content that I've played, as well as the content I've seen others play.

Before I say anything else, I feel that I need to get this across. If you are completely new to this game, don't spend any money on it yet! There is a free trial that DOESN'T HAVE A TIME LIMIT and is FREE. If you actually buy the game, you will have to start paying for the online subscription after the first 30 days free are used up. You will be saving a lot of money by just playing up to the level cap of the free trial at your own pace. The level caps at 35, which sounds like it's not that high, but this applies to ALL CLASSES and not just one - so you can multiclass and level them all up to 35. Also, this will let you experience the game without much sacrifice and give you the opportunity to see if you actually like this game, or if it's not for you.

When you do come around to buying it, I would recommend getting the compete edition. It works out a lot cheaper since it comes with everything. So if you're not sure which one to get, then this is the best one. However, a cool thing about this game - and the greatest cause of confusion among new players - is that buying the newest expansion will also give you all the old ones too, BUT this will only be playable if you have the base game first. And it is for this reason that it ends up cheaper to get the complete edition, since the Shadowbringers expansion alone is about £40.

Now, onto the review...

I have heard this game be compared to World of Warcraft (WoW) many times before. I've never played WoW, but I'm sure that this gives a bit of a better idea of what kind of game this is.

There are different Data Centers and Servers you can play on, and simply hopping from one to another can give the game a completely different feel. When I started out on Omega, it felt like a quiet and cozy little community of players. I know now that this server is a roleplay (rp) oriented server, but I could have easily jumped onto a more player-vs-player (pvp) oriented one, or a busier and more hectic server. So I guess that it was pure luck that I picked a server that matched my slow and cosy play style. I'm pretty sure that there is a reddit post that explains what the different servers are like, although this is likely to change with time as certain servers grow.

Onto Character creation. Oh how I love my character creation. I am proud to say that I have spent many hours in this part of the game alone, which is the main reason why I have so many playable characters scattered on different servers. I do have some criticisms for this one, but by the same note I have a lot of love for it.

So first of all, there are a total of 8 playable races: The Hyur (humans), the Elezen (elves), the Lalafell (midgets), the Miqo'te (cat people that look like ichigo from Tokyo Mew Mew), Roegadyn (buff giants), Au Ra (part dragon? They have cool horns), Hrothgar (Actual cat people, like the guy from FFX), and finally Viera (the bunny girl).
Phew! Got all their names out. Now I can critique.

So first of all, I feel that I should mention that only the first five races are available in the free trial and base game. The other three races are unlocked through buying the expansions (Heavensward, Stormblood, and Shadowbringers) although I'm not entirely sure which ones specifically since I bought the complete edition.

My biggest beef with the races as of writing this review, is that Hrothgar and Viera are gender locked. Hrothgar's are locked to males, and the Viera are locked to females. These races are the newest to be added, so there is still a chance of introducing the other genders - which isn't as unlikely as you may think, since the FFXIV team listen to the community a lot, and fix/introduce many features wanted by the community.

Furthermore, these two races are a bit limited in their customisation. The Hrothgar have the problem of the hairstyles being locked to face types (which there are only 4 or 5 of), and unlike every other race, they have to buy a fantasia to make changes to the hairstyle. Fantasia are used to change your character's look, from race to gender, to smaller features like eye and skin colour - they are intended to change permanent features, which is why it's a bit unfair to Hrothgar players looking for a new look that could normally be achieved through the Aesthetician (stylist) - I'm pretty sure i spelled that wrong 😅

Then there is the Viera. Don't get me wrong, I love this race - I'm currently playing one myself. But I can't help but be sad over the lack of compatible hairstyles and head gear. I didn't mention this before, but you can aquire new hairstyles through certain areas of gameplay. When I was playing a Hyur (human), I could fully enjoy these hairstyles without a problem. But when I tried it on the Viera, it just didn't work at all. And if that wasn't bad enough, my character can't wear a lot of the hats in the game, which is just infuriating to me since I really love the glamour system and making cool looking characters.

Those were my biggest peeves with the game, and now they are out of the way.

I'll keep the rest brief, since this is quite a long review already.

The housing system looks really cool, with a lot of different housing items that can be used. I've seen some really epic houses so far. Housing and furnishings are really expensive, so this is more of a long term goal. Saying that, the cheaper alternative is apartments, although you lose out on a garden (unless you make an indoor one - and I'm not sure how functional it would be since I can't afford housing), as well as loosing basements I'd imagine.

The rest is in comments because it didn't fit..
  
40x40

blueirisfox (125 KP) Feb 16, 2020 (Updated Feb 16, 2020)

The rest:

In terms of new content, there is always something going on. In 8 months of playing, 4 events have already gone by. This game is constantly adding new stuff, and improving things for quality of life.

A useful person to keep an eye on is the YouTuber Meoni. He goes over new patches and live letters, talking about new content being added into the game and just discussing it in general. His channel is the main way that I stay up to date.

Another person that I watch is Shenpai. She mainly streams on Twitch, but she does also have a YouTube under the same name. Her content is more entertaining than informative, although if you catch one of her streams, you might be lucky enough to see her teaching players how to do the more hardcore boss fights. She's one of the best tank players the game has, so there's always something to learn from her.

That's about all I can think of to say, and I feel that this was pretty long already. I might make a review on the free trial as well, but talking about slightly different things.

Peace out,
blueirisfox