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Batman Begins (2005)
Batman Begins (2005)
2005 | Action, Mystery, Sci-Fi
Good start to the DARK KNIGHT trilogy
BATMAN BEGINS is a seminal film in the oeuvre of Christopher Nolan for a variety of reasons. Certainly, it became his biggest Box Office success to date and marked him as an "A" list Director. Also, you start seeing the recurring actors that I call "the Nolan players" in his films - Michael Caine, Cillian Murphy, Ken Watanabe. But, most importantly, BATMAN BEGINS starts showing the Hallmarks of what a "Christopher Nolan" film is.

What are "hallmarks of a Christopher Nolan" film? Well...the film starts with a long tracking shot.. If you just showed me this shot, I would have instantly said "Christopher Nolan". Nolan plays with time (as usual) in this film, albeit, in a "standard" flash back, flash forward way. And, of course, there is the driving Hans Zimmer score and marvelous Cinematography by frequent Nolan collaborator Wally Pfister. All sure signs that you are watching something directed by Nolan.

BATMAN BEGINS, of course, tells the origin story of Bruce Wayne/Batman. While most of us (including me) rolled their eyes in 2005 at the thought of another Batman flick (the memories of George Clooney and his "Bat-Nipples" still fresh), Nolan had a different idea - a serious take on the material. And it is the realism and grit that make this film work. Instead of making a COMIC BOOK movie, Nolan made a movie BASED ON a comic book (an important distinction) and this spin on this genre works very well.

Downing the cowl in this film is Christian Bale. At the time, he was NOT a household name. As a matter of fact, he was beginning to be branded as a young, talented actor who was somewhat difficult to work with. Casting Bale in the title role was a stroke of genius by Nolan. He is the perfect embodiment of this character. Showing the dark side - and intensity - that this character needs, Bale also brings a bit of playfullness that I did not remember to the part - and this helps balance the character, he is just not all "Dark Knight" (do you hear me current JUSTICE LEAGUE Directors/Writers)?

Michael Caine is also perfectly cast as the fatherly figure, Alfred Pennywise (Bruce Wayne's Butler) as is Gary Oldman as Police Sgt. Jim Gordon. What makes Oldman's casting so interesting is that it was so against type for him. The same can be said for Liam Neeson's casting as Ducard. You could argue that "Liam Neeson - Action Star" grew from this role. Along for the ride is good ol' Morgan Freeman as Lucius Fox, the "Q" of this series, so we get an answer to the age old question "how does Batman get all those wonderful toys". Finally, I have to admit that - upon rewatching this film - I was surprised at how good Katie Holmes is in the role of Rachel Dawes. Sure, it ends up being the typical "damsel in distress" role at the end, but until then she brings a character of strength to the screen that more than holds her own against Bale.

But, make no mistake about it, this film is not just about the characters, it is about the vision - and the action - that Nolan brings to the screen and he brings it hard. This film is dark - and works here. Up until now, SuperHero films were multi-colored, bright COMIC BOOK looking films, but Nolan brings grit, realism and darkness to the proceedings here. It is a jarring change that instantly made this film very interesting to watch (of course, it also ushered in the era of "dark" films, but I can't blame Nolan for poor copycats).

Nolan also relied on - primarily - practical effectst througout this film and the movie has a heaviness to it because of it. When a train crashes, you feel that a train has crashed. When Batman breaks through the window, you can FEEL the window break. This sort of visceral experience just can't be duplicated on a green screen.

Not everything in this film works - Tom Wilkerson's mob boss Falcone is a bit too cartoon-y for my tastes and Cillian Murphy's villain SCARECROW just isn't villiany enough for me - but these are quibbles in a film that was unique for it's time - and ushered in a whole new way to make SuperHero films. A type of film that Nolan will continue to tweak - and improve on - in the subsequent films in this Dark Knight series.

One final note, when rewatching a film from over 10 years ago, it is fun (at least for me) to see "stars before they were stars" in small roles. In this one, Katie Holme's Rachel Dawes character helps a little boy through the carnage of the final battle. I kept looking at that little boy and saying to myself - who is that? GAME OF THRONES fans will recognize that little boy is none other than King Joffrey himself, Jack Gleeson.

If you haven't seen BATMAN BEGINS in awhile, check it out - it holds up well.

Letter Grade: A-

8 (out of 10) stars and you can take that to the Bank(ofMarquis)
  
Fallen Land: A Post Apocalyptic Board Game
Fallen Land: A Post Apocalyptic Board Game
2017 | Action, Card Game, Dice Game, Exploration, Zombie / Survivalist
Great theme, very immersive (2 more)
Solo playable
Plenty of replayability
A bit fiddly to keep track of things (1 more)
A lot of little rules to remember
An Immersive Post Apocalyptic survival game
I don't know where I was when this launched on Kickstarter, but it totally passed me by until I started seeing a few posts on Facebook groups a couple of weeks ago. My interest was piqued and after watching a few videos and reading the reviews here, I took the plunge and ordered it from Fallen Dominion Studios. I got the base came and the expansion which adds more cards, rules for an epic 6 player game as well as 2 solo variants. Delivery to the UK was super quick, about 10 days and the shipping price was good.

On first opening the box, you are greeted with a few punchboards, the game board and a ton of cards, there is a lot contained in such a small box.

After punching and organising everything, I read the rules, painted the little plastic faction tokens and made some character inventory sleeves to help keep the play area neat.

The rules are really well written and easy to follow & understand with plenty of examples and pictures. there is a helpful index on the inside back page so you can quickly find anything you need mid-game.

The first solo variant is basically just a "reach the victory point win in as few turns as possible" - a great way to quickly learn the basics of the game and very enjoyable. It will be good if you just want to play a fairly quick (60-90 minute) survival/exploration game.

The second solo rule set is where the game really kicks into high gear. You choose a number of opponent factions depending on how much of a challenge you want and during the Town Business Phase, roll a D10 for each faction, comparing the result to a chart in the book to see what each faction does. these results can boost each faction up one or both of the victory point tracks (getting to the top of either one is a win) or more importantly, initiating PvP combat against your faction.

While this is still not the same as playing against real opponents, it offers a great challenge that will test your luck and skill to beat.

So what sets this game out as a solo gem? It's one of the most immersive games I've played. It's part open-world survival boardgame, part rpg and part story book.

You are the leader of a faction of survivors following a devastating war that destroyed the US leaving pockets of survivors trying to eke out a living among the radioactive ruins. As you make your way around the map, trying to secure vital resources or checking out points of interest, you will be drawing encounter cards and trying to complete them.

You control a team of 5 characters plus a vehicle if you are lucky and start the game with 10 items (from assault rifles to baseball bats, med kits to body armour and everything in between) which you can equip to each character any way you see fit. Some characters will get a bonus if they have certain items and some items can grant boosts to your entire party.

Here is where the RPG feel comes in. Each character and Item has a row of skill attribute boxes along the bottom edge of the card with skills such as Combat, Survival, Medical, Mechanics and Diplomacy. Your character card has a maximum carrying capacity and each item a weight so your character can only carry a certain number of items.

Skill checks are simple, you add up the total values in each attribute column of your character plus his/her equipment. Every 10 is an automatic success. Then you roll a D10 and must roll equal to or lower than the unit value. So, if your combat total is 14, then you get 1 success for the 10 and then must roll 4 or less to get a second success. This makes equipping items very important as not only do you want your skills to be as high as possible, it's often preferable to store an item for later if it would result in a lower unit thus making the die roll harder.

On to the encounters. There are a lot of them. Seriously, loads and each one on them has a mini story delving into another aspect of life after 'the war'. These add so much to the feeling of being immersed in a full world and are varied and well written. Each encounter will list a series of skill checks and the number of successes you need to pass. This is Ameritrash at it's finest Read a story, roll a bunch of dice and the deal with the outcome. A successful result will see you off with a new stash of items, victory points or maybe even new characters you can rotate into your team to replace injured members or just improve your chances with better skills.

There is so much in this game, the sheer number of cards is immense. the replayability is sky high as you will never see everything this game can offer. There are character combinations that complement each other if used together (what are the chances of drawing a husband and his wife together out of a deck of over 100 cards?), locations and storylines that trigger bonus effects if you have the right gear and 10 different factions each with their own skills and bonuses.

This game is certainly not for everyone - if you don't like luck-based games then you might not enjoy the amount of dice rolling and card drawing in Fallen Land.
The art is also divisive. It's very stylized and cartoony but it works with the feel of the game. It's not a pretty experience, everything is broken and destroyed, it's a harsh, Mad Max world of brutal survival and the art on the cards kind of fits this feel and to be honest, most of it ends up covered up and you concentrate more on reading the stories and trying to survive.

All in all a great so experience and a fantastic, brutal multiplayer game.
  
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