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Paul Kellett (118 KP) rated Fallen Land: A Post Apocalyptic Board Game in Tabletop Games
May 9, 2019
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.
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.

Purple Phoenix Games (2266 KP) rated Soul Raiders in Tabletop Games
Jul 5, 2021
Check out that cover art! Amazing! If there is one thing that will certainly help my enjoyment of any game, it is definitely great art and components. Yes, I want the game to play well, but if it also looks great, that merely sends it soaring for me. While Soul Raiders has great art in spades, will I equally love the gameplay? Spoiler: yeah, it’s a pretty good game!
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.
Soul Raiders is a storytelling role-playing game for up to four players. Each player takes the role of an aspiring Soul Raider tasked with saving the realms from the influence of evil. The game is played over several sessions that all affect the overarching plot of the narrative, but this preview version simply allows players to learn the game mechanics through a prologue scenario.
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 which final components will be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions in the rulebook. There are too many to list here. Once setup, the play area may look similar to the photo below.
As there are 36 pages in the preliminary rulebook, I am unable to detail everything in this preview. However, I can give an overall gameplay feeling.
Players control pawns (standees in this version, but plastic minis in the final) that will adventure on Location tiles that spawn baddies, traps, and other elements. Each round played has no turn structure; players can take their actions however they like in any order, and sometimes players will take actions simultaneously. Once all players have taken their actions, the baddies will attack (though some attack immediately upon spawning in a Location as well).
Combat is resolved through clever chaining card play. The cards drawn to the players’ hand are multi-use and can be combined with others in hand to pull off complex combos. All players will have access to melee combat cards, movement cards, and also magic spell cards. Utilizing the cards efficiently, as well as leveraging each players’ inherent strengths, can make or break combats and skill checks throughout the game.
In addition to the myriad combats players will face, they will also be able to encounter events, special characters, and traps. Many times these will result in skill checks or other card shedding activities in order to progress the story.
Throughout the game a tracker board constantly keeps players aware of the current vitae of the party (collective health), threat level, and active events. Players will also be using personalized player boards to keep track of their deck of cards, active engaged enemies, and status tokens. Each character has special talents different from each other, and the final game will have at least four characters, whereas this version has two.
If the players can navigate the game efficiently and quickly enough to satisfy the win conditions, then victory is to be shared. However, if you, like me, are still trying to figure out how to win, the game ships with an interesting session saving ability so you can pick up where you left off with any combination of players and characters.
Components. Again, this is a preview copy of the game, and not everything is final. That said, I can see the direction this game is going, and if it results in a successful Kickstarter campaign, I foresee me praising the publisher for their excellent components. Most of the art seems complete, and the character art is so amazing. In contrast, I feel the landscape art doesn’t necessarily match the intensity and details given in the character art. It just feels out of place in an otherwise excellently-illustrated game.
The gameplay, however, felt very fresh and familiar at the same time. I have played several games where the players’ card decks offer multi-use cards in much the same fashion, and here in Soul Raiders, the cards can be played for their numeric values or their special abilities. What I like about this is the ability to use the cards in hand to pull off sweeping combos of insane damage, or to really nail the lockpicking difficulty checks. There will be times the heroes will need to be engaged in combat with four or more enemies, and having certain spells that can wipe out most of them with one card is always very satisfying.
Movement has largely been neglected in my plays of Soul Raiders, as I haven’t found a great way to make it sing as a card type. Players will need to use movement to travel from one Location card to others, but there are also mechanics in place for the heroes to flee away from battles. I have yet to feel the need to flee from battle. I also have yet to truly understand the need for a big selling point for the game – character invisibility. Yes, I can see how being invisible would be a great benefit, but I rarely had the ability cards in hand to use it properly or effectively. I am told, though, that the game will ship with both a normal character mini and a transparent mini to indicate when they are invisible. So there’s that.
All in all I really do enjoy the storytelling gameplay of Soul Raiders. I think this intro prologue scenario has piqued my interest and triggered my desire to play more in the story. I hope that some adjustments will be made to make invisibility and fleeing more important aspects of the game, but for now I am ignoring them almost systematically. That said, if you are looking for a new game with a great theme and some pretty good mechanics, I invite you to check out the Kickstarter campaign launching very soon. I think this would be a great one to have in a collection, especially as I can see it being infinitely expandable with new books of scenarios and small expansion packs with new heroes, etc.

Jenny Houle (24 KP) rated The Weight of This World in Books
Jan 13, 2018
I received an ARC from FirstToRead for an unbiased review of THE WEIGHT OF THE WORLD.
It's particularly hard to explain the details of this book without spoilers, beyond the blurb already posted about it: "A combat veteran returned from war, Thad Broom can’t leave the hardened world of Afghanistan behind, nor can he forgive himself for what he saw there. His mother, April, is haunted by her own demons, a secret trauma she has carried for years. Between them is Aiden McCall, loyal to both but unable to hold them together. Connected by bonds of circumstance and duty, friendship and love, these three lives are blown apart when Aiden and Thad witness the accidental death of their drug dealer and a riot of dope and cash drops in their laps. On a meth-fueled journey to nowhere, they will either find the grit to overcome the darkness or be consumed by it."
I don't entirely think I knew what I was getting myself into reading the book, which was well written but a little too graphic for me. I think in referring others to it, I will consider those who handle certain scenarios well, versus those who do not (for example, I'm not exactly rushing out to recommend this to any of my friends who've returned home from war and are dealing with PTSD).
The development of the three main characters and the intensity of their bonds and loyalty, despite all the ways they continued to fail one another, were a true depiction of human spirit. How we can love someone so much that we never mean to fail them, yet we can never do fully right by them.
I loved the epilogue but not the ending...if that makes sense (I'm afraid to say much for fear of spoilers). Part of me wanted so desperately for Aiden, Thad and April to all find their way away from Little Canada, alone or together, having beaten all their demons. Part of me, though, is realistic enough to know that is not how life works.
I will absolutely be hunting for other books by David Joy having read this one. So glad I took the time and stuck out the scenes that were hard to stomach.
It's particularly hard to explain the details of this book without spoilers, beyond the blurb already posted about it: "A combat veteran returned from war, Thad Broom can’t leave the hardened world of Afghanistan behind, nor can he forgive himself for what he saw there. His mother, April, is haunted by her own demons, a secret trauma she has carried for years. Between them is Aiden McCall, loyal to both but unable to hold them together. Connected by bonds of circumstance and duty, friendship and love, these three lives are blown apart when Aiden and Thad witness the accidental death of their drug dealer and a riot of dope and cash drops in their laps. On a meth-fueled journey to nowhere, they will either find the grit to overcome the darkness or be consumed by it."
I don't entirely think I knew what I was getting myself into reading the book, which was well written but a little too graphic for me. I think in referring others to it, I will consider those who handle certain scenarios well, versus those who do not (for example, I'm not exactly rushing out to recommend this to any of my friends who've returned home from war and are dealing with PTSD).
The development of the three main characters and the intensity of their bonds and loyalty, despite all the ways they continued to fail one another, were a true depiction of human spirit. How we can love someone so much that we never mean to fail them, yet we can never do fully right by them.
I loved the epilogue but not the ending...if that makes sense (I'm afraid to say much for fear of spoilers). Part of me wanted so desperately for Aiden, Thad and April to all find their way away from Little Canada, alone or together, having beaten all their demons. Part of me, though, is realistic enough to know that is not how life works.
I will absolutely be hunting for other books by David Joy having read this one. So glad I took the time and stuck out the scenes that were hard to stomach.

Mothergamer (1565 KP) rated the PC version of Fable III in Video Games
Apr 3, 2019
I finished my first play through of Fable 3. I did pick the hero role my first time through. You can choose to play an evil tyrant also. I loved hearing John Cleese as the voice of your trusty butler Jasper, along with other recognizable voices throughout the game such as Simon Pegg and Ben Kingsley. The first half of the game follows the template of exploration, quests, and combat as you recruit followers and gather an army as either a prince or princess of Albion. While some of the quests are courier (package delivery) quests, there are quests that are creative with things like donning a chicken costume, performing in a play, or wearing a disguise.
Once you have your army, the revolution can begin and Fable 3 becomes a tactician strategy game where the tough decisions you make actually have an impact in the story. Interaction with others is one on one now making it easier to recruit followers or woo a spouse. Another thing that I loved is the solution to the clunky menu system. That is gone and you now have the sanctuary where you can organize weapons, costumes, and your full magic arsenal. There is also an offline and online co-op feature that works really well so you can play with others and pool together treasure, resources, and rewards from adventuring together.
That isn't to say that there aren't any problems. There are a few. At times, there are loading time issues with the load screen as you enter a new area. There are also little graphic errors here and there where you're holding an npc's hand for a quest and as you are running, it looks like they're not holding hands with you, or they end up stopping and standing there so you have to come back to get them. Even with the world map and fast travel, there still seems to be a loading issue.
However, you forget all that as you play Fable 3 immersed in fun quests, planning a revolution, and deciding if you will be a hero or a villain. Who knew revolution could be so much fun?
Once you have your army, the revolution can begin and Fable 3 becomes a tactician strategy game where the tough decisions you make actually have an impact in the story. Interaction with others is one on one now making it easier to recruit followers or woo a spouse. Another thing that I loved is the solution to the clunky menu system. That is gone and you now have the sanctuary where you can organize weapons, costumes, and your full magic arsenal. There is also an offline and online co-op feature that works really well so you can play with others and pool together treasure, resources, and rewards from adventuring together.
That isn't to say that there aren't any problems. There are a few. At times, there are loading time issues with the load screen as you enter a new area. There are also little graphic errors here and there where you're holding an npc's hand for a quest and as you are running, it looks like they're not holding hands with you, or they end up stopping and standing there so you have to come back to get them. Even with the world map and fast travel, there still seems to be a loading issue.
However, you forget all that as you play Fable 3 immersed in fun quests, planning a revolution, and deciding if you will be a hero or a villain. Who knew revolution could be so much fun?

Neon's Nerd Nexus (360 KP) rated Triple Frontier (2019) in Movies
May 13, 2019
Triple threat
#tripplefrontier is a slick #film that at its depest focuses on the casualties & sacrafises that five mens obbsessions, greed & selfishness have on all the people they encounter. Bar #apostle & #cargo ive not really enjoyed any of the #netflix movies but seeing the impressive cast & equaly impressive director attached to tripple frontier i really couldnt pass this one up & ive got to say i was very impressed. Acting is great all round with #benafflek & #oscarisaac taking the front seat here. I was also #excited to see #garretthedlund in this but sadly his character isnt given much screentime at all or explored enough. Affleck has the most intresting character a father that at first seems like an all round good guy until we start to see the cracks in his personality housing traits such as neglect, coldness, #obbsession, greed, #addiction & agressive streaks. Watching him change from the weak man to this #heartless, job adict, selfish yet highly trained person is engrosing & helps ramp up tension with a certain unpredictability. Group dinamic is also a joy to watch & the #relationships they have with each other are belivable & help the viewer form a nice connection with them all. Some solid metaphors of how much a life costs & how #america takes whatever they want from people regardless of the effects or casualties it has are subley weaved in here at points. Themes of how #combat effects individuals mentaly, how a job in the #specialforces fails on the risk vs reward scale forcing many to seek higher paid mercinary work instead & also alot about trust/reliability in #hostile situations not just with unknowns but in #friendships too. Shot impressibly there are some #beautiful establishing shots & some #gorgeous camera work too (especially during the firefights & car chases). Sets are all visually pleasing to the eye & locations feel varied & full of life/hostility. Cgi is belivable & the soundtrack is memorable also. Tension is great giving you the #feeling that somethings about to go wrong at every turn & the action is exilirating. While nothing particually new its a very well made film thats certainly sets the bar for Netflix films to follow. #ciniphile #filmbuff

Neon's Nerd Nexus (360 KP) rated Avengers: Infinity War (2018) in Movies
May 14, 2019
To infinity and beyond
#avengersinfinitywar is an intense, fast, slick & fun ride that pulls its viewers along at such a thrilling pace that you rarely have time to breathe. Im #happy to report #infitywar is a solid, well made & a very entertaining #film (it is however by no means perfect but it does come out overall as one of the best films that marvel has produced). From the start you can instantly tell production is high here, costumes & makeup ooze detail as do sets, the score is #beautiful & extremely epic & cgi its stellar (minus a few scenes where it looked a bit soft). This is a film that clearly has had not only alot of money but a lot of love put into it. Fight scenes are weighty, fluid & pack a sometimes brutal punch to them & they come thick & fast but never out stay their welcome. Set pieces are #gorgeous too with great camera work ranging from tight claustrophobic combat to huge dizzying establishing shots giving the film great scale. Acting is great all round with #joshbrolin as #thanos being the standout here, hes constantly intimidating visually & vocally with so much unpredictability & power his presence alone instantly made me #anxious. Story wise it keeps it interesting & everyone's motives are clear but i do feel that with so many characters to juggle you loose that connection & emotional impact from time to time. Also its a darker film but peril is quite void here & at times I felt no one was really in that much danger of being fataly hurt. Themes of sacrificing the things you #love for a greater purpose & the effects/impact power can have in different hands were interesting but id need to watch it again to see what its deeper over all message was. Lastly the ending is so clever, perfect, beautifully done & shocking that it left most of my screening breathlessly glued to our seats. Comedy works well here too with most jokes hitting without being to cringe. Overall its a damn good time & watching it with a big excited audience reminded me of what going to the cinema is all about 'Escapism' & 'fun' & #avengers really does provide both. #comicon #superhero #marvel #disney #guardiansofthegalaxy #thor #hulk #captainamerica #spiderman #groot #ironman #marvelcomics #mcu

Saffy Alexandra (89 KP) rated Harry Potter and the Prisoner of Azkaban in Books
May 26, 2019
Don't be so sirius ...
As much as I say I can't choose one of the Harry Potter books as my favourite ... this one possibly takes the biscuit! The humour, the mystery and of course the introduction of two of my (everyones?) favourite characters: Remus Lupin and Sirius Black.
The way Rowling manages to make us all panic and worry for Harry the entire way through the book to end up actually rooting for the 'bad guy' is probably one of her many talents (no spoilers but read the last book people).
The introduction of the Dementors who are supposed to 'protect' the school and pupils was chilling - no pun intended - and the actual meaning of them for Rowling's own depression was a real interesting twist to these 'childrens' books. Just adding more and more layers to these fabulous books. Introducing a concept such as 'depression' to young readers is a very difficult thing to do and Rowling achieves this with grace and tact. Introducing something as big as depression to young readers, she has managed to crack through the metaphorical glass roof in the way of mental health. Showing children that any person (Wizard or Muggle) can be effected by depression but there are ways to help combat it is something that is done beautifully in this book.
One of the main things I loved about this book was that she made a werewolf, in which horror has made us fear and distrust, into a character we all root for and adore. His backstory of how he has been mistreated by society and basically pushed to one side is respondent to what has happened to certain people in our society. Again, these are meant to be children's books - Rowling manages to put these points across in such a informative but almost gentle way for children to understand without directly shoving it down their throats. I believe in this way Rowling has managed to help the readers who grew up with these books understand the issues in our society and has helped people grow up to want to help end the stigma attached to certain groups and help make equality in our society.
Not bad for children's book.
The way Rowling manages to make us all panic and worry for Harry the entire way through the book to end up actually rooting for the 'bad guy' is probably one of her many talents (no spoilers but read the last book people).
The introduction of the Dementors who are supposed to 'protect' the school and pupils was chilling - no pun intended - and the actual meaning of them for Rowling's own depression was a real interesting twist to these 'childrens' books. Just adding more and more layers to these fabulous books. Introducing a concept such as 'depression' to young readers is a very difficult thing to do and Rowling achieves this with grace and tact. Introducing something as big as depression to young readers, she has managed to crack through the metaphorical glass roof in the way of mental health. Showing children that any person (Wizard or Muggle) can be effected by depression but there are ways to help combat it is something that is done beautifully in this book.
One of the main things I loved about this book was that she made a werewolf, in which horror has made us fear and distrust, into a character we all root for and adore. His backstory of how he has been mistreated by society and basically pushed to one side is respondent to what has happened to certain people in our society. Again, these are meant to be children's books - Rowling manages to put these points across in such a informative but almost gentle way for children to understand without directly shoving it down their throats. I believe in this way Rowling has managed to help the readers who grew up with these books understand the issues in our society and has helped people grow up to want to help end the stigma attached to certain groups and help make equality in our society.
Not bad for children's book.

TRUE_REVIEW (8 KP) rated Horizon Zero Dawn: Complete Edition in Video Games
Feb 19, 2018
Amazing Graphics (2 more)
Captivating Storyline
Repeat Playability
A Visually Epic Tale of a Future Dominated By Machines
Horizon Zero Dawn tells the tale of Aloy, an outsider in a future ruled by machines who needs to find her place in the world. A story which reaches from her younger years to adulthood and leads us through interweaving story arch from tribe acceptance to standing side by side with royalty.
Take down an array of machines with just a bow and arrow or create multiple strategies using an armoury of inventive weapons. The combat is sleek, often offering multiple ways of achieving your goal. The storytelling is deep and rich with a cast of hundreds of characters, each with their own interesting backstory to be discovered. Controls are superb, rarely limiting your ability to interact with the environment. Graphically stunning (I played this on a standard PS4 but there are significant improvements to be had if you own a PS4 Pro).
For the collector in you there is plenty to find here albeit easy enough to complete with the maps available for purchase.
This version of the game comes complete with The Frozen Wilds DLC which opens up an additional region to the north of the map with new, deadlier enemies to tackle as well as an entirely new story arch to discover. You can also unlock New Game + which (once the base game is complete) allows you to restart the game with all the weapons, armour and collectibles you have found already. New Game + increases the difficulty significantly bringing new challenges to an already discovered map (which in itself is vast to say the least).
All in all, Horizon Zero Dawn: Complete Edition is an incredible story of survival in a hostile world. One of the top games of 2017 for me (if not the best). Certainly deserves all the awards it received and thankfully paves the way for a sequel through multiple unanswered questions. I award Horizon Zero Dawn: Complete Edition 9/10 and a must have for any PS4 owner (exclusive to PS4).
Review Setup Used:
PS4: Standard 500 gig base model
TV: LG 50PZ570T
Audio (interchanged): LG 5.1 Surround BH7440 OR Turtle Beach Wireless PX4 Headphones
Take down an array of machines with just a bow and arrow or create multiple strategies using an armoury of inventive weapons. The combat is sleek, often offering multiple ways of achieving your goal. The storytelling is deep and rich with a cast of hundreds of characters, each with their own interesting backstory to be discovered. Controls are superb, rarely limiting your ability to interact with the environment. Graphically stunning (I played this on a standard PS4 but there are significant improvements to be had if you own a PS4 Pro).
For the collector in you there is plenty to find here albeit easy enough to complete with the maps available for purchase.
This version of the game comes complete with The Frozen Wilds DLC which opens up an additional region to the north of the map with new, deadlier enemies to tackle as well as an entirely new story arch to discover. You can also unlock New Game + which (once the base game is complete) allows you to restart the game with all the weapons, armour and collectibles you have found already. New Game + increases the difficulty significantly bringing new challenges to an already discovered map (which in itself is vast to say the least).
All in all, Horizon Zero Dawn: Complete Edition is an incredible story of survival in a hostile world. One of the top games of 2017 for me (if not the best). Certainly deserves all the awards it received and thankfully paves the way for a sequel through multiple unanswered questions. I award Horizon Zero Dawn: Complete Edition 9/10 and a must have for any PS4 owner (exclusive to PS4).
Review Setup Used:
PS4: Standard 500 gig base model
TV: LG 50PZ570T
Audio (interchanged): LG 5.1 Surround BH7440 OR Turtle Beach Wireless PX4 Headphones

Matthew Krueger (10051 KP) rated Condemned: Criminal Origins in Video Games
Oct 24, 2019
Scary Spooky
Condemned: Criminal Origins (known in Europe as Condemned) is a first-person survival horror video game, that is very good but underrated.
Condemned: Criminal Origins places an emphasis on melee combat and puzzle solving, including searching for fingerprints and gathering evidence. Lets talk more about the crime scene's, and gathing evidence.
Condemned directly involves the player in crime scene investigations, offering the ability to, at the press of a context-sensitive button, call upon a suite of forensic tools to find and record evidence. The player character is linked to an FBI lab via his mobile phone throughout the investigation, allowing (almost immediate) remote examination and analysis by his support worker, Rosa. Crime scene evidence can be used to solve puzzles, allowing the player to pass previously impassable barriers, and provide clues to the overall mysteries of the story.
Examples of evidence include fingerprints, footprints, fibers, fluids (such as blood or chemicals), particles, residues, markings/etchings, material, imprints, wounds, small objects, documents, and body parts.
The player character is gifted with the instinctual ability to detect when forensic evidence is nearby, allowing players to bring up the detection and collection tools when appropriate. However, the "instincts" of the character only vaguely highlight the area in which the evidence resides; it is up to the player to methodically sweep the scene and catalog any findings.
Lets talk about the plot: Condemned: Criminal Origins is set in the fictional American city of Metro. The player takes on the role of Ethan Thomas, a crime scene investigation agent with the FBI's Serial Crime Unit, as he traverses the seedier sides of the city. His journey takes him through a number of condemned buildings as he searches for the one who framed him for murder, the evasive Serial Killer X. Along the way, Ethan must use his investigative intuition and technology to examine evidence left behind by SKX, all the while fighting off the violently psychotic denizens of Metro City, who seem to be driven to such madness by a mysterious, yet seemingly extraneous force.
Their are two different ends: but really its the same ending.
If you do like psychological, crime solving horror games than you will like this one.
Condemned: Criminal Origins places an emphasis on melee combat and puzzle solving, including searching for fingerprints and gathering evidence. Lets talk more about the crime scene's, and gathing evidence.
Condemned directly involves the player in crime scene investigations, offering the ability to, at the press of a context-sensitive button, call upon a suite of forensic tools to find and record evidence. The player character is linked to an FBI lab via his mobile phone throughout the investigation, allowing (almost immediate) remote examination and analysis by his support worker, Rosa. Crime scene evidence can be used to solve puzzles, allowing the player to pass previously impassable barriers, and provide clues to the overall mysteries of the story.
Examples of evidence include fingerprints, footprints, fibers, fluids (such as blood or chemicals), particles, residues, markings/etchings, material, imprints, wounds, small objects, documents, and body parts.
The player character is gifted with the instinctual ability to detect when forensic evidence is nearby, allowing players to bring up the detection and collection tools when appropriate. However, the "instincts" of the character only vaguely highlight the area in which the evidence resides; it is up to the player to methodically sweep the scene and catalog any findings.
Lets talk about the plot: Condemned: Criminal Origins is set in the fictional American city of Metro. The player takes on the role of Ethan Thomas, a crime scene investigation agent with the FBI's Serial Crime Unit, as he traverses the seedier sides of the city. His journey takes him through a number of condemned buildings as he searches for the one who framed him for murder, the evasive Serial Killer X. Along the way, Ethan must use his investigative intuition and technology to examine evidence left behind by SKX, all the while fighting off the violently psychotic denizens of Metro City, who seem to be driven to such madness by a mysterious, yet seemingly extraneous force.
Their are two different ends: but really its the same ending.
If you do like psychological, crime solving horror games than you will like this one.

Neon's Nerd Nexus (360 KP) rated 1917 (2020) in Movies
Jan 11, 2020
Poor Wayfaring Stranger
1917 is magnificently filmed, teeth clenchingly tense and emotionaly draining from start to finish. A journey film of a two men but unlike any war film thats come before it both visual wise and in regards to story telling. More about the trek, land and character progression rather than focusing on gun fights and combat 1917 gains your complete attention and focus right away from its gorgeous opening. What follows is a series of about 7 seemingly one take expertly designed and pulled off tracking shots which are simply breathtaking to whitness. These shots are a joy to experience and not only seem seamlessly tied together but ensure we never lose sight of our heros helping us to really feel like we are beside them as they face numerous obstacles/perils on this tough expedition. Theres alot of tree/growth metaphors here which makes sense since the two lads start off as mere boys given a mission so seemingly impossible that death seens inevitable forcing them to grow up, learn and mature into men if they want to even survive. Sets are fantastic each one is magnificently vast/epicly sprawling and these wastelands are littered with debris/bodies depicting the aftermath of previous skirmishes and desruction. Its actually insane the amount of storytelling/detail going on constantly in the surroundings and the way this helps give extra weight to the world and over all story is staggering as well as visually breathtaking/impactful. See terrain is just as much an enemy here and seeing these lads battle mud, water and building collapses really emphasis that the mission is just as much about survial as it is time constraints. Great messages about how strong the power of hope can be even when the odds are severely stacked against us theres always something beautiful, magical or meaningful that keeps us pushing on or that makes us find the courage to go beyond what we thought we were ever capable of. A brilliantly acted, flawlessly filmed, epic scale journey of an intense character struggle accompanied by a heart pounding adrenalin inducing score and beautiful cinematography make 1917 is a truly stunning and absolutely fantasic experience.